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Thread: Can Worldbeaters beat the military?

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    Question Can Worldbeaters beat the military?

    For those of you who have picked up The Ultimate Vehicle (and if you haven't, what are you waiting for?!), have you ever tried running any of your "heavyweight" superheroes or villains against some of the military combat craft detailed therein? How do the likes of Grond, Firewing or Gravitar fare against tanks, or jet fighters? Can they really stand up to a squad of planes or armor, as some of the more powerful comic-book characters do?
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    I don't have the book, so I tend to benchmark characters against the strat-nuke stats I remember from when I skimmed it ( 20d6 RKA ).

    There are characters who are instantly killed by a ( average ) nuke, characters who can survive a nuke hit, characters who can keep fighting after a nuke hit, and characters who aren't even CON stunned by a nuke hit.

    Of the ones you mentioned, only Grond survives the nuke hit. OTOH, Gravitar might be able to redirect it with her Missile Deflection ability ( can't remember how it effects area attacks, or what range it works with ).

    The other benchmark I have is the tank gun mentioned in the BBB ( 8d6 RKA ). Gravitar doesn't have to worry about these much; they only do 16 Stun on average per hit, no Body. Thats minus force wall and missile deflection. Firewing takes 8 Body per hit, 30 stun or so. He can't get hit many times. Good thing he wouldn't. Grond can take 4 hits before running out of Stun, but no Body, no CON stun.

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    Chuckg is offline Quadruple Millennial Master Senior Member
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    Missile Deflection does two things vs. Area Effect attacks -- zip and zilch.

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    Agent X is offline Quintuple Millennial Master Senior Member
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    I think the problem for the military is making perception rolls and dealing with the speed of the supers. Supers flying low into armor divisions are going to really disrupt things.

    The problem supers are going to have with aircraft are the ranges aircraft should be able to be effective at.
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    OTOH, supers tend to be smaller targets than military vehicles. I imagine a tank would have a tougher time hitting a super directly than another tank.

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    It depends on the super. The military should have relatively little trouble dealing with most hand to hand fighters (invisible or desolidified ones may prove a problem however). Gotta love area effect artillery shells or bombs. Most Energy Projectors shouldn't be too hard either. Mentallists, mages, and shrinkers are going to be a big problem. There is no easy way for the military to protect themselves from them.
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    In the comics, it seems that the supervillains at the top of the heap have extra defenses usable against conventional weaponry, and that their attacks are extra effective against conventional systems. When the Abomination (or the Hulk) goes on a rampage, does any one think that conventional military might is going to stop him?

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    If you have a 50 STR, you can push and flip a tank over.

    A well-balanced superteam, especially if you are talking about world class Avengers/JLA types, will walk over a tank platoon in less than a turn. Considering that's about 12 seconds, they could take out a division in about an hour.

    Invisible characters could wreak havoc on command and control. Ditto for mentalists. Flying bricks would take a while to show up on radar, and the big problem for the military is that most of them would probably survive an AAM hit.
    Even a lot of martial artist types tend to have some rDEF, so infantry are basically screwed.

    The one useful thing about the Hulk movie is that it puts the whole "superbeing vs. military" thing into a proper perspective, IMHO
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    Chuckg is offline Quadruple Millennial Master Senior Member
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    > If you have a 50 STR, you can push and flip a tank over.

    An Abrans can do 60 mph on flat ground. Most bricks can't.. the Hulk is an exceptionally unusual case.

    So as your brick advances towards the tank, ready to push and flip, the tank merely backs up faster than he can advance and shoots him.

    Remember also that hitting targets a mile away is considered routine for tankers, although vs. man-sized targets they'd probably want half or a quarter of a mile. And the main gun has enough levels vs. Range Mod to allow reliable hits at that range... and if it doesn't then Ultimate Vehicles got the build wrong, because that's it's common IRL performance. How many of your team bought No Range Penalty? At 350 points?

    Sure, if your superteam is within melee range of the tanks, they're dead. But hell, tanks die if caught within melee range of infantrymen... grenades in the vents, grenades in the tracks, RPGs up the turbine exhaust, etc. Tankers do not close to within knife-fighting distance of the enemy without an infantry screen, nor do they like to drive into built-up urban areas.

