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Multiple Targets in Striker

If a weapon has multiple targets listed, can the shooter repeatedly shoot at the same target?

So, if my SMG has 2 targets. There's only one stand of troops in range. Can I fire twice at that stand?

(It could get awfully messy if a weapon can engage 16 targets, and there's only one to be had).
 
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Yes, they can target the same target multiple times. If the Striker rules are not enough, there's even an explanation of multiple targets, autofire & danger space for MT that you could read to help sort it all out.

I have a copy on my website; I think it's in the Repair Bays down at the bottom, in one of the Q&A sections.

Oh, and "messy" is even worse than you think - Striker doesn't just talk of 16 targets, it talks about 16D (16 _dice_) worth of targets.

The Bellion, for example could sit out in a rainstorm and not get wet...
 
Allowed number of attacks and danger space

(Sorry if I shouldn't resurrect this thread. It seems directly related to my question....)
I'm confused looking at Striker rule book 1 and rule 16C (Allowed number of attacks and danger space).

Example: My unit F-1 is firing a medium machine gun (targets 8!) at target enemy unit E-1 at 90cm (long range). In the danger space (drawing from F-1 to E-1) there are also enemy unit E-2 (at 85cm); friendly unit F-2 (at 80cm), enemy unit E-3 (at 60cm) and friendly unit F-3 (at 50cm).

Code:
F-1 ---->              F-3 (50cm)  E-3 (60cm)  F-2 (80cm)  E-2 (85cm)  E-1 (90cm)

Do I roll in order against E-1, then E-2, then F-2, then E-3, then F-3?
What about the remaining three rolls? Can I target them all at E-1, or do I start at E-1, then E-2, then F-2?
Are the DMs for range by each unit, or just for the prime target? So those above 70cm are using the long range 10+ while those below are at 8+ (including F-3!)?


The post above suggests that if I only have one target in the danger space, I could repeatedly hit it. So if only F-1 and E-1 were involved, then E-1 is going to suffer eight rolls....

Hope that makes sense.
 
Looking at this yet again...
Is it correct that the targets are attacked in order of closeness to the prime target? So for a different example, F-4 fires at prime target T-1, with multiple other targets nearby (not distinguishing friendly from enemy):
Code:
F-4        T-6(30cm)           T-4(75cm) T-2(85cm) T-1(90cm) T-3(92cm) T-5(110cm)
Would the order of attack be T-1, T-2, T-3, T-4, T-5?
What if T-5 was way over the maximum range, but would otherwise have been the last target? Would T-6 be attacked instead?
 
Hi Phil,

I'm not much of an expert on these things but seeing as you have not received any responses I'll give it a go. Bear in mind that I haven't played a game of Striker - I attempted to once as a young man but never got through, and more recently have read through the rules with a mixture of horror and amazement that anyone should attempt such a thing.

I believe that Hyphen is incorrect and you can not attack the same target more than once using this rule. I always looked on it as being a simulation of the cone of fire of an automatic weapon, with the effect of automatic weapon fire on a single stand being simulated by the rule that an additional hit is made for every 2 above the "to hit" number tht is rolled along with the autofire bonus.

Aza
 
I really don't like the rule as written, or the various interpretations offered. I'm quite inclined to house-rule it to some form of displacement system... need to think about that.

I did sit down and work out the expected damage of a MMG at various ranges, and it was fairly horrifying. On the other hand, that probably fits reality.
 
I disagree with aza about not being able to hit one target with all the attacks. That is what makes MGs so deadly. An MMG could hit up to 8 targets, that is like 8 bursts of fire. You could put all 8 on one target or hit 8 targets once or 4 targets twice etc. Who gets hit how many times is up to the gunner.
 
Furthermore, I think it depends on the range of the weapon, (i.e. the trajectory of the rounds fired) the range to the target and the range of the intervening units.

aza mentioned the cone of fire. For any support weapon, you would have the potential of hitting any units (whether enemy or friendly) intervening anywhere along the path of flight to the target (and potentially also beyond if you miss the target). So, intervening friendly troops are problem if you want a clear shot at the target. This is especially true at short to long range where intervening units will block the path of flight.

