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Post by terrance on Feb 12, 2016 19:40:17 GMT
Madmorgan, you may want to do a proof read to be certain I converted everything properly.
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Post by terrance on Feb 12, 2016 19:39:44 GMT
These are the rules written by Madmorgan and copied to here with his permission and edited into the same format as the other Units threads.
Special Rules All Texas units have Elan.
Elan: unit has +1 on Morale Rolls. Ltd Ammo: roll of natural 1 means you are out of ammo until resupplied. Explosive: when vehicle is hit, a roll of natural 1 to 3 = Explodes AoE 3" d5Power, roll 4+ is safe. Smoke Shell: 1" AoE per Barrage point of firing element. Creates a 1"/25mm square smoke column, lasts till beginning of the next human fire phase. Smoke effects = no heat ray sweeps through; -2 Power on focused heat ray or laser; max range firing through is 25" firer to target. So a Scout must fire at 25" range with a -2 Power (ie, giving it a +1Power shot). Salvo #*: a vehicle may only fire up to # of weapons per fire phase. The total of weapons available limits the number of fire phases you can fire. Example (4) rockets with Salvo 2 could fire 1 or 2 in a fire phase, lasting until you've used all 4, at which point you can't reload during the game. *credited to deathfromabove on this forum (and ADs) with all those wondrous BEF adaptations.
Due to the huge size of Texas (which they're quick to point out), all vehicles except motorcycles have radios. You may optionally add 5pts to cost if you feel this is too huge an advantage. As radios were very big during this period in history, motorcycles units don't have any. However, if you wish to model a few with a large radio on the back, add 10 points to the unit cost. This applies to all three types (Ranger/Apache/Villista)
Texas Rangers, Apaches, Villista Motorcycles Unit: 3 Elements (15 figures) Points per unit: 30 Type Speed Defense Armor Special Infantry 10" 5 4 -- Weaponry Range Power Special Pistols 10" -- -- Thrown Explosives Assault +3 Saddlebags with sticky sides
USA Armored Car Unit: 1 Element Points per unit: 45 Type Speed Defense Armor Special Vehicle 8" 4 6 Open top; radio Weaponry Range Power Special HMG 20" +1 Rapid Fire 3; forward arc
Armored Car Variants
TX AC "Gila" Unit: 1 Element Points per unit: 65 Type Speed Defense Armor Special Vehicle 8" 4 6 Open top; radio Weaponry Range Power Special
MMTR 30" +1 Barrage 1; 2 crew (same as HMG on cab roof); rear arc only;crew may fire either HMG or Mortar not both; HE and Smoke Shells. HMG 20" +1 Rapid Fire 3; forward arc Comments: Texans for all their elan weren't stupid and the ability to lay smoke to escape or barrage Martian Lobos or Ragers seemed a natural.
TX AC "Rattler" Unit: 1 Element Points per unit: 80 Type Speed Defense Armor Special Vehicle 8" 4 6 Open top; radio Weaponry Range Power Special (4) 5" Rockets 30" +3 Salvo 2; 2 per side of vehicle; may fire in addition to HMG; mounted off running boards. HMG 20" +1 Rapid Fire 3; forward arc Comments: These smaller rockets (compared to shipborne) were activated by a simple toggle switch on the back of the cab under the HMG. They could only fire 1 per side at a time (Salvo 2) due to heat and backblast problems - not discovered until after a few mishaps!
TX AC "Diamondback" Unit: 1 Element Points per unit: 75 Type Speed Defense Armor Special Vehicle 8" 4 6 Open top; radio Weaponry Range Power Special
4" Recoilless Rifle 30" +4 2 crew (same crew as HMG);may not fire HMG at same time; rear arc only HMG 20" +1 Rapid Fire 3; forward arc Comment: Same arrangement as the aforementioned Gila. Texas Longhorn SPATg
Unit: 3 Elements Points per element: 270 Type Speed Defense Armor Special Tank 4" 4 9 Ltd Ammo; Flivver can resupply; radio Weaponry Range Power Special ATg 30" +3/+4* Barrage 1; *HE/AT; forward arc
Texas Tank Unit: 3 Elements Points per unit: 180 Type Speed Defense Armor Special Tank 6" 4 9 Radio Weaponry Range Power Special 4" gun 30" +2 Forward arc HMG 20" +1 Rapid Fire 3; forward arc
Texas Tea Tosser Unit: 1 Element Points per element: 200 Type Speed Defense Armor Special Tank 4" 4 9 Ltd Ammo; Explosive; radio Weaponry Range Power Special Tea Tosser 50" +d5* Barrage 1; Ltd Ammo; Flivver or Wagon can resupply; *Rolled Power, roll d10/2 round up for amount of power in a hit.
