Hi John,
What I did was take the original Penetration Table from NUTS! page 59 and
expanded it.
So in the original, all PASS 2D6 crew was killed, PASS 1d6 random crew deaths,
and PASS
0d6 no crew deaths.
I agree that not all tanks burned (or exploded) even immediately. However, on
PASS 2d6 (I
assumed) the tank is disabled and crew is dead anyway, and as miniatures are a
visual
medium, I though players would like to see a dead tank be a burning tank.
So the burning chances are 1 in 6 it explodes, 2 in 6 it burns immediately, 1 in
6 it burns
soon after and 2 in 6 it doesn't burn at all. OK, more than 50% burn heavy.
On the PASS 1d6 and Pass 0d6 there are no burning tanks.
As far as crew death goes, the original Pass 1d6 table had crew straight out and
die if crew
member was penetrated. I changed that to 3 in 6 dead, 2 in 6 OOF and 1 in 6
"Wounded".
The other guys not penetrated are fine.
Tanks for looking at it. (yuk yuk)
- John Paul
--- In twohourwargames@yahoogroups.com, "John" <jkantor@...> wrote:
>
> I like parts of it, but it's too deadly on the crews. It was
> relatively rare for tanks to explode immediately, and if it didn't
> then crew members had a good chance of avoiding death.
>
> If you read the accounts, it was fairly common for crews to have
> multiple tanks shot out from under them. They might lose one or two
> crew members when that happened.
>