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player772950

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Everything posted by player772950

  1. I think the range on the rifle is a pretty significant advantage over the pistol, also I did give them cover saves, but I went with the Observer/Sniper team cover. You might be right about the squad rule, but I was trying to think ahead to weapons that simply can't be moved/operated by one man.
  2. Ok here's attempt 1. Sorry about offset numbers and such. No clue what it should be in terms of points. 'All in One' is there to represent the rapid fire potential of the weapon, but I suppose also has the effect of being used as a desperate close range defense. 2 members of the squad are armed with pistols and 1 is armed with an AR. Any two may count towards operating the mortar (which I hope is made clear by the 'Squad Weapon' rule) My goal was to represent a crew served weapon without things getting overly complicated. The mortar would likely have to be its own figure (in the event you are left with the M1 guy and a hero?) New Rules: Squad Weapon: This squad must have at least 2 members (figures) present in order to operate the listed weapon. Attached Heroes may count toward this. Mortar: A Mortar follows the same rules as Artillery, except the minimum and maximum ranges are replaced with the listed ranges (e.g a weapon with Mortar (2-6) has a minimum range of 2 and a maximum range of 6) Edit: Dangit, I forgot this started as a thread for AXIS heavy weapons. Whups.
  3. Related: Does anyone have a card template I can use with GIMP/whatever?
  4. Something that large will have crosses in its damage box, that's why I was thinking a 5 man crew. A number of crew could be given rifles for defense.
  5. Weird... for some reason I can't modify the above post. I'm thinking of creating 3 squads to test the viability of this: A 2 man light mortar (60mm) squad, a 5 man heavy mortar squad (80mm), and a 2 man anti-walker squad. Researching mortars and checking out the various attack values of other weapons in the game. Edit: I'm not sold on the designers using 'werfer' correctly. I mean, the 'laserwefer' is a 'laser thrower' which is uh... what?
  6. Grand Inquisitor Fulminarex said: The Hans has a Granate Werfer, which is a mortar in German parlance. Could you not just use its stats for a mortar? Or do you want to shoot across the board with impunity? Once again, I think the Hans covers the Heavy Weapons pretty nicely. I have been trying to find a 122 mm barrel to create a rapid fire mortar for a medium walker, but have only found one on ebay. I would like to make one, but it looks to me like the Hans already has 3 of them. What the Hans has doesn't really act like a mortar. Very short range and no option as artillery. I think it might be some odd spigot mortar, not unlike a PIAT. I'll try to think up stats, but I'm not clear on how to apply points.
  7. Peacekeeper_b said: They would ignore saves in Dust Tactics. They may only be a 1/1 or 2/1 attack and may only have a 2-4 range or something, but they would ignore cover, much the same as a grenade launcher. A 2-4 range doesn't seem appropriate for a weapon that could effectively fire 1km and the damage would certainly have to be higher than a UGL/Grenade.
  8. Grand Inquisitor Fulminarex said: Hatred? I do not have a hatred of them, DUDE. All I'm seeing is rage against Heavy Weapon teams or blind love for the Armor 3 infantry. How is a Light Walker better than a Medium Walker? Light Walkers shouldn't exist. All we need is Armor 3 (or 4?) infantry, Armor 7 tanks, Armor 3 aircraft. Nothing else is worthwhile. That's basically the argument you keep spouting. Also, learn about mortars. They are the squad level version of artillery. They aren't about 'suppressing', machine guns suppress. Assuming that the 60mm light mortar is what you're talking about for 'minor' damage... I certainly wouldn't rate a 17 yard blast radius as 'minor'. If we go up a step to the 80mm mortar then its doing the damage of a 75mm howitzer, is the 'Mickey' doing minor damage? As for reloading, mortars generally can fire from 15rpm-30rpm, depending on crew training, so I don't think the 'Reload' ability would be appropriate.
  9. Dude, I seriously do not understand this rabid hatred of heavy weapon squads. 2 dudes with a mortar and a Spotter: Make it artillery (the fleigerfaust or whatever does NOT model what mortars do, remotely), give them the same cover saves as the observer/sniper squads. Done, filled a role that doesn't exist. Or 2 guys with something fancy, like an anti-mech/tank rifle and a spotter. Long range anti-armor good for taking out heavily armored troops and lightly armored walkers, but still not representing a serious investment (like a Anti-mech walker or a full anti-mech squad, both of which tend to have short ranges anyway, except for medium sized and up)
  10. The Spotter rule would indicate that we'll probably see heavy weapon squads. "SPOTTER A unit with this ability reverses its attack rolls . It considers as , and as . A Spotter is never found alone: he is always with a Sniper or a heavy weapons squad ."
  11. Grand Inquisitor Fulminarex said: I really did not care for an AA missile. I wanted a straight anti-tank missile. Then why are you looking at the SAMs and making it effective vs aircraft? The thing to look at would be some anti-tank version of this: http://en.wikipedia.org/wiki/Ruhrstahl_X-4 Maybe treat it like a Panzerschreck but with range U? or maybe just a serious range bump, wire-guided generally goes with needing to be able to visually track it. Edit: I wouldn't say ANYTHING is possible, the Axis light walker in the revised core set clearly has separate anti-armor and anti-infantry warhead rockets, so I doubt some dual purpose frag/flak and armor piercing warhead has been developed.