Additional Notes A case for both the Diamondback and the Gila having Ltd Ammo could be made. If not carrying a 2nd weapon, there is enough HMG ammo for the entire battle. Alternately, you could allow unlimited HMG ammo on all versions, with the limited ammo being for the 2nd weapon. Enjoy!
The first recoilless rifle was the Davis gun was invented in 1910. They came in 1.58"/2pdr, 2.25"/6pdr, 3"/12pdr sizes and fired rocket style rounds. For our purposes we'll limit RF to 1. Like the bazooka, IRL they didn't get into the war due to delays in testing and production.
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Post by terrance on Feb 12, 2016 18:32:53 GMT
Breaking up the human list by nation to make them shorter and hopefully easier to use.
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Post by terrance on Feb 12, 2016 18:32:01 GMT
Breaking up the human list by nation to shorten it and hopefully make it easier to use.
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Post by terrance on Feb 12, 2016 18:30:34 GMT
Civilians Unit: 1 element Points per unit: Free-see scenario Type Speed Defense Armor Special Infantry 6” 5 3 -- Weaponry Range Power Special None
Infantry US Command Squad Unit: 1 element Points per unit: 30 Type Speed Defense Armor Special Infantry 6” 5 4 Stealth, Rally, Field Commander Weaponry Range Power Special Rifles 15” -- --
US Infantry Squad (Doughboys) Unit: 3 elements Points per unit: 30 (+15 for forlorn hope) Type Speed Defense Armor Special Infantry 6” 5 4 Stealth Weaponry Range Power Special Rifles 15” -- -- Grenades Assault +2 --
Forlorn Hope Unit: secreted inside Infantry Squad Points per unit: See Infantry Squads Type Speed Defense Armor Special Infantry 6” -- -- Forlorn hope Weaponry Range Power Special Grapples & Explosives Assault +3 --
Machine Gun Unit: 3 elements Points per unit: 40 Type Speed Defense Armor Special Infantry 4” 5 4 Stealth Weaponry Range Power Special Machine gun 20” +1 Rapid fire 3
Rough Rider Motorcycle Squad Unit: 3 elements – 1 with mounted machine gun Points per unit: 45 Type Speed Defense Armor Special Infantry 10” 7 4 Courageous (only fail on a roll of 1), Mounted Weaponry Range Power Special Rifles 15” -- -- Bike MG 20” +1 Rapid fire 3, MG -1 to hit Tow Cable Assault -- Tow Cable
US Cavalry Squad Unit: 3 elements Points per unit: 35 (+15 if explosives instead of grenades) Type Speed Defense Armor Special Infantry 8” 6 4 Mounted Weaponry Range Power Special Rifles 15” -- -- Grenades Assault +2 -- Explosives Assault +3 --
US Armored Infantry Squad Unit: 3 elements Points per unit: 65 Type Speed Defense Armor Special Infantry 4” 5 5 Stealth, Gas proof Weaponry Range Power Special Heavy Rifle 10” +1 -- Grenades Assault +2 --
US Marine Command Unit: 1 element Points per unit: 40 Type Speed Defense Armor Special Infantry 6” 5 4 Stealth, Courageous (+1 to morale die roll) Weaponry Range Power Special Rifle 15” -- --
US Marine Platoon Unit: 6 elements (3 assault teams, 3 fire teams) Points per unit: 75 Type Speed Defense Armor Special Infantry 6” 5 4 Stealth, Courageous (+1 to morale die roll) Weaponry Range Power Special Rifle 15” -- -- Marlin Browning 15” -- Rapid fire 2 Grenade, Shotgun Assault +2(+3) +3 power vs inf.
