BF:Evo Mercenary army list version 1 now available

I've taken mercs to a new level and created some generic rules for building custom units as a whole and determinining their point values via a system of addon type features. Certain higher skill & greater quality units will require higher points than standard issue troops to reflect the higher cost of funding and training units.

The spreadsheet has 4 tabs:
Troops - basic requirements for building troops, determining core skill level, etc.
Weapons - contains all weapons currently released and extrapolates info for additional units.
Equipment - armor, targetting gear and advanced equipment
Testing - Recreates canon units using these custom rules for mercs for comparative purposes.

http://www.evocommand.com/files/Evocommand_BFEvo_Mercs.xls

Let me know what you think.
 
the warlord/mercenary list needs an AA option, something like the warsaw pact 23-mm anti-aircraft gun ZU-23-2 (can be towed or mounted on platforms such as BMDs m113s technicals )
 
I have had a look at your cost tables and they look good. I have been wondering how to cost the units for my MOD but had no idea how to go about it. I like your modular system so I think I will give it a go. The only difficult thing is how to cost the special rules I have devised. Hopefully it will not be that difficult!?!
 
Should points for units and extra options all be divisible by 5?

Looking through the Units on Hiromoon's cards this seems to be the case.

If using Paladin's tables I presume the simplest thing to do would be to round up or down?
 
Rounding to the nearest 5 or ten keeps it simple. I'm perfectly fine with infantry costing +8 points per model or whatever, but some people may not be.
 
I don't have a problem with odd numbers, but if you are going to round, I'd probably round up to further reflect the higher costs of mercs.
 
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