Thus, if friendlies are in a location that is before or after the apex of the trajectory of the bullets along that path of flight, they are in the danger space of the weapon. If this is the case, you had better not take the shot or reckon with some dead friendlies as a result of friendly fire!

Take the weapon's extreme range and assume that the apex of the bullets' trajectory will occur at 2/3rds of the weapon's range. That is the trajectory of the bullets (on a normal gravity planet) would reach their peak at that point.

At short to long ranges this is not important, because the trajectory of the bullets will be too flat to fire over anyone, but since MGs can be set up for a far ambush and you could even set up plunging fire over an intervening obstacle like a hill and theoretically also over other friendly units. However, keep in mind firing over friendly units with an MG is not a good idea unless you both have a well-prepared a position with aiming stakes and have tested it all beforehand. If you do this impromptu you run the risk of hitting your own guys especially if you are not 100% sure of their actual position. Your fire could also confuse them making them think that they are being fired on by your MMG team. Still, in battle it happens that people take these risks.

So in your second example if F4 fires at T-1 he is going to have to at least roll attacks vs. T-6. Depending on the situation T-4 & T-2 might get hit by accident as well. Here T-2 is in more danger than T-6. I'll explain further below.

The TL5 MMG has an extreme range of 120 (or 1200 meters), that means its bullets will reach their highest trajectory at 80 (or 800 meters). After that point, they will begin to lose height rapidly.

The way I handle this in my game is:
I determine whether or not the MMG team could conceivably miss the intervening units and give them a roll to try it with any applicable drms. Smoke, movement of the target or the intervening unit anything like that is a negative drm and will make the intervening unit more susceptible to getting hit.

If the MMG stand misses the roll it means they hit those intervening units. (Note: my players term these hits "incidentals" if they hit an enemy units and "friendly fire" if it is a friendly unit. I am so glad I never had to deploy with any of them btw.)

Bursts that hit an intervening units still travel on to the primary target, but are reduced in effectiveness by that number of hits scored on the intervening unit.

Thus, the bullets continue to fly on to the primary target where a second to hit roll is made. At long range you need a 10+ to hit but you get a +3 drm for the auto-fire bonus at long range. Let's just say that for the sake of argument the MMG team only fires one burst at T1 and the intervening units soak up 2 hits from that burst, I then have the MMG team roll to hit the intended target and reduce the number of hits scored by two. They need a 7+ to hit (10+ with a +3 drm). Lets say they roll a 10. That is 3 over what they needed to hit so the primary target takes 1 hit (3-2=1).

It is probably not the way that striker handles things, but it is more realistic and it works.

So using your example, if the MMG team fires off 8 bursts at T1, he has to roll 8 times to miss all 3 intervening targets T-6, T-4 & T-2, before rolling to hit the target! The chances of hitting T-4 and T-2 are somewhat reduced, because they are right around the apex of the bullets' trajectory at range 80 (800 meters). They are both 50 meters on either side of that apex and T2 is in more danger than T-4 because T-2 is in the segment of the danger space where the rounds are losing height fast. As the referee, I just make a couple of +/- drms here and have them roll what happens next.

I hope this all makes some sense?
 
I hope this all makes some sense?
Some -- it certainly gives me ideas.

Overall on this particular rule, I'm tempted to simplify it in house rules (especially when playing with kids). Possibly slightly reduce the number of bursts for some weapons.
 
Take the weapon's extreme range and assume that the apex of the bullets' trajectory will occur at 2/3rds of the weapon's range.
(snip)
It is probably not the way that striker handles things, but it is more realistic and it works.

Striker, focussed as it is on wargaming more than roleplaying, probably says "shoot them all and let God sort it out".

;)

OK, I'm probably being a little unfair. One way to simplify the "danger space" (that you were struggling with above) is to use the MT rule that says to be in danger, things have to be in the same range band as your actual target. Nearby thngs along the same line of fire as distant targets, therefore, can be disregarded. (Well, unless you've got a tank parked in front of you - but LoS would be lost, anyway!). As for those in the same space, you have to roll an exceptional roll to hit your primary target. If you fail, roll again against one of the secondary targets. If you succeed on a normal attack, oops.

Anyway, try reading the Q&A for Digest 12, then compare those ideas wih Striker, and hopefully you'll work out something reasonable.

And let us know if you're solution worked when it encountered your players... ;)
 
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