US Marine Snipers Unit: 3 elements Points per unit: 40 Type Speed Defense Armor Special Infantry 6” 5 4 Stealth, Courageous (+1 to morale die roll) Weaponry Range Power Special Sniper rifle 20” +1 Reroll to hit
US Marine Machine Gun Team Unit: 3 elements Points per unit: 45 Type Speed Defense Armor Special Infantry 6” 5 4 Stealth, Courageous (+1 to morale die roll) Weaponry Range Power Special Machine gun 20” +1 Rapid fire 3
US Marine Mortar Team Unit: 3 elements Points per unit: 45 Type Speed Defense Armor Special Infantry 6” 5 4 Stealth, Courageous (+1 to morale die roll) Weaponry Range Power Special Mortar 30” +1 Barrage 1
State Militia Unit: 3 elements Points per unit: 30 Type Speed Defense Armor Special Infantry 6” 5 4 Stealth, Militia morale(+1 to morale roll when fighting in their home state; -1 to morale roll when fighting outside their home state) Weaponry Range Power Special Rifles 15” -- -- Grenades Assault +2 --
State Militia Machine Guns Unit: 3 elements Points per unit: 40 Type Speed Defense Armor Special Infantry 6” 5 4 Stealth, Militia morale(+1 to morale roll when fighting in their home state; -1 to morale roll when fighting outside their home state) Weaponry Range Power Special Machine gun 20” +1 Rapid fire 3
Artillery Field Gun Unit: 3 elements Points per unit: 80 Type Speed Defense Armor Special Artillery 4” 5 5 Field Gun Weaponry Range Power Special Howitzer 60” +3 Barrage 1
Heavy Field Gun Unit: 3 elements Points per unit: 160 Type Speed Defense Armor Special Artillery Tow only 5 5 Field Gun, Heavy Field Gun Weaponry Range Power Special Heavy Howitzer 150” +4 Fixed Position, Bombardment, Barrage 3
Anti-Tripod Gun Unit: 1 element Points per unit: 80 Type Speed Defense Armor Special Artillery Tow only 5 6 Field Gun, Heavy Field Gun Weaponry Range Power Special A-T Gun 30” +3/+4 Barrage 1, AT shell
Heavy Artillery Unit: 1 element Points per unit: 50 (+5 in barbette, +25 in armored turret [increase armor to 10]) Type Speed Defense Armor Special Artillery None 3 5 -- Weaponry Range Power Special Heavy Howitzer 150” +4 Fixed position (unless turret), Bombardment, Barrage 3, Turret
Tanks Mk I Steamer Tank Unit: 3 elements Points per unit: 120 Type Speed Defense Armor Special Tank 4” 4 7 -- Weaponry Range Power Special 1x3-inch gun 30” +1 --
Mk II Steamer Tank Unit: 3 elements Points per unit: 165 Type Speed Defense Armor Special Tank 6” 4 8 -- Weaponry Range Power Special 1x4-inch gun 30” +2 --
Mk III Steamer Tank Unit: 3 elements Points per unit: 225 Type Speed Defense Armor Special Tank 6” 4 8 Sponsons Weaponry Range Power Special 3x4-inch gun 30” +2 -- Machine gun 20" +1 rapid fire 3
Mk IV Steamer Tank Unit: 1 element (choose 2x1.65-inch or 2x machine guns) Points per unit: 190 Type Speed Defense Armor Special Tank 4” 4 10 Turret, Shoot any direction Weaponry Range Power Special 6x4-inch gun 30” +2 -- 1x5-inch gun 30” +3 -- 2x1.65-inch guns 20” +1 Rapid fire 2 2x machine guns 20” +1 Rapid fire 3
Mk IV Monitor Unit: 1 element (choose 2x1.65-inch or 2x machine guns) Points per unit: 190 Type Speed Defense Armor Special Tank 4” 4 10 Turret, Shoot any direction, Fire from halt Weaponry Range Power Special 6x4-inch gun 30” +2 -- 1x7-inch gun 40” +4 -- 2x1.65-inch guns 20” +1 Rapid fire 2 2x machine guns 20” +1 Rapid fire 3
