Autoduel QuarterlyVolume 9Issue 1


Lions and Vultures:

Tournament Car Design, 2nd Edition

by Tim Ray


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The art of car design for the arena has changed quite a bit in the last year or so, for a number of reasons. Chief among these is the release of the Car Wars Compendium, Second Edition. Despite my initial misgivings about the five­phase movement chart, I now believe it's a good rules change. In addition, the new rulebook organizes the numerous interesting gadgets published in the Uncle Albert's catalogs and ADQ, making it easier for the duelist to find the right tool for the job in any arena. For many of us Alpha Gainers, Car Wars is first and foremost a boardgame with a nearly infinite number of tactical options. Some options arc more effective than others in the arena, and those are the options I want to discuss. I'll try to cover the tactical implications of CWC2, without rehashing old ideas, but a few general pointers on basic tactics are in order first.

When you walk into a Car Wars tournament, you need to do certain things in order to win, and to make the game fun for everybody involved. First, don't pester the referee. Some of you who have played me before won't believe I wrote that, but seriously, if you get under the ref's skin, the game won't be much fun You may win a stressful, Pyrrhic victory, but try to have fun instead. We had a rules debate over jump jets at the last World Championships that went on for hours. Perhaps "debate" is too weak a term; "shouting match" describes the scene best. Jump jets are now outlawed in AADA events as a direct result of that dispute (they're no longer outlawed, as of the new jump jet rules on pp. 3­4 of this issue ­ Ed.). Second, find out as much as you legally can about the rules and layout of the arena, before the event (as long as you don't violate the first principle). Thankfully, "blind" arenas where the competitors don't see the board before the event are on the way out. Third, design your car for that arena and no other. Three­time world champion Mike Montgomery mastered this concept, and look where it got him (retired, ha ha). It is easier to come away from a loss in the arena knowing your car was the best it could be, rather than lamenting a loss because you overlooked something you should have fixed in the design.

So you are on good terms with the ref, you saw the arena, and it's start engines minus 30 minutes and counting. Which car do you use? In my club, several players use pre­designed cars designs that worked well for them in other arenas. Many are still viable under the new rules, but some aren't. Such "stock" vehicles can usually be optimized to fit the current arena.

Tactics and Weapons

In arenas that allow them, gas engines are becoming the norm. Their top speed is inferior to electric plants while acceleration is better, and they cost more, but the weight and space they save is worth it. The top speed problem is cured with nitrous oxide and overdrive. You need the extra weight to carry the heavier armor required in today's arena. Don't be daunted by the vast array of engines and accessories. The 100 cid and its "big brother," the 150, are usually the only ones you need for arena duels. The advantages of electric power are cost, fire safety and top speed. If you desperately need those advantages, go electric. If not, spool up that turbo and bum rubber!

Tactics and weapon choice are closely related. You need to make a basic tactical choice before you pick your design; will you be a lion, a vulture or a rabbit? The lion makes kills; he mounts heavy weapons (ATGs, BCs, big lasers, ACs, HDFTs) and medium armor, possibly a ramplate The lion's best defense is blowing away his enemy fast. Speed is a secondary concern for the king of the jungle, unless you build a dedicated ram car. The vulture waits around for the lion to wound some poor unfortunate (even another vulture ­ survival of the fittest!) and then swoops in for the kill. Since lions strenuously object to anyone stealing their meat, the vulture should mount heavy armor, lighter weapons (VMGs, RLs, OGs, lasers, spike guns, turreted weapons) and have enough speed (and/or dropped weapons) to get away from the lions. The vulture can get kills with tire shots, but with a low­damage weapon that can be a long, nerve­wracking process. The rabbit is speed, speed and more speed. Weapons are mostly defensive; dropped or hand weapons. Armor is usually heavy. If the arena is a race, or if checkpoints are worth as much as kills, consider the rabbit as a viable design strategy. Of course, some rabbits mount ramplates, making them vorpal bunnies ... At the higher divisions, the lines between design "species" begin to blur; a lion with a heavy x­ray laser is a fine scavenger. Enough. Let's lay a little rubber.