    [snip]
    > Invisible characters could wreak havoc on command and
    > control.

    That Apache up there just switched to ground-tracking radar and thermo. Did you remember to buy your Invisibility vs. those two sense groups as well? No? Suck a Hellfire.

    > Ditto for mentalists. Flying bricks would take a while to
    > show up on radar,

    When I was in the Navy, one of the popular sports for the Aegis radar operators was using the directional radar to microwave sea gulls. (Yes, they *DO* need to get out more. Admitted.)

    For the high-powered air search radars, we need discrimination circuitry on the sets just to keep from getting returns off of birds inside of 5 miles.

    > and the big problem for the military is that most of them
    > would probably survive an AAM hit.

    Survive, yes. Avoid being CON Stunned, probably not.

    > Even a lot of martial artist types tend to have some rDEF, so
    > infantry are basically screwed.

    Coordinated Attacks will allow /somebody/ to hit, and grenadiers will do their bit.

    Not to mention that Combat Luck probably doesn't apply vs. snipers.

    Supers can rip apart military forces -- if they have a surprise advantage, or if they're able to close in to within pistol range without being detected. But vs. a prepared, highly-trained force on open ground, victory's going to the guys with the big metal.

    [snip]
    > The one useful thing about the Hulk movie is that it puts
    > the whole "superbeing vs. military" thing into a proper
    > perspective, IMHO

    The Hulk was an almost unique case -- fast enough that artillery couldn't keep up with him, agile enough to catch anti-tank missiles out of the air and throw them back, invulnerable enough to withstand cannon fire, and strong enough to rend anything he could touch -- all at the same time, in the same person.

    Few superbeings are that powerful.

    Now granted, there's some superbeings who can just walk through armies. Gravitar, Takofanes, Doctor Destroyer, etc, etc. But they're 1000-2000 point monstrosities.


    A well-balanced 350-point superteam could easily munch a squad, probably take an infantry platoon, starts sweating it hard vs. a well-trained rifle company with support weapons and artillery or air support on call, and would need a miracle to survive, oh, a Marine Expeditionary Unit backed up by divisional support.

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    Any supers who can't hide themselves or go desolid will find lots of High Explosive shells and bombs raining down on them. Modern Tanks are immune to HE, but most supers are a lot more fragile. In Champions terms, at least a few of those 120 mm high explosive shells will roll a 5 or 6 on their stun multiples, and then the supers are dog meat.
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    Will supers stomp on the military?

    IMO it depends mostly on the team in question. My game's team is uber-optimized for stealthy, low-level martial arts, and we almost without exception have GREAT mobility. DarkGlow and Thomas Temple together could probably take on a tank squad, with associated infantry, if we were crafty. We're no good against jets but just fine against helicopters. Teams like the JLA could make almost any military unit kiss sand in a matter of seconds or minutes. Teams like the X-Men would probably have more difficulty, since they're built on a more "man-to-man" scale of combat.

    As mentioned, the principal problems seem to be RANGE and AREA EFFECT. The weaknesses of your typical military unit are COORDINATION and MOBILITY. Radar is not terrifically hard to jam; any team that can field a power-suiter can field an area jammer along with him. It's not too far from this to jamming radio. Beyond that, yes, a tank can probably back up at higher speeds than a brick can run. Tank treads aren't all that tough to throw out, so if you have a speedster along you are probably in good shape. Helicopters may have good airspeed, right until their tail-rotor is taken out. Jets can fly fast, but most supers can hover. And so forth.

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    Chuckg is offline Quadruple Millennial Master Senior Member
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    > As mentioned, the principal problems seem to be RANGE
    > and AREA EFFECT. The weaknesses of your typical military
    > unit are COORDINATION and MOBILITY.

    Actually, the average squad of soldiers -- at least, if we're talking about major First World military forces -- will have better coordination than the average superteam, unless you're talking teams like the Avengers or the X-Men, who have logged so many man-hours intensively training that they might as well /be/ Special Forces units.