Mk IV Flame Tank Unit: 1 element Points per unit: 180 Type Speed Defense Armor Special Tank 4” 4 10 Flame gun, Shoot any direction, explosive combination Weaponry Range Power Special 1x flame gun 15” +3 Rapid fire D5 2x4-inch gun 30” +2 --
Mk IV Armored Command Post Unit: 1 element Points per unit: 250 (includes cost of command squad) Type Speed Defense Armor Special Tank 4” 4 9 Command tank Weaponry Range Power Special 2x4-inch gun 30” +2 -- 2x machine guns 20” +1 Rapid fire 3
Clamper Tank Unit: 1 element Points per unit: 100 Type Speed Defense Armor Special Tank 6” 4 8 Steam clamp Weaponry Range Power Special Steam clamp Assault -- Steam clamp Machine gun 20" +1 Rapid fire 3
Mk IIt Gun Tractor Unit: 3 element Points per unit: 40 Type Speed Defense Armor Special Tank 6” 4 8 Tow, Light wrecker Weaponry Range Power Special 1x HMG 20” +1 Rapid fire 3
Mk IIb Interim Steamer Unit: 3 elements Points per unit: 240 Type Speed Defense Armor Special Tank 3” 4 8 Rare, Heavy Tank Weaponry Range Power Special 2x4-inch guns 30” +2 Sponsons 1x HMG 20” +1 Rapid fire 3
Mk IImg Interim Steamer Unit: 3 elements Points per unit: 180 Type Speed Defense Armor Special Tank 3” 4 8 Rare, Heavy Tank Weaponry Range Power Special 3x HMG 20” +1 Rapid fire 3, Sponsons
Mk IIIs Infantry Support Steamer Unit: 1 element Points per unit: 75 Type Speed Defense Armor Special Tank 6” 4 8 Rare, Armored Infantry Support Weaponry Range Power Special 4x HMG 20” +1 Sponsons, Rapid fire 3
Mk IIc Command Tank Unit: 1 element Points per unit: 85 Type Speed Defense Armor Special Tank 6” 4 8 Command vehicle Weaponry Range Power Special 1x4-inch gun 30” +2 -- 1x HMG 20” +1 Rapid fire 3
Mk IIIc Command Tank Unit: 1 element Points per unit: 105 Type Speed Defense Armor Special Tank 6” 4 8 Sponsons, Command vehicle Weaponry Range Power Special 3x4-inch gun 30” +2 -- Machine gun 20" +1 Rapid fire 3
Patton’s Mk IV Unit: 1 element (choose 2x 1.65 guns or 2x machine guns) Points per unit: 260 Type Speed Defense Armor Special Tank 4” 4 10 Turret, Shoot in any direction, Command tank, Bonus commander, Well trained (choose one/turn): Rapid fire 2; 4” guns, Well aimed shot; 5” gun, Rapid advance Weaponry Range Power Special 6x 4” gun 30” +2 -- 1x 5” gun 30” +3 -- 2x 1.65” gun 20” +1 Rapid fire 2 2x machine gun 20” +1 Rapid fire 3
Armored Infantry Carrier Unit: 3 elements Points per unit: 120 Type Speed Defense Armor Special Tank 5” 4 8 Carry 2 stands of infantry Weaponry Range Power Special Machine gun 20” +1 Rapid fire 3
Vehicle Holt Mobile Artillery Steamer Unit: 3 elements Points per unit: 160 Type Speed Defense Armor Special Vehicle 6” 4 6 -- Weaponry Range Power Special Light Howitzer 60” +2 Barrage 1
Mobile Artillery Steamer Unit: 3 elements Points per unit: 220 (add external machine gun for 10 points) Type Speed Defense Armor Special Vehicle 6” 4 6 -- Weaponry Range Power Special Howitzer 60” +3 Barrage 1 Machine Gun 20” +1 Rapid Fire 3
Electric Artillery Steamer (Lightning Gun) Unit: 1 element Points per unit: 350 Type Speed Defense Armor Special Vehicle 6” 4 7 Lightning Gun, Fuel Tender Weaponry Range Power Special Lightning gun 40” x dice Lightning Gun Machine gun 20" +1 Rapid fire 3
Fuel Tender Unit: 1 element Points per unit: 15 (Added MG +10) Type Speed Defense Armor Special Vehicle 6” 4 7 Refuel Weaponry Range Power Special Machine gun 20” +1 Rapid fire 3
