I'll need to check the AD book, which I don't have with me. Off the top of my head here's some answers to your questions: The range of the 5" (roughly 125mm) is based on the artillery in the AD book, not tank ranges - which are limited by sighting, etc. within the confines of a tank, I believe. The ranges I used is based on my Ship thread, a development of artillery of all sizes for ships in AQ. That was developed from ADs original posting of the Marine rules, which allowed on table support from naval assets off table with forward observers. They listed only a few guns on that, including a 12" gun with long range. Their finale 'casting' of the Marine contingent dropped the naval support rules as well as the forward observer idea. I based the 5" and indeed all the above ranges on the Ship table I developed from that basis. So a Naval 5" Gun has a range of 150" and the rest of the stats, except the bonus dice setup, was from that table. The table was developed to allow various scale ships to be played, on table, with range adjustments based on their scale. All those ranges were taken from the base range of a gun - so I just used the base range for a 1:1 on table situation, thus causing a very long game terms range. You are of coarse welcome to use the artillery ranges from AD book instead, but will find nothing above a 12"gun in that case. The increased power is also a byproduct of this table. It takes in the consideration that the naval shells are by nature AT shells, thus even a lowly 3.5 inch (about 90mm) has a +4 power, but I tempered this to give a more even spread over the various guns, with 5" being the first +4 Power and the 4" and below having a +3 Power.
You are correct that the bonus to hit dice combined with the original rule of the AD book would product a massive shift of power. However, the New Artillery Thread discussion on the bonus dice rule is exclusive of the AD bonus power rule. So, you do not use the AD power bonus rules for AoE over 4" templates. Your advantage to massive barrages is a to hit advantage, represent by additional chance to hit, all within the game provided 4" template. You definitely don't get the power bonus on top of that! The Linked Fire rule can be dropped if you prefer - it is simply that having all guns on the ICL firing independently causes you not to be able to concentrate the smaller guns on a given target. Its perfectly okay not to use that rule; it was a late addition. So instead of having your (4) 5" guns fire together at a target, you take four separate shots per turret. The Linked Fire would have this combination give you 8 extra to hit dice, but all the of those would be at + 4 Power. Using individual targeting, there would be 4 to hit dice, again each at +4 Power.
As always, these are recommended changes and you're free to impose the AD rules on the guns. By and large, Ford Motors (Conqueror) designs are usually superior to the older Baldwin (AD) designs and all of this is an attempt to 'bring to game' a fantastic model. A thought is that you could, if inclined, product a Thunderchild 3 type BEF vehicle - the stats from the book being used for it with a different look and name. I have done a thread elsewhere with the stats for your various tanks and vehicles and am pleased for the most part with it. I much prefer the 8" gun on the mobile platform to the 6" gun from AD; but, its a matter of taste. The "New Artillery Rules" actually charge a lot more points for the 8" version, as well it should.
Again, I'm forced to apologize for not having the Iron Clad Ship Damage Table ready today - I was distracted by Wales losing to Portugal in the UEFA Cup semifinal. I'll get on it today, despite the Germany/France match which I fully expect Germany to win.
Cheers and thanks again for bringing so many great models to our collective game!
Post by conquerormodels on Jul 7, 2016 16:07:01 GMT
madmorgan Ok - I too was distracted with Wales loosing even though I normally follow our rugby team not footy! But darned good effort from teh footy boys Anyhow - I need time to digest your comments - i am sure they all make perfect sense - and its just me!
Quendil Yes mopst certainly a bombard in teh future - but there is already a que of models in teh production que (well they are at moulding stage) - so its going to be a short while before it appears (any drawings you care to share on its design woudl be appreciated Re the Crane - yes I did think of that - but decided to leave it open as yes the spaces on the back could take an armoured car - more importantly if you read the excellent background story by Paul you will see we are thnking more towards a couple of wheelie tanks thank can "jump" off the back independently of a crane and hit the ground running so to speak... and provide that much needed scouting ability - leaving that raised area between the back slots for some other addition
Yes currently only the 32 mm Destopia line from Spartan has anything approaching good bombards types - I always liked the look of the Forge World model - add some stacks (perhaps on the sides for a change, sweep backed) and 'steampunk' it a bit and whola!
Okay here's the final addition to the 'Ford'(Conqueror)Wokey A & B Iron Clad Land Ship - the damage table. Its almost exactly like the one for the LIC, with different values plugged in and I'm still not sure whether to up the critical hits to 6 or 7 or 8 perhaps. At least you can now try out the various models with stats and use which one suits your gaming. TY again for the model - the pound is still around $1.29 this morning. Good time to buy in folks!
Iron Clad Land Ship Damage Table (d10) - note that except for the Armament Hit all rolls are the same for both Woking A & B. Roll d10: 1-5: -1 Armor to a minimum of 1. 6 Boiler Damage: -1" movement per boiler hit. 7 Steering Damage: when attempts to move, roll d10: 1-3 Move Straight Ahead; 4-5 Move towards enemies edge; 6-7 Move towards players edge left; 8-9 mover towards players edge right; 10 Move towards player own edge. 8 Armament Hit: Each armament hit takes out one gun of the opponents choice in the case of HMGs, 5"(4"), 4"(3") guns (=B model). 1-3 HMG; 4-6 4"(3"); 7-8 5"(4"); 9 Swan Electric Gun; 10 18"(16") gun. 9 Land Ship is Immobilized. 10+ 1 point critical damage as well as -1 point Armor (min. of 1) is done. Total of 5 critical hits destroys Land Ship.* *alternately you may require 6 or 7 or even 8 based on your idea as to how tough the ICL is vs 'normal' AD LIC.
As an aside, I too am proud of both Wales and the Iceland soccer teams. Great effort. I'm looking forward to see the various players of all the teams back in the various USA team games this summer (friendlies played here by various BPL teams) and also looking forward to the Portugal/France final - I feel Germany got robbed by some very questionable calls by the refs in the GER/FRA game. So, will the refs in the final be as biased toward a 'hometown' (ei. France) team or will it be a really good match. We'll see. Meanwhile, I'll watch rugby and my favorite Aussie Rules football. What a summer. Hope I can get my new computer within the next week - Amazon has a Prime week sale starting up the 12th! How nice.
Post by conquerormodels on Oct 19, 2016 9:33:19 GMT
Following the release of the Wheelie Tanks I have decided to add two of these Wheelie tanks to the Landship model as that is what the rear two platforms were designed for and also the photos from Andy Mac look cool with the wheelie tanks on )
I have kept the price the same at only £95 (thats less than $120 given how poor the £ is performing). Thats an extra £11 worth of wheelie tank models free with the Landship. (you get one of each variant)
One comment on the excellent pic of the Landship above - shouldn't there be some sort of retrieval crane or ramp to get the mono back on the ship at some point. Of coarse you could have an engineer crane or railroad crane setup to do that as a 'talk around'. Just saying.