Hey, I have been struggling with understanding the following on page 193 of Total warfare and could use some input from native speakers to understand this:
All movement and Driving Skill Roll penalties are cumulative. (Example follows)
Does this just mean that if I get moderate damage twice, I get a +2 to DSR and -2 MP. Or does this mean that if I get moderate damage (first time) that this also applies a +1 from minor system damage? Does it mean both?
Turn 1: Joe's shots hit your vehicle in the front/side/rear/wherever, and he rolls a motive crit. This crit stacks with the next crit, and the one after that. (he rolls a 12, say, on 'how many crits' and gets three. Motive, Motive, crew stunned. all three apply. Next turn, he hits another motive crit, it adds to the previous two, whose effect is persistent even if your crew wakes up from being stunned.)
Alternately, Joe rolls 8, only gets one crit this turn, it goe to the motive, you're at plus one for the rest of the match, if he motive crits you again, you're at plus two, and so on, for the rst of the match.
Now here's the fun one: if you're heavily armored enough, the optimum strategy for your assault or Heavy tank (movement 3/5 or slower base) is to park it, and let the motive crits stack.
some groups call this strategy 'bunkering' and it's something that really only works with slow tracked or wheeled vees. The reason it's worth having in your toolbox, is that heavy or assault tracks
benefit from this-they have more armor per ton due to fewer locations to protect and a lower hit-box. a parked Alacorn can command a zone of considerable size, even if the turret gets locked, and it's essentially going to take the vast majority of critical hits to the tracks-you-aren't-using-anyway.
These units tend to SUFFER if you try to use them in a mobile role. 3/5 means that to get any defensive movement modifier, you have to flank, likewise if you need to climb a hill, which reduces your accuracy by MORE than the defensive benefit of being in motion. YES, that means you're fairly easy to immobilize, but if you didn't intend to move again anyway, that's not an issue. A motive crit on an immobilized unit doesn't move or transfer, it just stacks up, so as long as you've got armor and/or internal structure remaining, you're good to go when bunkering.