Car Wars Design Advice

By Curt Lindmark

 

The first rule to a Car Wars game is to have fun.  This can be achieved by having a solid design with a good chance of competing and finishing well.

 

The following are my collective thoughts on how to build a solid design.

 

First: know what the victory conditions are.  Usually, they are two full kills and 5 seconds of maintaining the lead, or 2.5 full kills.  This is the standard for AADA matches.  Know first and foremost what it is you are expected to accomplish with your design.  If the match is a straight race, considering sinking your budget into your engine and tires.

 

Second: know where you’re fighting.  The layout of an arena can very strongly influence what decisions you can make with your design.  If the arena is a large circular track, you can choose one side of armor to be facing the wall and afford to skimp on the one side while improving the armor on the other side.  If an arena contains long narrow passageways with little opportunity for your side armor to be shot, you can afford to skimp on the sides and beef up the front.  Carefully analyze the layout of an arena and customize your design to fit the surroundings.

 

Third: make sure you can get the car moving.  Pick an engine that is strong enough to push you, but try to find one that is the best fit for your car.  Having more power factors than you need in a duel is of little use.  Most combats happen fast enough that you don’t have time to get up to an inflated top speed. 

Installing High-Torque Motors (HTMs) on electric cars is a much better deal than an oversized engine.  If you do choose an over-sized engine, try to get one that will give you a raw 10 mph acceleration, and then install HDHTMs to double your acceleration. 

Spoilers and airdams are always useful in mid-to-high level matches.  They allow you to turn lazily around the arena without impacting your HC.  They also let you out maneuver other cars when you do use part of your HC to turn sharply right when you need it. 

HD Shocks are also useful to minimize the occasional hazard.

 

Fourth: Decide how you want to orchestrate the demise of those around you.

You can choose one (or more) of the following

  1. Ram
  2. Shooter
  3. Dropped weapons

 

At the most, you can choose to split your budget between two of the three.  Ram/Shooter is always a popular mix of methods of destruction.

Having all three methods in your design often means that each type of attack is weak enough not to be as useful compared to others who choose two or one method.

 

Ram

Ram attacks require you to plow your car into your opponent, and hope you have more armor than he does.

If you choose a ram attack, you need the following (budget allowing)

  1. Ramplate: mounting a ramplate makes your collisions more effective, and reduces the damage you receive. There are three schools of thought on armor layout for a ramplate: all plastic, all metal, or metal and plastic.  If you choose to have metal at all, try to have an even number of points.  You lose up to half of your metal in a collision (rounded up), and losing more than half will cost you your airdam.
  2. Spoiler and airdam (both): this gives you free maneuvers allowing you to line up an attack.
  3. HD Shocks: this lowers hazards inflicted upon you, especially useful during a high speed ram.
  4. Sand: either in a single discharger mounted front and bumper triggered, or loaded in a front mounted junk dropper (also mounted front and bumper triggered), this will help counter any ram defenses your victims may have installed intended to force you to crash when you plow into them.
  5. High acceleration: The faster you go, the more damage you do when you ram, the more likely you are to catch your prey, the more likely that you’ll be able to move first in a phase, prior to your prey, and orchestrate a collision before they have the chance to get out of the way.  The two ways to achieve this are gas engines or electric plants with HDHTM/HTM.  HTMs allow you to increase your acceleration at lower speeds, which is essential for ram cars.  With a small enough car and a big enough engine, you can go from 0 to 60 in three turns.  After your first kill, your speed will be significantly decreased, and a low speed ram car is always an easy target.

