Have Rules, No Stats...

The crew is assumed on the Warrior, why isn't it on the Shadow? Shouldn't it only hold 5 guys (maybe even 4 if force a gunner)?
 
It's a game. They want the shadow to hold 6 its fine by me.

Also, I suspect all special forces units have a kill of 7+ to distinguish them from basic infantry. Their target has to remain at 4+ otherwise if they got into cover they couldn't be hit by standard rifle fire. But the 7+ means that they can't be instantly killed thus making the smaller special forces squad slightly more difficult to kill.

Unfortunately for the MEA, they get no armor. I suspect that's also why the Fedayeen squad is such a powerhouse with both a sniper and long range AT launcher in the same squad. The MEA die rather easily so their spec ops needs to hit hard before they die.

I really, really like the way the sniper rifle works. It's normally just an accurate gun but if you setup you can pick off an officer at the center of the fire zone.
 
Is the 4xd10s on close combat for the PLA ZWZ-155 IFV correct or should it be 3? Just noticed a correlation between the unit size and close combat score (except the IFV & Hilux).
 
No worries. Just double checking. It wasn't a tracked vehicle so didn't know if that would effect it's damage either. Thanks Hiro. :D
 
Well, one way or another it's this huge vehicle traveling X MPH, while you're this squishy pink thing made of meat. Which one wins?
 
Hiromoon said:
Well, one way or another it's this huge vehicle traveling X MPH, while you're this squishy pink thing made of meat. Which one wins?
I was going more for it ramming a MEA Hilux.

With an APC you get a royal fender bender and sloppy mess, but with tank you get this:

M1A1-Bagdad-RunningOver-02.jpg
 
Those close combat dice are correct. 4xd10 may seem extreme, but it's really not if you consider the various interactions between rules.

For example. In a test game with a friend my PLA IFV rammed his Challenger 2. Tanks and armored vehicles are 8+ target with a kill usually around 12+. So with no bonus to those 4xd10, I'll need 8-10 to actually hit the enemy tank. Those dice that actually hit must then pass through the tank's armor, with a 2+ save and no armor reduction on ramming damage, an IFV ramming a tank won't do much.

But, say you have a softer target like a technical or infantry. Well as a heavy armored vehicle, you'd expect to simply roll over them, and with that 4xd10 it does that.

So only d10s with bonuses and armor piercing are a threat to tanks.
 
Behold! A new card preview. Now, as you all know the Civilians usually get the short end of the stick, no? Well, now they too have a card base to work with.


Dedicated to Paladin:

UNBlankCard1Test.jpg
 
Paladin said:
I was going more for it ramming a MEA Hilux.

With an APC you get a royal fender bender and sloppy mess, but with tank you get this:

M1A1-Bagdad-RunningOver-02.jpg

Anyone say "KEE-RUNCH!"?


Nice cards though Hiro! Really like 'em!
 
ok first up ! there are no stats on that card as far as i can seee.

also gives me an idea hiro

why not set up a thread of civilian units

ie cars, vans, lorry, trucks, civilians, police, police cars, evan ambulance and fire !!!

may sound crazy, but would be an amazing resource.
 
It's the background of the card. I plan on doing a full range of generic vehicles if Paladin wants it.... you know:

Car
Pick-up Truck
SUV
Truck
Big Rig
Motorcycle

Then there's speciality vehciles:
Armored Car (You know what I'm talking about)
Police Car
Police Van
Police SWAT Van
Police Motocycle
Ambulance
Fire Truck
 
Well that was certainly a quick turnaround on the request for a template. :) Wasn't quite going for a PA yet, at least not till I got stats done but hey... why not.
 
The way it is on the card gives a number range 3 to 13 (2D6+1) what I asked 2 x D6+1 gives a number range of 2 to 7 twice. The way it is on the card the .50 can kill any tank with the roll of 13 being a max number.
 
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