Munitions Carrier Unit: 1 element Points per unit: 30 (Added MG +10) Type Speed Defense Armor Special Vehicle 6” 4 7 Extra munitions Weaponry Range Power Special Machine gun 20” +1 Rapid fire 3
Mk II Mine Layer Unit: 1 element Points per unit: 150 (Added MG +10) Type Speed Defense Armor Special Vehicle 6” 4 7 Tesla Mines Weaponry Range Power Special Machine gun 20” +1 Rapid fire 3 Mine: Triggered within 6 inches by any except human infantry or lobototons. Mine explodes on 10+; add +8 for Martian units. Attacks everything within 6 inches with power +5.
Flivver Unit: 3 elements of the same type Points per unit: 15 for transports, 60 for gun carriers (Added MG +10) Type Speed Defense Armor Special Vehicle 10” 5 4 Tow/transport, Road vehicle Weaponry Range Power Special Light howitzer 60” +2 Barrage 1 Machine gun 20” +1 Rapid fire 3
Flivver Ambulance Unit: 1 element Points per unit: 15 Type Speed Defense Armor Special Vehicle 10” 5 4 Medic, Road vehicle, Support vehicle Weaponry Range Power Special None
Holt Gun Tractor Unit: 3 element Points per unit: 25 (Added MG +10) Type Speed Defense Armor Special Vehicle 6” 4 6 -- Weaponry Range Power Special Machine gun 20” +1 Rapid fire 3
Field Engineering Unit Unit: 3 elements composed of 1x wrecker, 2x workshop trucks Points per unit: 60 (Wrecker may Add MG +10) Wrecker Type Speed Defense Armor Special Vehicle 6” 4 7 Wrecker, Support unit Weaponry Range Power Special Machine gun 20” +1 Rapid fire 3 Workshop truck Type Speed Defense Armor Special Vehicle None 2 4 Workshop, Static, Support unit Weaponry Range Power Special None
Machine Mk V Goliath Unit: 1 element Points per unit: 375 Type Speed Defense Armor Special Machine 4” 4 10 Turret, Super heavy gun, Shoot in any direction, Turbine blower, Goliath damage resolution, Multiple and cumulative damage Weaponry Range Power Special 12-inch gun 60” +7 Variable damage 4x machine guns 20” +1 Rapid fire 3
Ironclad Destroyer Class Unit: 1 element Points per unit: 750 Type Speed Defense Armor Special Machine 4” 3 12 Fully independent Targeting, Limited maneuverability, Lay steam, Ironclad Weaponry Range Power Special 12-inch gun 60” +7 Super heavy gun 7-inch gun 40” +4 -- 4x 5-inch guns 30” +3 -- 4x 4-inch guns 30” +2 -- 8x Machine guns 20” +1 Rapid fire 3
Exceptional Turret Unit: 1 element Points per unit: 25 plus for weapon: MG +10, 4-inch gun +15, 5-inch gun +20, howitzer +30, heavy howitzer +50, Flame gun +20 Type Speed Defense Armor Special Exceptional Static 3 10 Turret, Static defense Weaponry Range Power Special 4-inch gun 30” +2 -- 5-inch gun 30” +3 -- Machine gun 20” +1 Rapid fire 3 Howitzer 60” +3 Barrage 1 Heavy howitzer 150” +4 Bombardment, Barrage 3 Flame gun 15” +3 Rapid fire D5, flame gun, explosive combination
Armored Command Bunker Unit: 1 element Points per unit: 50 Type Speed Defense Armor Special Exceptional Static 3 8 Command bunker, Static defense Weaponry Range Power Special 4-inch gun 30” +2 -- 2x Machine gun 20” +1 Rapid fire 3
Other Traps Unit: per scenario; set up secretly in a terrain area Friendly units ignore traps First element of an enemy to move into the area sets off the trap. Roll an attack for each element of the unit, even if only one or part of one element enters the terrain. To hit and power bonus = +4. No cover bonus.