The other thing to consider in driving a ram car is where to hit.  The side armor of a car is often the best choice.  You can choose the speed of the collision (yours) to inflict what you think is the right amount of damage.  If possible, try to aim for the front half of the car.  Most dropped weapons and/or dischargers that are bumper triggered will be placed towards the back of the victim’s car.  Hitting in the front will reduce the likelihood that you’ll be hit by them.  Also, any ranged weapons that are bumper triggered will fire straight out of the middle of the victim’s car.  If you make sure you’re not on that line when you hit them, you’ll be sure that their automatic gunfire will miss you.  Hitting the back is often not nearly effective, unless the target car is going significantly slower than you are.  You also run the risk of back mounted dropped weapons causing you some havoc.  Hitting the front is often the worst choice, especially if the other car is also mounting a ramplate.  If at all possible, never hit a ramplated car on the front. 

 

Shooter

Shooter attacks require you to use firepower to kill your opponent prior to them doing the same.  There are three ways you can use shooter designs:

one big gun (OBG), many little guns (MLG), or a few medium guns (FMG).

 

OBG designs rely on a single (or at most a pair) of heavy hitting guns to devastate armor.  The risk of this is if you miss, you’ve invested a large amount of your budget into something that has done nothing for you that turn. 

 

MLG designs rely on having multiple chances to hit and do a small amount of damage.  The risk with MLG designs is attacking someone with a thick sheet of metal armor.  A single 6 die weapon is great against 7 pts of metal armor.  Six 1 die weapons are utterly useless against 7 pts of metal armor.

 

FMG designs tend to be very popular.  A luxury can fit three VMGs, RRs, or RLs and inflict roughly 6 dice of weaponry per salvo with often a decent chance to hit.

 

Once you establish which method (or combination thereof) of weapons you want, the next thing to decide is where to put them.

 

Some designers put guns on the front.  For some choices, that is the only option you have.  One thing to consider in placing guns is the effect of speed modifiers to your tohit roll for your target.  If your target is moving at any appreciable speed, and you are firing at his side with your front mounted weapons, you incur the worst possible tohit modifier, and will often miss.  Most opponents will deliberately turn to keep their side arc facing your front guns to inflict just such a modifier.

If you mount your guns to the side, and keep his side arc in your side arc, you all but negate any tohit modifiers from the target’s speed.

 

Often, if you mount your guns to the side, you’ll be constantly turning to keep your target in your arc of fire.  Having a spoiler and airdam will help you constantly turn slightly with little to no negative effect on your handling.

 

The other thing to consider when choosing guns is what your expected target is.  Are you planning on shooting thru the armor, or at the tires?  If you plan on tire shots, it is most important to increase your bonuses to hit.  A computer is a great way to do this.  A dedicated gunner is also a good way.  They’re free (except for food, water, and the occasional candy bar), and in a larger car, there’s room for them.

 

There is also the added possibility of incendiary weapons.  They inflict fire mods on your targets, which is useful for setting your opponents on fire and letting them burn to death, and/or explode.  The lower the division, the less likely they’ll have methods of combating vehicular fires, and the more useful this idea is.  It is imperative to have your own fire protection if you plan on bringing incendiary weapons.  A vehicular fire extinguisher is a good idea.  An improved vehicular fire extinguisher is a better one.  Having an IFE and a portable fire extinguisher for each crew member is the best of all.

 

Deciding how much ammo you choose to carry can also be a meaningful choice.

The MG carries 20 shots.  Most duels don’t run 20 turns.  If you chose HD ammo with 10 shots, the cost and weight are the same, and your damage goes up.

This becomes more significant with the VMG with HD ammo (2D+2).  Having rounds left in the magazine at the end of the duel means you paid for something you didn’t use.

 

The most important thing of all, when choosing a shooter design, is not to have more weapons systems than you have crew.  If you have only a driver and have two completely different weapon systems, you can’t fire them both in the same turn.  Any weapon you don’t fire because you ran out of firing actions is a waste of money, weight and space.  The other guy, without a second weapon system he’s not using, will have more of something you don’t have, and will likely kill you with it.

 

Dropped Weapons

It is possible to orchestrate kills using nothing but dropped weapons.  This is probably the most difficult method of killing someone by itself.  The target has to run over your dropped weapons in order for them to be of any use.  If an arena is designed with multiple chokepoints and an artificial requirement to pass over them, this can be more effective.  The four things that can be impacted the most effectively by dropped weapons are tires, underbody armor, handling class and burn modifiers.