Everything I said before about tires still holds true. The new standard tire for me is the steel­belted solid (16 DP), or the plasticore, in really tough arenas. In the upper divisions, where high­damage weapons with low to­hit rolls are common, plasticore tires are really the only options. The racing slick is now official, and is a viable choice as long as there are no dropped weapons out there. Make them steel­belted slicks if you have the money. Fireproofing your tires is a good option in some divisions, but a tire fire isn't nearly as serious as a vehicular fire.
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Weapon Choice and Placement

Once you have the basic design in mind, and if you didn't pick a flat­out, uncompromising ram car, give a little thought to weapons and weapon placement. Time and time again I play in arenas with guys who front­mount weapons. Front mounts are not intrinsically bad, and are perfect for some linear arenas, but in general side­mounted weapons are a better choice. The main reason for this is buried in the history of naval warfare. Arrr, mateys; a free historical tactic! The old sailors used to try like mad to "cross the tee" on their adversaries. Crossing the tee means giving them a shot on your side with their front or rear guns, while you unleash the broadside. It worked on the old wooden ships because their guns didn't bear forward very well, but it works in Car Wars because of speed modifiers. With a side mount, firing at the front of another vehicle, you get the full benefit of your speed mods. Of course, turret weapons can bear in any direction, but usually don't have enough punch to kill a healthy vehicle.

As I said, weapons determine tactics and vice versa. Several weapons have been the subject of rules changes since my last article. The VFRP has mutated drastically, as it now fires 6 Id rockets instead of 3 2d rockets. This rules change relegates the weapon to the role of expensive, laser­guided tire destroyer. It's good in that capacity, but it's no longer the weapon it once was. If you choose not to laser guide it, you have a decent short­range weapon, but beware of metal armor. Metal in any useful amount will render the VFRP ineffective. The ATG, on the other hand, has come into its own because of APFSDS ammunition. I like this weapon, because the prodigious damage (3d + 6) is balanced by the high to­hit roll. It punches through most metal armor very well. A pair of these backed up by a SWC is a popular combination. The spike gun now fires only a half­inch counter, another good change. This is still a good weapon in divisions 5 and 10. With the addition of new ammo types and the rotary magazine, the RL and the oil gun have become the most versatile weapons in the game. Note that any single­shot rocket can be made armor piercing or incendiary now. The line between personal and vehicular weapons has blurred. The time when vehicles could ignore dismounted drivers is over; the gyroslugger, bazooka, laser LAW and even the lowly pistol (with the right ammo) can do significant damage in the arena. A serious loophole in the flame cloud gas streamer rules has been plugged before I had the chance to truly exploit it. Oh well. Since the hang time rules were adopted, and the burst radius was reduced, frag grenades are not really viable in the arena anymore. Plastique is not legal in the arena, thank goodness. IR lasers do full damage now, and x­ray lasers are sure to get popular in the higher divisions, since laser­reflective armor doesn't reduce the damage. In the lower divisions, the HD flamethrower is hard to beat, especially with high­temperature ammo. The low to­hit roll means you don't need a computer, but if you do get a SWC tire shots are easy and fun. Fire and explosion remain two of the major causes of death in the arena, with the proliferation of gas engines and explosive, high­damage weapons.