  12. These are mostly comments about German missile programs... all of the SAMs under development were still pretty **** large (the Enzian, for instance was 4m long with a 4m wingspan) and none were wire guided, all were either radio controlled or had nascent homing capability. The wire guided missiles under development were for air to air use and had more reasonable dimensions (2m length and less than a meter in span), the post-war descendants of these particular missiles were anti-tank, rather than anti-air, in nature. Also, what works against armor isn't going to be good against aircraft and vice versa. Take the German 88mm for instance, it was a great AT gun and a good AA gun, but it certainly wasn't using the same shells for both. An 88mm AA shell, with its focus on fragmentation damage and thin casing would have little effect on the heavy armor of an enemy tank. Similarly a dedicated anti-armor shell would only be useful in the case of a direct hit against an aircraft which, given the slow firing of heavy AA compared to lighter AA autocannons, is just impractical. Even in the case of direct hit the anti-tank shell would just punch a hole through, rather than exploding on contact. The German anti-air missiles (either AAM or SAM) were (to be) proximity fused and did their damage via fragmentation and had no anti-armor capability, which would require an entirely different warhead. So, if we're talking missiles, we're looking at Fragmentation (effective against light and unarmored ground targets and aircraft) and Armor Piercing (noticeably less effective against infantry as it would require much greater accuracy, essentially worthless against aircraft, but good against tanks) warheads, but not a warhead capable of both roles. As far as I'm aware there has never been a dual use anti-air/anti-armor missile.
  13. Chef being Allied doesn't jive with the comics as far as I'm aware, he's clearly working in the Axis kitchen. Angela looks completely strung out, but the building looks awesome. The description leads me to believe it will have a single building (or the parts for a single three story building, which could mean you could have a two story and a single or three singles), but I imagine there would be a future 'building pack', just as there is a terrain tile pack.
  14. Well, the Axis cannons just *look* like they're self loading is all and there's no way to access them from inside.
  15. Peacekeeper_b said: Gobbo said: Peacekeeper_b said: Brings up the interesting concept of Gorilla or Zombie command squads though! Bite your tongue Sir! I think it would be interesting. A Ape with the Command skill, one with Medic and the other a support weapon. A squad of apes armed with a panzer glove and a MG 44 Zwei. I believe that the apes, with the exception of Markus, are well below normal human intelligence which would kind of preclude a command squad.
  16. Major Mishap said: Sit inside a real tank, there is no room in there either, each crewman has his chair and thats it, he stay's there. The M3A3 light tank that the Mickey is based on is just 4.4 m long and 4 crew. That's true, but the actual tank has more depth, that's what I'm getting at. They didn't just slice off the tracks and add legs, they removed a good chunk of tank space. Or at least that's what it looks like to me.
  17. Grand Inquisitor Fulminarex said: I think that a walker only has 1 crewman in it. That might make sense for the German walkers, but the Allied ones with the turrets? That's asking a lot of one person, its even asking a lot of two people. Not to say you can't cram a lot of people into a small space (the M24 Chaffee is little and had a crew of 5), but the 'body' of the Allied light walkers is almost non-existant.
  18. If I had the talent/patience I'd like to figure out a way to put a P-39/P-63 style canopy onto the Allied light walkers, complete with 'car doors'.
  19. I've been looking into doing this to create a Loth as well, but I don't exactly have a ton of extra Luthers so I'm wondering how much modification you did. I'd ideally like to have the option to switch them back to their 'original' setup without looking too wonky. With the Mickey around I'm not sure if 'Self Repair' comes from the arm on the Luther or what.
  20. Major Mishap said: Grand Inquisitor Fulminarex said: I had to break 2 .50 cals off of my Wildfire to straighten them, and happened to notice that they are NOT the same scale as the .50 cal you find on the Pounders and Hot Dogs. They are considerably smaller. I checked the card to see if perhaps they meant for the to be .30 calibers, but the card is clearly a .50 and the range is the same as a .50 on a pounder. Anyone else notice this? Didn't notice the guns, noticed the tiny drivers though. The walkers in general seem too small for what they're supposed to be. I'm hard pressed to figure out how an average light tank sized crew could fit into the US walkers. My guess has always been that the VK engines either take up next to no space or that the Walkers are actually in a different scale than the infantry. The latter explanation also helps with understanding why the 17 pounder and the 88s are so small, compared to their historical counterparts. Heck, look at the Allied Heavy Walker from GenCon, how is that thing fitting 6 infantry + crew?
  21. Algesan said: Ozz 117: Useful close range IA3 leader. His special ability works well with either IA3 rocket squad and he gives them a burst of range 1 punch that is nice to have. I'm thinking of sticking Ozz 117 with the Hammers as his ability could be used to make them immune to CC retaliation for 1 round. Most likely I'll put Rhino with the Tank Busters, Berserk combined with those 'reactor fueled bazookas' (how does that work, are they energy weapons?) should pretty much waste any enemy vehicle. Alternatively I might stick Ozz 117 with the Grim Reapers, for a little more flexibility.
  22. I'm guessing the rocket troops will be Armor 2 infantry (based on their appearance in the comic) and either Jump or full on flight (check the description for Armor 1 aircraft) Me... I don't see a point to werewolves, I'm not sure what role they'd fill that the Gorillas don't and, as has been said, the Totenmeister might as well be a vampire.
  23. felkor said: It also includes the Loth card which you can't really get anywhere else as far as I know. I know this isn't the thread for it but just going to say.... it would've been great if the Axis Medium Walker pack allowed you the option of making a Loth. I know that the Allied 'Mickey' was simpler, in that it didn't need extra parts... but would one more claw have been too much to include in the box?
  24. Peacekeeper_b said: I would be against the change in Armor Class mainly because I havent seen much a difference in AC 2 and AC 3 damage factors. Sure, some weapons go form 2 Dice to 1 Dice and so forth, but those are usually specialty dice. AC 3 is not the issue. Most things that shoot bullets tend to drop at least 2 dice unless they are already at 2 or 1 die vs Armor 2, then it only drops 1 or stays the same.
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