Buildings Type Defense Armor Wood, sheet metal 2 5 Single story brick 2 5 Multi-story brick 2 6 Steel-framed stone 2 7 Concrete multi-story 2 7
Damage value; 5 for one terrain area, +1 per additional terrain area
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Post by terrance on Feb 12, 2016 17:34:29 GMT
Civilians Unit: 1 element Points per unit: Free-see scenario Type Speed Defense Armor Special Infantry 6” 5 3 -- Weaponry Range Power Special None
Infantry British Command Squad Unit: 1 element Points per unit: 25 Type Speed Defense Armor Special Infantry 6” 5 5 Stealth, Rally, Field commander Weaponry Range Power Special Rifles 15” -- --
British Infantry Squad Unit: 2 elements – one element with coil gun Points per unit: 35 Type Speed Defense Armor Special Infantry 6” 5 5 Stealth Weaponry Range Power Special Rifles 15” -- -- Coil gun 15” +2 Coil gun Grenades Assault +2 --
Home Guard Unit 3 elements Points per unit: 30 Type Speed Defense Armor Special Infantry 6" 5 3 Stealth, Skirmish (See Army of Great Britain during the Second Martian War PDF for skirmisher rules) Weaponry Range Power Special Rifles 15" -- -- Grenades Assault +2 --
Vickers Machine Gun Unit: 3 elements Points per unit: 50 Type Speed Defense Armor Special Infantry 6” 5 5 Stealth Weaponry Range Power Special Vickers gun 20” +1 Rapid fire 3
British Cavalry Squad Unit: 3 elements Points per unit: 55 Type Speed Defense Armor Special Infantry 8” 6 5 Mounted Weaponry Range Power Special Rifles 15” -- -- Grenades Assault +2 --
British Assault Squad Unit: 2 elements Points per unit: 60 Type Speed Defense Armor Special Infantry 6” 5 5 Stealth Weaponry Range Power Special Experimental Rifles 15” +1 -- Explosives Assault +3 --
Bengal Lancers Unit: 3 elements Points per unit: 60 Type Speed Defense Armor Special Infantry 8" 6 5 Mounted Weaponry Range Power Special Rifles 15" -- -- Adhesive lance Assault +3 Adhesive lance
Indian Infantry Unit: 3 elements Points per unit: 30 Type Speed Defense Armor Special Infantry 6" 5 3 Stealth Weaponry Range Power Special Rifles 15" -- -- Grenades Assault +2 --
Gurkha Infantry Unit: 3 elements Points per unit: 30 Type Speed Defense Armor Special Infantry 6" 5 3 Stealth, Skirmish, Courageous (+1 to morale die roll) Weaponry Range Power Special Rifles 15" -- -- Grenades Assault +2 --
Native Infantry (Pathans, Bedouins, etc.) Unit: 3 elements Points per unit: 20 Type Speed Defense Armor Special Infantry 6" 5 3 Stealth, Low morale (-1 to morale die roll) Weaponry Range Power Special Rifles 15" -- --
Native Machine Guns Unit: 3 elements Points per unit: 30 Type Speed Defense Armor Special Infantry 4" 5 3 Stealth, Low morale (-1 to morale die roll) Weaponry Range Power Special Machine gun 20" +1 Rapid fire 3
Native Cavalry Unit: 3 elements Points per unit: 45 Type Speed Defense Armor Special Infantry 8" 6 4 Mounted, Low morale (-1 to morale die roll) Weaponry Range Power Special Rifles 15" -- --
Draught Animal Teams Unit: 1 element per tow Points per unit: 10 Type Speed Defense Armor Special Infantry 4" 3 3 Tow
Artillery 2-Pound Heavy Coil Gun Unit: 1 element Points per unit: 90 Type Speed Defense Armor Special Artillery -- 5 4 Fixed position, Heavy field gun, Weaponry Range Power Special 2lb Heavy Coil Gun 60” +4 Heavy coil gun
