SgtHulka said:I'm a little concerned by the 9+ to hit number. This makes the Sherman immune to aircraft cannon. Was this a reaction to the German Flakpanzer? Shall all tanks gain +1 to their to hit number and armor saves to compensate?
I don't know, compared to the Russian T-34, I feel like the new Sherman-based tanks (especially the Firefly) are unrealistically superior, especially when you factor in their points value.
Rabidchild said:I've toyed with the idea of making tank squadron limitations based on their points. As it stands the army creation rules favor the higher points tanks.
Most armies have 3 armor slots, but if the German player can fill theirs with 3 Tiger IIs and the best you have are Sherman Jumbos, they have the advantage of concentration of force. Granted the other player will have more points elsewhere if the game is even, but as it stands in the main rulebook, for most armies the best tank killers are other tanks.
So my thought was this:
Up to 450pts may be spent per Armor slot. Any tanks purchased as one slot are a squadron, choose a Squad Leader before the game starts. Any tanks that cost more than 450pts take up one Armor slot per 450pts or part thereof.
Still want to field the Tiger II? Sure, but it takes 2 armor slots to do it and it can have up to a Panther as a pal. Meanwhile the other player can have a boatload of Shermans as they can pack multiples in each Armor slot. The main point is that it balances the armor on the table, since armor tends to dominate.
I've playtested this and so long as the cheaper tanks are in squadrons, it doesn't slow the game down one bit since each player will either have 3 tanks or 3 groups of tanks that act together.
Thoughts?
Excellent thought! :lol:rvrratt said:I like how you think!Rabidchild said:Thoughts?
Arch Lector Petrovski said:I think it's also important to remember that unless you are going tank centric and minimising every other element of your army the cost of the tanks does limit you within a standard army. In a 2,00 pt army you can have a maximum of 2 platoons each with a maximum of 3-ish tanks. However you also need a minimum of 2 squad assets per platoon, and will probably want to take some form of air or anti air unit. So I would think that in most cases the limit of points, slots and requirements of a platoon will balance things out a bit.
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pelarel said:Given that they're a team, would you use the 3" fire zone and allocate hits from the firing squadron as if it were an infantry team? This would seem logical to me as the squadron would generally follow the squadron commanders lead in targetting.
Rabidchild said:Revised vehicle rule:
Up to 450pts may be spent per Armor slot, and an Armor slot may only have one vehicle type. All vehicles purchased as one slot are a squadron, choose a Squad Leader before the game starts. Any tanks that cost more than 450pts take up one Armor slot per 450pts or part thereof.
Examples:
1 Tiger II and 1 Panther G = 3 Armor slots. No squadrons.
6 Sherman M4A3 = 3 Armor slots. 3 squadrons of 2.
2 Churchill VII, 1 Sherman Firefly = 3 Armor slots. No squadrons.
2 T-34/43, 2 SU-100, 1 KV-1C = 3 Armor slots. 1 squadron of 2 T-34, 1 squadron of 2 SU-100 and one lonely KV-1C.
Rabidchild said:Revised vehicle rule:
Up to 450pts may be spent per Armor slot, and an Armor slot may only have one vehicle type. All vehicles purchased as one slot are a squadron, choose a Squad Leader before the game starts. Any tanks that cost more than 450pts take up one Armor slot per 450pts or part thereof.
Examples:
1 Tiger II and 1 Panther G = 3 Armor slots. No squadrons.
6 Sherman M4A3 = 3 Armor slots. 3 squadrons of 2.
2 Churchill VII, 1 Sherman Firefly = 3 Armor slots. No squadrons.
2 T-34/43, 2 SU-100, 1 KV-1C = 3 Armor slots. 1 squadron of 2 T-34, 1 squadron of 2 SU-100 and one lonely KV-1C.
SgtHulka said:Going the opposite direction, has anyone made each infantry figure "independent" for super-detailed skirmish actions? I'm thinking single squad versus single squad. Theoretically it should be possible, but I'm curious if anyone's tried it and what sort of obstacles they ran into and new rules they required? (like, I think you'd need a rule for loaders to keep certain teams together, and I'm not sure what sort of rule you'd give leaders if everyone's independent, and you'd probably want grenade rules and possibly more detailed close combat rules)
SgtHulka said:Going the opposite direction, has anyone made each infantry figure "independent" for super-detailed skirmish actions?