I introduced a number of rules limiting the Ironclad's capability and reducing the points. I justify this by a story that it was stolen by the Canadians.
For that back story:
philsmartianfront.blogspot.com/2015/07/nell.html Ironclad Special Rules:
The Canadian-American Alliance has been strained by the Canadian acquisition, either found or stolen, depending on your point of view, of the Landship, “Nell”, otherwise known as “The Spirit of Detroit”, as the Americans have named it.
The Americans have been putting pressure on Canada to get “The Spirit of Detroit” back, as such there are numerous rules governing its use.
Low Ammunition.
The Americans have refused to provide the 12”, 7” and 5” shells for “Nell”’s guns. Britain has made shipments of ammunition of all these calibers, but it has yet to reach the Western Canada.
When each of these calibers makes a “to hit” roll that is exactly “1”, that gun is out of ammo. For the 5” guns, this applies only to the turret in question. That turret is out of ammo for the next turn, but is restocked by shifting rounds from other turrets.
A gun that is out of ammo may still be target and fire blanks, to try to fool the Martian that it is still functioning.
Low Coal
Nell needs more coal than all the rest of the 2nd Squadron combined, as such, measures have been taken to conserve coal.
Nell is deployed next to the coaling station. Nell needs to remain there until turn 4 to be fully coaled.
If a heat ray misses Nell, (I.E. A “to hit” roll of 1 or a 2) the coaling station is hit instead, exploding, causing 5 +4 hits to Nell and everyone else within 6”. Units at a range of 6.1 to 12” suffer 3 +2 hits instead.
Nell is running on one boiler out of four, it takes time to stoke up the remaining boilers. As such she moves only 1” on turn 1, 2” on turn 2 and 3” on turn 3.
If not fully coaled, roll a D10 each time Nell moves, or uses the Steam Defense. On a 1, the coal bunkers are empty, and Nell can only move 1” a turn thereafter.
Skeleton Crew.
The proper crew for the Landship is considerable and Nell hasn’t been fully crewed with trained personnel.
Due to minimal crew available for damage control, all hits on the Damage Chart 6+ are considered critical hits towards the 5 critical hits required for Nell to be considered destroyed.
If a critical gun hit is made, roll the die to determine which gun is hit. The Martians may reroll that die if they see fit. The reroll must be kept.
Cannibalizing units.
Some of the manpower to crew Nell was taken from infantry units.
Infantry and Machine Gun unit only gets one additional hidden movement counter instead of two.