Dropped weapons are separated into three classes

Dropped gas

Dropped liquid

Dropped solid

You can not effectively combine two dropped liquids together.  That is the primary restriction on combining dropped weapons.  Everything else is fair game.

 

Each weapon will be given one “dropped weapon” (DW) point for each of the four components it affects: tires, underbody armor, and handling class and burn mods.

 

Dropped gas weapons

Offensive

Flame cloud: 4 DW.  The most effect dropped gas weapon is the flame cloud.  It hits vulnerable top and underbody armor (people have been killed by a single flame cloud, because they installed only 1 pt of armor on the top), and it also will damage tires, after destroying or bypassing wheel protection.  It inflicts a burn mod and also inflicts roughly a D3 hazard.

 

Defensive

Smoke: 0 DW.  Smoke does nothing but inflict minuses to hit.  It also blocks lasers, but does not block IR lasers.  In a high enough division, any laser guided weaponry will be guided by IR lasers.  Hot Smoke is a better choice.

 

Hot Smoke: 0 DW.  Hot smoke is a better choice than smoke.  It blocks IR lasers, and offers the same minus to hit protection as regular smoke.

 

Paint: 0 DW.  Paint will block lasers and IR lasers, but only for 5 phases (it’s falling liquid, but essentially a dropped gas).  It will also inflict a -3 to hit to anyone who drives thru it.

 

Dropped liquids

Offensive

Flaming oil: 4 DW.  Flaming oil ignites after one phase, burns for 5 phases, blocks LOS for lasers (normal and IR), causes burn mods, and inflicts hazard and maneuvering penalties.

 

Pyrophoric oil: 4 DW.  Pyrophoric oil is just like flaming oil, only it ignites after someone drives on it.  This can be used to great effect when someone thinks it’s only oil, because it hasn’t ignited yet.

 

Sticky foam: 2 DW.  Sticky foam is great when used in conjunction with another hazard inflicting dropped weapon.  Because it is a dropped liquid, the best dropped weapon to combine it with is either a flame cloud or a mine.

 

Defensive

Ice: 1 DW.  Ice does not cause damage or burn mods, but is the single most effect hazard multiplier available.  It is twice as effective as oil, and against cars with slicks, is horrifically devastating to their handling class.  A single sideswipe with a bumper-triggered ice discharger can easily force a high speed car to crash.

 

Oil: 1 DW.  Non flammable oil is useful for raising hazards caused by other damage, but ice is usually more effective.

 

Dropped solid

Offensive

Spikes: 1-2 DW.  Spikes only attack tires, not underbody armor, and can be made incendiary for extra money.  However, the damage from spikes is not considered enemy gunfire, so does not inflict hazards, or damage the wheel, just the tire.  Incendiary spikes are useful for setting tires on fire, which can force the car to catch on fire, and burn or explode your opponent.

 

Junk: 1 DW.  A junk dropper can be used in low-end divisions to drop debris which can damage tires.  It is more effective loaded with sand and mounted front to help counter dropped liquids from other players.

 

Mines: 4DW.  A mine dropper is the most effect dropped solid weapon in the game.  You can choose to inflict burn mods, extra tire damage, extra underbody damage, make them remote controlled, make them more likely to be set off by a passing car or even fling them in front of an opponent (with a mine flinger)

 

By combining dropped weapons from the dropped gas, dropped liquid, and the dropped solid categories, you can inflict damage, hazards and/or burn mods on your opponents and kill them, force them to crash, or make them burn and explode.  In a perfect world, you can do all three!

 

Which ever method (or methods) you choose in your Car Wars Design, remember these points

1)       attack where you are strong

2)       attack where he is weak

3)       have fun

 

 

With thanks to Jeff Dodge, Rob Hagmaier and Jim Anderson for their suggestions.