    > Radar is not terrifically hard to jam; any team that can field
    > a power-suiter can field an area jammer along with him.

    In the game, no -- a simple Darkness vs. Radio Sense Group is enough to jam.

    IRL, on the other hand, it ain't always that easy...

    > It's not too far from this to jamming radio.

    Actually, many modern military headsets today use variable-frequency scramble coding on at least 256 bits... in order to jam it, you'd need sophisticated broadband jamming capacity. A simple frequency jammer won't do it, 'cause you'll only get a fraction of the signal.

    (Game equivalent -- the +1/4 Invisible To Tracing advantage).

    > Beyond that, yes, a tank can probably back up at higher
    > speeds than a brick can run. Tank treads aren't all that
    > tough to throw out,

    I have been told that the old chestnut of jamming them with a crowbar will now only get you a bent crowbar -- tanks today have significantly more robust treads and more horsepower than they used to.

    (Seeing as how today's MBT is a 70-80 ton monster, whereas old tanks were 30-40 tons, this isn't hard to figure out... they *HAVE* to be more durable now.)

    > so if you have a speedster along you are probably in good
    > shape.

    True, if that speedster has snagged himself some HE grenades and knows where to put them... quick, gimme your PS: Soldier or KS: Tanks roll. Don't have it?

    > Helicopters may have good airspeed, right until their tail-
    > rotor is taken out.

    Problem is, that helicopter doesn't have to get within a mile of you in order to kill you. And they /train/ to fly nap-of-the-earth, pop up, take the shot, and then pop back down into cover... it's how they avoid getting killed by the air defense artillerywhen they're out tank-hunting.

    > Jets can fly fast, but most supers can hover.

    So he does a gun pass on you, turns around, and comes back -- if you're still alive.

    Many jets /are/ more than capable of attacking stationary targets, remember -- they do it every time they strafe.

  13. #13
    Chuckg is offline Quadruple Millennial Master Senior Member
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    BTW, so far, all of my comments have been based on our real-world military, whose only knowledge of superbeings would be from comic-books.

    Military forces from the Champions Universe would have access to the full body of doctrine written up by PRIMUS and/or UNTIL for meta-combat... and their special operations units, at minimum, would assiduously practice that doctrine. /And/ procure some of the proper gear.

    As anybody who has either the VIPER or the UNTIL sourcebook knows, you need to be verrrrrrrrry high-points before you can completely stop worrying about agents. If there's enough of them. If they have sufficient training and motivation. And if they have the right tools.

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    If we're talking 'heavyweight' heroes or villains, we ain't talking 350 point PCs. We understand, Chuck, that the military isn't a pushover. And I understand frustration at seeing militaries constantly under-represented. I hate it when people don't properly represent power levels or whatever, for dramatic (or, more likely, lazy) reasons.

    But chill! No-one's saying the military sucks. Just that a good team of supers can overwhelm them either by power, or by exploiting weaknesses (the latter, yes, does involve some knowledge of the military and their machines). Especially as most militaries train to fight other militaries, not superheroes. Yep, in a supers setting, you'll get military units that are trained that way. But you'll also get supers trained to fight the military.

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    Depends on the team, IMHO. The Champions would have a tough time taking out one tank, unless Defender's EMP blast works on it. My current superteam, the ( 750+ point ) Sentinels, would probably eat most military units alive. Of course, thats because we have:

    -A flying brick with the speed to catch up with anything on the battlefield, the strength to tear it apart, and the durability to take tank shots for only a couple stun.

    -An equally fast cosmic power wielder/energy blaster with LoS range and the ability to take anything short of a tank round without being CON stunned.

    -A teleporter capable of going wherever, whenever on the battlefield ( like inside tanks )

    -A disgustingly powerful mentalist with ultratough powered armor ( equal to the cosmic, IIRC )

    -A shrinker capable of evading almost all detection and wreaking havok inside vehicles

    -Grand Admiral Thrawn + Fremen with telepathy, who's sneaking into the headquarters for some knifework while maintaining telepathic link and tactical aid to everyone else.

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