Field Gun Unit: 3 elements Points per unit: 80 for British, 70 for Natives Type Speed Defense Armor Special Artillery 4” 5 5 Field Gun, Low Morale [Natives only (-1 to morale die roll)] Weaponry Range Power Special Howitzer 60” +3 Barrage 1
Mobile Artillery Steamer Unit: 3 elements Points per unit: 220 (add external machine gun for 10 points) Type Speed Defense Armor Special Vehicle 6” 4 6 -- Weaponry Range Power Special Howitzer 60” +3 Barrage 1 Machine Gun 20” +1 Rapid Fire 3
Tanks Imperial Tank Unit: 3 elements Points per unit: 270 – any or all may replace main gun with ½ pound coil gun for free. Type Speed Defense Armor Special Tank 7” 4 8 Turret Weaponry Range Power Special 17-pdr HV gun 30” +3 -- ½ pound coil gun 30” +4 Coil gun Vickers gun 20” +1 Rapid fire 3
Mono Tank Unit: 3 elements Points per unit: 160 Type Speed Defense Armor Special Tank 8” 6 6 Mono tank Weaponry Range Power Special 2x 2-pdr repeater 15” +2 Rapid fire 2
Kitchener Tank Unit: 1 or 3 elements – Often divided into single vehicles to support lighter tanks. Points per unit: 115 for 1 or 345 for 3 tanks Type Speed Defense Armor Special Tank 7” 4 8 -- Weaponry Range Power Special Tri-barrel 30” +2 Rapid fire 3, Tri-barrel Vickers gun 20” +1 Rapid fire 3
Wicket Tank Unit: 1 element Points per unit: 150 Type Speed Defense Armor Special Tank 7” 4 8 Glue gun Weaponry Range Power Special Glue gun 15” -- Barrage 4 Vickers gun 20” +1 Rapid fire 3
Wolseley Heavy Tank Unit: 1 element Points per unit: 225 Type Speed Defense Armor Special Tank 6” 5 11 Fire suppression system Weaponry Range Power Special 3 lb Coil gun 60” +5 Coil gun Tri-barrel x2 30" +3 Rapid fire 3 Vickers MG x2 20" +1 Rapid fire 3
Vehicle Spector Armored Car Unit: 1 element Points per unit: 55 Type Speed Defense Armor Special Vehicle 10” 5 6 Turret Weaponry Range Power Special Vickers gun 20” +1 Rapid fire 3
Defiant Armored Car Unit: 1 element Points per unit: 55 Type Speed Defense Armor Special Vehicle 8” 5 7 6-pounder gun Weaponry Range Power Special 6-pounder gun 20” +2 --
Cardigan Infantry Carrier Unit: 1or 3 elements Points per unit: 90 per vehicle or 180 for 3 Type Speed Defense Armor Special Vehicle 7” 4 7 Crewed weapons, Tow/transport Weaponry Range Power Special 5x Vickers gun 20” +1 Rapid fire 3 2-pdr repeater 15” +2 Rapid fire 2
Lloyd Command Carrier Unit: 1 element Points per unit: Optional depending on interpretation of FAQ/Errata (see E10 and Q44). 90 points or 120 points assuming a command squad must be added to the vehicle cost. Type Speed Defense Armor Special Vehicle 7” 4 7 Command carrier Weaponry Range Power Special Vickers gun 20” +1 Rapid fire 3
Machine Ironclad Benedict Arnold Class Unit: 1 element Points per unit: 1,200 Type Speed Defense Armor Special Machine 4” 3 12 Fully independent targeting, Limited maneuverability, Spector carrier, Spotters, Ironclad Weaponry Range Power Special 4-pound coil gun 80” +6 Super heavy coil gun 24-inch Bombard 60” +4 Barrage 4 4x 5-inch guns 30” +3 -- 12x Vickers guns 20” +1 Rapid fire 3
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Post by terrance on Feb 10, 2016 20:14:27 GMT
OK, Madmorgan. I'll put that on my list. May take a few days as things have gotten busy at work. Also I may divide up the human list as it is getting very long. I'm afraid it will get increasingly unwieldy as we add Germans, French, etc.
