Post by madmorgan on Oct 11, 2016 10:16:03 GMT
Mike had mentioned in his excellent Maryville battle that there was a Tank Corps being formed. I've decided to start constructing a TO&E for said Corps, under the command of the newly promoted Lt.General George Patton. Note that the 'official' designation is 1st US Army Tank Corps, with the idea that there'll be a second and third. But, for now the term Tank Corps is used for brevity as well as uniqueness.
Tank Corps HQ: (1) Ford MkIVC Command Tank w/Command Squad @250 + FC @30 = 280
Supply Squad: (3) Ford Ammo carts @90 = 90 [for use with Corp Arty and both Divisional Arty (8")]
Corps Battery: (3) MkIVA 8" SPA @330 + MG @30 = 360 [1 ammo cart attached]
Corps Aviation Flight: (3) Bristol F2b with rockets @390 = 390
(Corps Rocket Battery: (3) Ford Flivvers with Rocket mounts @ +MG @45 =) {this is a new unit I'm still developing, it will use its own ammo car}
Total Corps HQ: 1130 @50 % = 565 Break Point. [5 Order Tokens]
This unit not usually on the table and lends its various components out to divisions.
1st Division HQ: (1) Ford MkIVG1 Command Tank w/Command Squad @63 = 63 (+ FC =93) [FC if not under Corps FC]
1st Div. Arty. Battery: (3) MkIVA 8" SPA @330 + MG @30 = 360 [1 ammo cart from Corps attached]
1st Div. Supply Squad: (3) Ammo Carts @90 = 90 [for use with divisions three battalion 8" SPA]
1st Div. Support Tank: (1) Ford MkIVT Tesla tank @350 = 350
1st Div. Ambulance: (1) Ford MkIVM@25 = 25
Total Division HQ: 888 @50% = 444 Break Point. [4 Order Tokens]
1st Battalion/1st Division HQ: (1) Ford MkIVG1 Command Tank w/Command Squad @63 (+ FC =93) [FC if not under Division FC]
Battalion Heavy A Battery: (3) Ford MkIVA 8" SPA @330 + MG @ 30 = 360 [1 ammo cart from Division attached]
Battalion B Battery: (3) MkIIMA 6" SPA @220 + MG @30 + Ford Ammo Cart @30 = 280
Battalion HFG Battery: (3) HFG 6" guns @160 + (3) Armored Flivver @15 + MG @30 = 205
Battalion Flame Tank Platoon: (3) Ford MkIVF Tank @180 each = 540 [operate independently]
Battalion Heavy Tank: (1) MkIV Monitor @190 + Ammo Cart @30 = 220 [backup as command tank if battalion HQ is knocked out]
Battalion Recon Platoon: (3) 'Terror Tanks' @90 + (3) Forward Observers @30 = 120
Battalion Recon Flight: (3) Curtis C-1 recon planes w/radios @270 + Forward Observers @30 = 300
Total Battalion HQ: 2088 @50% = 1044 Break Point [10 Order Tokens] with FC : 2188 @50% = 1094 Break Point [10 Order Tokens]
A Company/1st Battalion/1st Division HQ: (1) MkIIC Command tank @85 + Command Squad @30 = 115 [+FC @30 if used as main HQ]
1st Platoon: either (3) MkIII tanks @225 OR (3) Ford MkIVG3 @225 = 225 [both have radio]
2nd Platoon: either (3) MkIII tanks@225 OR (3) Ford MkIVG3 @225 = 225 [both have radio]
3rd Platoon: either (3) MkIII tanks @225 OR (3) Ford MkIVG3 @225 = 225
Rough Rider Platoon: (2) RR Squads ec (3) RR Elements@45 ec = 135 x 2 = 270
Heavy Platoon: (3) Mk VB David Tanks @1125 = 1125 [each operates independently]
Mechanized Infantry Platoon: (3) AIC or Ford MkIV1 Transport Tank @120 + (2) Squads Armored Infantry @130 = 250
Support Platoon: either (3) MkIImg @225 or (3) Ford MkIVH @ 225 = 225
Total Company: 2760 @50% = 1380 Break Point [with FC : 2790 @50% = 1395 Break Point] [13 Order Tokens]
Optional Add: Artillery Battery: (3) MkIIMA @220 + MG @30 = 250
Increases Total Company (w/FC ) to 3010 @50 %= 1505 Break Point [15 Order Tokens]
The rest of the Corps is a mirror of the above (e.i. 2nd Division, all the battalions and companies). The result is an extremely powerful combination of mobile artillery, tanks, and aircraft that are sure to make the Martian player(s) shudder. I made the entire organization as flexible as possible, allowing for either IG tanks or Conqueror tanks where possible. I use Wings figures for the aircraft or Shapeways excellent lines of various 1:144 scale aircraft with the XYZ system. Of coarse, you're free to use whatever air rules you wish as scott has developed his own as well. I've left all the reference materials below to aid in quick setup and play. All but the Curtis C-1 are available (but pricey) from Wings; the Curtis C-1 is from a Shapeways vendor whose name escapes me atm.