Armor

Because average weapon damage is higher under the new rules, you need to carry heavy armor to survive in the arena. The ATG with sabot armor does 17 points on the average. You need 34 armor to stop two shots from this weapon. A 10/10 metal/plastic armor composite, proof against Bud weapons, is easily penetrated by the ATG or the HD flamethrower with HT ammo. The days of symmetrical armor protection, with equal or nearly equal armor on all four sides, are over. Nowadays the side with the weapon on it should carry 40 + points of plastic, or better yet, 15­18 points of metal. The other sides should carry enough defense to stop one shot from the nastiest weapon you expect to see in the arena, and have a few points left over to stop the vultures. The major reason to use metal armor is cost. Metal is fireproof and can be made laser reflective for a song. LRFP armor is about five times more expensive than the same weight of LR metal. I'd rather spend my money on noisy things that hurt my opponent than on defense. Most arenas are won on kills, not survival. In the higher divisions, where the x­ray lasers live, plastic is better than metal. In fact, in the upper divisions plain old plastic armor can be great, since laser-reflective armor is ineffective vs. x­ray lasers. Furthermore, FP armor is only cost effective vs. flame weapons, and if all prospective pyromaniacs know the money is available for complete fireproofing, the primary advantage of the flame weapons is lost. Double thinking is common in the higher divisions, as is gibbering mania in big­money car designers. In divisions 5 and 10, where money and weight capacity are both tight, you may not be able to mount sufficient armor to stop heavy hitters like the ATG. I guess that explains why the low divisions get good TV ratings. Top and underbody armor should probably not exceed 10 or 15 points per position, unless the arena is very short on maneuvering room. You can generally drive around dropped weapons, and the odd flame cloud is just a nuisance to the properly­built car.

Accessories

I've said it before, but now more than ever, accessories make the car. A car without a spoiler and airdam is at a real disadvantage under the new rules. I used to get by with just a spoiler, but under the new rules the pair is basically standard equipment. The weight and cost of these items is now proportional to the armor weight and cost of the vehicle, so sedans and smaller cars don't get stuck with spoilers built for luxs anymore. CA frames are a good buy if you plan on driving a vehicle that will die on the first ram anyway. Crushed or confettied, dead is dead after all. The roll cage/safety seat combination is a viable option if you lean the other way, and want to survive the first ram. My car from the last Worlds could take a 150 mph t­bone (or more, head on) and drive away with no damage to the internal stuff, due to a roll cage and extensive component armor. A roll cage and safety seat are also useful if you plan on ramming anyone, because of the ram concussion rules. Nothing is worse than making confetti of your target and then driving through it unconscious. The rotary magazine lends new flexibility to many weapons with lots of amnio types. The possible combinations are too numerous to mention here, but look carefully at this gadget to see if it would help your car.

I never realized before CWC came out how many "fake" items are available. Fake weapons, ramplates, wheelguards, turrets, pop­up turrets; the list is finite, but the potential for deception is nearly limitless. If you have the money, you can make adedicated vulture look just like a lion. Weapon concealment further complicates the situation. At the low end cost wise, a fake weapon mounted on the side opposite the real one will keep your opponents guessing until you fire. At the extreme, you could design two or more cars to look exactly the same, yet have totally different weapons rigs. Every time you roll into the arena your foes will wonder, "What's he up to this time?" Because the ramplate is a potent psychological weapon, the fake ramplate is particularly effective. Fake wheeIguards and hubs on every tire can be a serious deterrent to tire shots.

I could do an exhaustive breakdown of the most effective car concepts by division, but it's easier and more concise to define design strategies into three categories: Low budget (Div. 5 and 10), middle class (Div. 15­25) and "It's only money" (Div. 30+). The low­budget cars are usually subcompacts, compacts, bikes or trikes. Flame weapons are popular, as are ram cars, spike guns, ATGs, APRLs and other cheap, high­damage weapons. Everybody is a lion in the low­budget arenas. The middle­class font size="2">divisions are the hardest to design for, because so many designs are effective. Just about any body type can be found, except the van bike and subcompact. Good vultures are found here, as are ram cars, pyros (flame weapon cars), ATGs, BCs and laser­guided rockets. These are the most challenging divisions. The high divisions are not exactly anything goes. Most cars will be luxs or bigger. Vans are still rare. Armor will be fairly heavy to extreme, and the pure ram car is not seen as much. Flame weapons decline in popularity as cars get more fireproof. Laser­guided rockets are common, but are a vulture's weapon up here. Normal lasers are a gamble, since LR armor is cheap and common. The x­ray laser is the weapon of choice. Extensive use of fake accessories is common, and often the cars are not at all what they appear to be.

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Issue 9/1 Index

Steve Jackson Games * Car Wars * ADQ Index