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Post by terrance on Feb 9, 2016 19:37:51 GMT
Madmorgan, Shall I add these to the Human units list? Not been any feedback so can we assume there is general agreement?
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Post by terrance on Feb 9, 2016 19:27:10 GMT
I edited the Marines and Rough Riders to clarify that Courageous means slightly different things for these units.
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Post by terrance on Feb 9, 2016 19:26:22 GMT
I added the British Empire units (from the PDF) to the list.
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Post by terrance on Feb 9, 2016 19:25:13 GMT
I edited the unit list to show that there is an option for pricing the Lloyd vehicle of either 90 or 120 points depending on one's interpretation of the FAQ/eratta.
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Post by terrance on Feb 8, 2016 20:04:55 GMT
Really nice. Thanks for sharing.
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Post by terrance on Feb 8, 2016 19:57:36 GMT
Agreed. It is your (our)game and you (we)are free to take different interpretations. It is an interesting discussion in part because it touches on trying to decipher the logic used by AD to set the point values.
We are not quite tracking yet. I probably confused you. Let me lay out my logic one more time. The US command tank is based on a MkII chassis (per the PDF). A MkII unit is priced 165 points for 3 vehicles. Hence one MkII vehicle is 55 points. A US command squad is priced 30 points. Therefore; One MkII vehicle at 55 points plus one command squad at 30 points equals 85 points, which is the stated book price for the MkIIc. So that gives me a model to think about the BEF command vehicle.
The BEF command vehicle is based on the Cardigan. The errata corrected the price of the Cardigan to 90 points per vehicle. The BEF command squad is priced 25 points. Using the same logic I derived for the US vehicle: One Lloyd (Cardigan) vehicle at 90 points plus one command squat at 25 points equal 115 points.
I am thinking it may be worth annotating the unit stats to point out that there is a difference of opinion on the prices for some of these vehicles and give both options. And let the player's decide for themselves which to use.
And this actually raises another issue for discussion. The US command is 30 points but the BEF command is 25 points. I would think that with the radio the BEF command would be worth at least as much as the US command if not more. However I also can see the point that the 25 point BEF command is a dismounted command without the radio (there is fluff somewhere that if the command abandons the Lloyd it does not take the radio and loses the ability to communicate except with units within 6 inches.) In that case perhaps the mounted command BEF squad should be 30 points and your interpretation of the Lloyd with command group at 120 points is correct.
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Post by terrance on Feb 5, 2016 19:45:44 GMT
I added the Royal Scientist Tripod, Ragers, and Viral Shock Drones.
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Post by terrance on Feb 5, 2016 19:27:02 GMT
Thanks Madmorgan. If found the Milita rule last night when I got home. Was thinking it was in a PDF but as you say it is a sidebar on page 85 of the hardback rulebook. I am going to change Courageous for the Militia to Militia morale to avoid confusion with the morale of rough riders and marines.
For now I am going to stick with 115 points for the Lloyd command vehicle. The errata gives 90 points for Cardigan vehicles and the Lloyd is not specifically mentioned. But it is based on the Cardigan so it makes sense for that to be the base cost. It also keeps intact the logic used for pricing the MkIIc command tank. Otherwise the MkIIc would be 55 points if the command group were included in the base price as you suggest.
On the other hand, on researching this I can see that you can defend your position based on the errata (Q44) in which it states the cost of the Lloyd command carrier includes the command team. But I keep getting stuck on the feeling that a command vehicle with command team should be worth at least a little more than an empty (other than driver) Cardigan infantry vehicle. So maybe 115 is too high, but 90 is too low? What about 100 points?
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