T72 XL playtest rules (non official)

Mr Evil

Mongoose
ok here is the budget tank

Middle Eastern Alliance T-72 XL MBT

225 points

T-72 XL w/125mm Gun and 1 MG

Size 3
Move 8”
Close Combat 3xD10
Target 8+
Armour 2+
Kill 11+

T-72 XL 15 years of upgrades on a economy tank

125mm Gun
Range: 60” Damage: D10+3

MG
Range: 30” Damage: 3xD6
Maybe used as AA and may have a separate fire zone to main gun

Unit Type: Armour

Special Rules

125mm Gun: This weapon causes a –3 pen

Reactive plating: front hits on the T-72 XL that fail their armour save maybe re-rolled once each.

Tough: T-72 XL will ignore the first two failed Armour rolls. An attack that rolls its Kill score will destroy it as normal.

Armoured: The T-72 XL will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression but only has an Armour score of 3+ to the Side or Rear facings. The T-72 XL may never make any reactions except to shoot with its MG. It will also ignore the effects of smoke (see main rulebook).


notes nearly droped it to kill 10 but the T-72m could survive a frontal hit from a 105mm gun so a warrior being able to get a kill shot on it didnt seem right, but there is a small chance with 2 actions a warrior could kill it and a much greater chance from the side.

also used re-rollfor reactive armor instead of giving it a 1+ save or increasing its kill rating.

also note it ignores the first 2 failed saves so 3 rpgs from the side have a good chance of killing it in one go. ie its cheapness

basicly used cards i have for t-99 and warrior to work out its stats and points plus a bit of dice rolling.

any ideas of tweeks are welcome

this is the T-72 XL not a current modle and is done with game mechanics more in mind than reality but reality held it should maintain its 125mm main gun.
 
With the ability to re-roll a failed armor save, it's more survivable than a 99, and at 2/3's the points. Very underpriced.

Just my 2 cents.
 
livingancestor said:
With the ability to re-roll a failed armor save, it's more survivable than a 99, and at 2/3's the points. Very underpriced.

Just my 2 cents.

it can only reroll a save from the front, ie get round the sade and its toast.

also has one less wound (for no better word) compared to the warrior its exspensive.

from the side a unit of mea have a good chance of killing it in one action, 3 hits and its very dead.


options

1) increas points a bit ? to what though ?

2) take armour saves down by one so its 3+ on front with reroll and 5+ on side.

3) open to ideas
 
Hiromoon said:
Well, how often can that system be used?

?

if you mean reactive armour, once per shot (kills still kill though)

just keeps it easy.

dont forget that most weapons hitting it that can kill but dont in first shot due to bad dice or cover, do have often a -3 save so its effectlivly a 5+ save in those instances with a reroll, but from side its creamed a warrior with 2 actions can kill the T-72 from the side, but from the front the chances are severly rduced.

maybe keep points as they are but for say 25 points it may attach reactive armour to its front ? that way its not always standard equipment and you pay a premium for the extra survivability ?
 
Mr Evil said:
VERSION 2

Middle Eastern Alliance T-72 XL MBT

225 points

T-72 XL w/125mm Gun and 1 MG

Size 3
Move 8”
Close Combat 3xD10
Target 8+
Armour 2+
Kill 11+

T-72 XL 15 years of upgrades on a economy tank

125mm Gun
Range: 60” Damage: D10+3

MG
Range: 30” Damage: 3xD6
Maybe used as AA and may have a separate fire zone to main gun

Unit Type: Armour

Special Rules

125mm Gun: This weapon causes a –3 pen

Tough: T-72 XL will ignore the first two failed Armour rolls. An attack that rolls its Kill score will destroy it as normal.

Armoured: The T-72 XL will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression but only has an Armour score of 3+ to the Side or Rear facings. The T-72 XL may never make any reactions except to shoot with its MG. It will also ignore the effects of smoke (see main rulebook).

Options

The T-72 XL as part of its upgrades has a new form of ractive armour in responce to the advances in modern armour and weapons for an additional 25 point the T-72 XL may have Reactive plating: front hits on the T-72 XL that fail their armour save maybe re-rolled once each.

ok thoughts on this are shoyld it be an upgrade for 25 points or should it be 250 points and remove the reactive armour as a down grade, much as squads can drop fire teams ?
 
Seems to me that if reactive armor was as good as you have it listed here, all the tanks would have it. What about something smaller like reducing the armor penalty by one (so a -4 would be a -3) or even factoring in the reactive armor and let it keep the 2+ save from the front but give it a 4+ save from the side or rear. I could even see using the reactive armor as the reason it has a kill of 11 and not 10. Just my 2 cents.
 
yup the trouble is from the front the T-72 against anything bellow a 120mm gun is darn hard to kill, from the side it is vulnerable.

also it only allows a reroll to save to hits from the front, so its going to stop front shots from basic rpgs and 100mm guns and bellow on average, 5+save with a reroll isnt that great, having the basic T-72 as kill 10 without and 11 with, makes it vulnerable to weapons that it would normal ignor in a 1980s version let alone 2025.

from the plays ive had it seems and feels right when different units from waves 1,2 and 3 fire at it.

evan with reactive armour to the front its still going to die real fast and the reactive armour is of no help V a kill shot. the better at armour penatration a gun is the less effective the reactive armour is as well in its defence.

just had in a playtest 3 technicals ram it in the side for a giggle destroying it !!! grr my dice rolls never help.
 
^ Thanks Evil, I like the version 2 better. I think they are fine as written. What model did you use? Looking to start my own force with a Baltic slant.
 
very nice, would make a nice addition to the MEA ! i don't know about the 2+ save thou, maybe a 3+ with the reactive armour re rolls for 250pts to make the t-99 a more survivable but slower tank for its 350pts??

what about this for the pic on a Hiro style unit card?

t72120lpk0.jpg


its a pic of the Ukraine T-72 AG, could be a cool tank for the MEA to use (its is a upgrade kit for the T-72)

more info here
http://www.globalsecurity.org/military/world/ukraine/t-72-ag.htm
 
cheers guys for all your input, i quite like the mea being an uderdog so the 3+ save sorta makes me smile so hell yeah lets do it.

think im quite happy with this version, only thing id dchange now is my bad english :lol:

Mr Evil said:
VERSION 3

Middle Eastern Alliance T-72 XL MBT

250 points

T-72 XL w/125mm Gun and 1 MG

Size 3
Move 8”
Close Combat 3xD10
Target 8+
Armour 3+
Kill 11+

T-72 XL 25 years of upgrades on a economy tank

125mm Gun
Range: 60” Damage: D10+3

MG
Range: 30” Damage: 3xD6
Maybe used as AA and may have a separate fire zone to main gun

Unit Type: Armour

Special Rules

125mm Gun: This weapon causes a –3 pen

Tough: T-72 XL will ignore the first two failed Armour rolls. An attack that rolls its Kill score will destroy it as normal.



Reactive armour: The T-72 XL as part of its upgrades has a new form of ractive armour in responce to the advances in modern armour and weapons
T-72 XL Reactive plating: front hits on the T-72 XL that fail their armour save maybe re-rolled once each.

Dowgradable: not all buyers can afford the reactive upgrade option so may remove it for -25 points


Armoured: The T-72 XL will ignore all terrain 1” high or less for the purposes of movement. It is also immune to Suppression but only has an Armour score of 3+ to the Side or Rear facings. The T-72 XL may never make any reactions except to shoot with its MG. It will also ignore the effects of smoke (see main rulebook).
 
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