Post by wisercj on Feb 1, 2016 15:13:53 GMT
The British 2-Pound Heavy Coil Gun is a very nice heavy Artillery unit with the following stat line:
Type: Artillery
Main Armament: 2-Pound Heavy Coil Gun
Range: 60"
Power: +4
Speed: Tow Only
Defense: 5
Armor: 4
Special Rules: Heavy Field Gun, Heavy Coil Gun (misfires on '1')
Elements per Unit: 1
Points per Unit: 90
With a range of 60" and a penetration of +4 this has the potential to be a real tripod killer. Because of this it will quickly draw attention to itself and become the target of fast moving Scouts penetrating into the rear areas. With a defense of 5 and armor of 4 it will likely die quickly once the tripods close in. Since it can only be towed, even to turn it (Fixed Position), and you want it to be firing at tripods every turn, it needs to be placed well back behind the center of your position, or off on a secured flank, usually with its back edge close to, if not on, the table edge.
The Coil Gun misfires whenever you roll a '1' to hit, then you roll a 1d10 on the misfire table:
1 It blows itself up
2-4 Overcharge: Fires at +8 power (roll again to hit) but then cannot fire in the following turn
5-7 Shorts out: No effect this turn and Cannot fire next turn either.
8-10 Fails to operate but can fire next turn.
This is a cool 'Orky' style rule and is not at all bad since a 1 would be a miss anyways. This gives you only a 1% chance of blowing yourself up, a 6% chance of not being able to fire the following turn and a 3% chance of rerolling to hit and doing a +8 penetration (virtually automatic damage).
At 90 points it is cost effective, and it has acquitted itself well in the couple of battles that I have fielded mine in, accounting for at least one if not two tripods before being destroyed (or blowing itself up in one game). It is worth protecting with a machine gun squad to deal with any flanking scouts that get too close.
Just a few reposted photos of a completed BEF Coil Gun model.
BEF 2 pdr Coil Gun (front view)
Right side view
Left Side view
Anti-Tripod Gun, 2 pdr Coil Gun, Defiant Armoured Car, for comparison.
The Alien Dungeon gun is quite nice and fairly simple to assemble. I trimmed the wire under the breach to get the elevation I wanted. I recommend dry fitting all pieces first before gluing. I block paint and then use a Winsor-Newton ink wash. The basing is a material called Flexcoat which is base coated brown and drybrushed sand.
With the demise of Alien Dungeon, alternatives can easily be found/modified from existing models. Options off the top of my head include 15mm German 15cm Heavy Guns or 1/72 HaT World War I Artillery, in which case you can build a battery of 4 cheaply at around $10 a box. Just add appropriate WW I crew figures and some sort of coiled thingy or big boxy object (could be enclosed) on the trail or on the ground behind or beside the gun to represent the power plant.
Good Gaming!
Type: Artillery
Main Armament: 2-Pound Heavy Coil Gun
Range: 60"
Power: +4
Speed: Tow Only
Defense: 5
Armor: 4
Special Rules: Heavy Field Gun, Heavy Coil Gun (misfires on '1')
Elements per Unit: 1
Points per Unit: 90
With a range of 60" and a penetration of +4 this has the potential to be a real tripod killer. Because of this it will quickly draw attention to itself and become the target of fast moving Scouts penetrating into the rear areas. With a defense of 5 and armor of 4 it will likely die quickly once the tripods close in. Since it can only be towed, even to turn it (Fixed Position), and you want it to be firing at tripods every turn, it needs to be placed well back behind the center of your position, or off on a secured flank, usually with its back edge close to, if not on, the table edge.
The Coil Gun misfires whenever you roll a '1' to hit, then you roll a 1d10 on the misfire table:
1 It blows itself up
2-4 Overcharge: Fires at +8 power (roll again to hit) but then cannot fire in the following turn
5-7 Shorts out: No effect this turn and Cannot fire next turn either.
8-10 Fails to operate but can fire next turn.
This is a cool 'Orky' style rule and is not at all bad since a 1 would be a miss anyways. This gives you only a 1% chance of blowing yourself up, a 6% chance of not being able to fire the following turn and a 3% chance of rerolling to hit and doing a +8 penetration (virtually automatic damage).
At 90 points it is cost effective, and it has acquitted itself well in the couple of battles that I have fielded mine in, accounting for at least one if not two tripods before being destroyed (or blowing itself up in one game). It is worth protecting with a machine gun squad to deal with any flanking scouts that get too close.
Just a few reposted photos of a completed BEF Coil Gun model.
BEF 2 pdr Coil Gun (front view)
Right side view
Left Side view
Anti-Tripod Gun, 2 pdr Coil Gun, Defiant Armoured Car, for comparison.
The Alien Dungeon gun is quite nice and fairly simple to assemble. I trimmed the wire under the breach to get the elevation I wanted. I recommend dry fitting all pieces first before gluing. I block paint and then use a Winsor-Newton ink wash. The basing is a material called Flexcoat which is base coated brown and drybrushed sand.
With the demise of Alien Dungeon, alternatives can easily be found/modified from existing models. Options off the top of my head include 15mm German 15cm Heavy Guns or 1/72 HaT World War I Artillery, in which case you can build a battery of 4 cheaply at around $10 a box. Just add appropriate WW I crew figures and some sort of coiled thingy or big boxy object (could be enclosed) on the trail or on the ground behind or beside the gun to represent the power plant.
Good Gaming!