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Post by loyalist on Apr 26, 2018 0:43:45 GMT
Hmmm, I've done a bunch of stuff on both ammo carriers and the ambulance unit. For militia units, I use Old Glory's ACW sets - the wagons look great and the sets come with doctors, stretchers, etc. (15ACW-72 & 73). Don't over look the Western line as there's a doctor in buggy (15OW-113)in that one. For the regular army, I just use a standard covered Flivver with the Red Cross on it. I prefer the rule as it stands, at 15 points that chance to 'save' a casualty is big, especially on the artillery side. A couple of the big resin tents in the rear with proper Red Crosses and you're done. Do note that Scotts Paper Terrain has a very nice tents selections, including some big tents that would serve as well. I really wish Old Glory would get off their hands and do the remaining promised figures from their WW1 line. Over 30 items are still to be made - listed as N/A still! These include a Stretcher Bearers/Doctor/Nurses/Tent for each of the four major powers (Ger/Fre/Brit/USA). Now that MBA isn't doing 15mm resin anymore, OG should also do the 15mm resin buildings line they promised. To wit: 3x Timbered framed City Blocks (and ruins), 3x Stucco City Blocks (& ruins), Country Barn (and ruined), and finally Trench System! The medical figures and WWI British cavalry have been listed as "coming soon" for 2 1/2 years!
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Post by loyalist on Apr 26, 2018 0:48:07 GMT
I've made a couple of Ambulances, one being one of Conqueror's Liberator trucks with panelled body (and the hole at the front of the roof filled in) and the other a Woodland Scenics tank truck from which the tank was used for a water trailer and replaced by a styrene copy of the armoured box on the Flivver. Neither is armed.
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Post by hardlec on Apr 26, 2018 23:27:37 GMT
Ambulances IMHO should act as a rally point. Troops that fail morale will fall back to the Ambulance and then regroup. I also think Ambulances had some impact on gas attacks.
Ammo carriers are very useful, as are fuel carriers.
Taking a Mk II and making it into a recovery vehicle might be useful. A Mk II, sans gun with a crane and a series of buckets to allow it to dig trenches would make it a very useful thing.
Arming an ambulance is not likely to encourage the crew of a real ambulance to fight. They are too busy doing their jobs and almost all medics shun combat. On the other hand, players might mis-appropriate the HMG. I'd put in some sort of penalty for ambulances attacking, but I'm not sure how.
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Post by terrance on Apr 27, 2018 5:03:23 GMT
I can see both sides of the argument for use of ambulances; rally bonus or recover casualties. I think we will play test the rally bonus next game.
For armed ambulances maybe say they cannot function as medics the turn they shoot.
And I have an ammo carrier and fuel tender assembled on my bench waiting for paint.
And I have the crane parts now to convert a steam tank into a recovery vehicle.
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Post by madmorgan on Apr 28, 2018 7:03:24 GMT
possible clamper as a recovery type???
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Post by terrance on Apr 28, 2018 14:23:28 GMT
possible clamper as a recovery type??? That is a possibility. But the parts I have include a plow blade and crane. So I think I’ll start with a Mk II.
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Post by loyalist on Apr 29, 2018 0:46:30 GMT
More than a year ago I worked out the likely time required for a Mk II Wrecker tank to venture from the board edge, where the Workshop has to be deployed, find and retrieve a damaged tank, have the repair shop fix it (only a 30% chance per turn) and then have the tank return to the battle. Meanwhile the Wrecker tank is off to find another wreck.
It seemed unlikely like the Workshop and Wrecker tank would be of any practical value in a game due to the probable multiple turns to reach and retrieve a wreck, have it repaired, and get it back into the battle. That might change if the Workshop could leave the board edge but according to the rule book it's immobile.
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Post by madmorgan on Apr 29, 2018 10:01:00 GMT
Interesting. Perhaps a rule change is in order - especially before a reprinting/second edition comes out. What would you suggest??
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Post by terrance on Apr 29, 2018 14:19:13 GMT
More than a year ago I worked out the likely time required for a Mk II Wrecker tank to venture from the board edge, where the Workshop has to be deployed, find and retrieve a damaged tank, have the repair shop fix it (only a 30% chance per turn) and then have the tank return to the battle. Meanwhile the Wrecker tank is off to find another wreck. It seemed unlikely like the Workshop and Wrecker tank would be of any practical value in a game due to the probable multiple turns to reach and retrieve a wreck, have it repaired, and get it back into the battle. That might change if the Workshop could leave the board edge but according to the rule book it's immobile. I have the same reservations about the utility of the recovery vehicle and workshops. But the are so cool I have to have a couple. A rule rule revision may be in order. Option I can think of quickly are: —Allow the workshop to move on the table. But then why do you need a recovery vehicle? —Allow the recovery vehicle to make repairs. But then why do you need a workshop? —Allow a roll to repair for any vehicle on the table as long as there is a recovery vehicle and workshop on the table. Perhaps with a range, like 24 inches. —Add a breakdown roll to tank movement that the recovery vehicle gives a modifier to. (I don’t like this one because it adds complication to the game.) —Remove the recovery rule because in “reality” only minor issues could be addressed on the battlefield. Then limit their use to scenario specific use or campaign games that track damage. I’m not advocating any of these right now. Have to think about it.
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Post by David N.Tanner 07011959 on Apr 30, 2018 1:12:05 GMT
What about a bonus to Industrial Might? A plus one if there's a recovery vehicle etc.
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Post by terrance on May 1, 2018 2:01:09 GMT
What about a bonus to Industrial Might? A plus one if there's a recovery vehicle etc. Another interesting option.
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Post by madmorgan on May 6, 2018 8:33:35 GMT
Yes, you both have shown some interesting ideas in light of the 'current' rule. I'm looking at using Clampers as recovery vehicles and a simple large tent surrounded by appropriate tools. You could get the tents easy enough (Scott has a paper one large enough) and there'd be no need to produce more models - just an increase in Clamper sales ;-).
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Post by hardlec on May 8, 2018 12:16:07 GMT
A repair Depot would make an excellent objective. It would also be a rally point and allow for vehicle repair. The clamper tank would be a great base for a recovery vehicle, setting the stage for a scenario with engineers defending their field base.
A tent and a flivver would be a good field repair Depot. It provides +1 to morale rolls, and units that fail morale move to the Depot where they recover. Loss of the Depot causes every human unit to test for morale if it doesn't cost the humans the game outright.
The issue with the recovery vehicle is that most human equipment is destroyed when hit, making a repair rule complex.
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Post by boxholder on May 12, 2018 12:11:33 GMT
indeed--there is not going to be much to work with after a good heat ray hit! The morale benefit and rally are more likely to be useful.
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Post by madmorgan on May 16, 2018 11:45:46 GMT
Sounds like a good rework of the whole concept - will have to add it to the Living Rulebook - and IG take note for your second printing of the rules as this could be a much better idea over the current one. And, it won't require new castings for figures that weren't produced in the first place.
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