References:
Besides lots of the new Ford {Conqueror} and regular tanks {IG}, the Tank Corps will have a Aviation assets. Here's the starting level of those.
Corps HQ Bristol F2b with rockets, same with bombs, DD-8 seaplane with Radio. The Corps assets include a airplane wing with other models.
Division HQ DH-4 bombers.
Battalion HQ Spad VII with rockets, Curtis C-1 recon (Liberty engine with Radio).
Company DH-2 recon.
Revised FO Units: Timeline: available in 1911+; 3 elements @30 points per unit. Stats: same as Infantry of the nation representing Special: Call Artillery. Call Artillery rule: Only the FO needs LoS to a target for artillery in range to fire on (sight unseen). You must roll a 5+ for the call to go through. All FO of any nation uses radios. The FO team consists of 3 man elements; one spotter, one plotter, and one radioman. All are armed with short ranged carbine (Rng 10" -Pow RF1 Spec: n/a).
I upped the points to allow for partial units at 10pts ec to be used in a given scenario. The spotter helps carry the bulky radio, the plotter is normally an NCO or officer in charge. (usually 2nd Lt. and two NCOs for the entire unit). These units really make a larger appearance in 1915+ scenarios, as more USA units have radios then, particularly the Armor Battalions. Anything with MkIIMA or Ford MkIVMA should have at least on of these elements per battery.
Alternative Rules: The above applies, but the USA uses an induction telegraph allowing both Morse code and voice. The grid fire is sent by telegraph and the adjustments are done by voice. The same rolls apply and any call failing to go through is considered to be a cut line, which the telegraph man normally follows the line back to fix it. The USA FO consists of a spotter, a plotter and a telegraph man. All the men are trained in Morse code btw.
New units - using the Conqueror models (Ford Motor Co. produced btw), you can easily plug the FO into a 3" or gunned, no sponson, tank to created an armored FO model or unit (x3). All my Conqueror models have radios per Patton and so its a natural use of lesser gunned tanks. Take the price of a MkI model (3") or MkII model (4") and add 10pt per FO to the cost.
Conqueror MkIVJ (3"gun) platoon @120 + FO @30 = 150pts/1unit
Conqueror MkIVG1 (4"gun) platoon @165 + FO @30 = 195pts/1unit
Terror Tank (either Hotchkiss 1.65" or 57mm gun) platoon @90 + FO @30 = 120pts/1unit
Reference:
MkIVG3 - Conqueror with 3x 4" Guns (= AD MkIII) Platoon @225
MkIVG1 - with 1x 4" Gun (= AD MkII) Platoon @165
MkIVC - command tank (= AD MkIV Command) Single @250 [includes Command Squad@30]
MkIVA - mobile artillery tank (= AD MkIIMA)* 6" @250 (has mgs)
MkIVH - infantry support/mg tank (= AD MkIII mg) @225
MkIV1- cargo/transport tank with either mg or 3" gun (= AD MkI) Platoon @120
MkIVF - fuel tank with flamethrower conversion (= AD MkIV flamethrower) Single @180
MkIVB - tank with two sponson 4" and MG in hull (= AD MkIIb) @same as AD version
MkIVM - cargo carrier w/o mg, used as ambulance (no AD =) @same as AD version
MkIVJ - tank with 3" gun and no mg/gun sponsons - (= AD MkI) Platoon @120
MkIVT - Tesla tank (= AD same) Single @350
FTrk - Truck/Armored flivver with or without MG mount Platoon@15 or 45 w/mgs
WSct - Wheelie Scout variant @60
WSup - Wheelie Support variant @50
*Per Conqueror the gun on the "MkIVA" is an 8" not a 6" as I stated. If you wish to use these as 8" howitzer here is the stats:
MkIVA 3 elements @330pts Spd 6" Def 5 Arm 7 Spec: open topped
8" Howitzer Rng 60" +5 Pow Bar 1 Spec: Bombardment
MG Rng 20" +1 Pow RoF3 Spec: hull, front arc only. {is part of model}
Here are the stats for the not so common Wheelies and new truck:
Ford Wheelie Scout: @60 points Speed 8" Defense 6 Armor 6 Special: Forward Observer; Radio; rules for mono tank apply (pg 141)
(2) HR40mm Cannon: Range 15" +2 Power Rate-of-Fire 2 Special: both must be fired at same target
Ford Wheelie Support: @50 points Speed 8" Defense 6 Armor 7 Special: Radio; rules for mono tank apply (pg 141).
(2) HR40mm Cannon: Rng 15" +2 Pow RF 2 Spec: both must be fired at same target.
Ford Truck - same as armored flivver only Armor is 5 and has Radio.
Ford Wheelie Platoon @160 points - made up of (1) Scout & (2) Support tanks.
MkVB David tank @375 points Independent or Platoon units (3 elements @1125pts).
Speed 6" Defense 4 Armor 10 Special: Fire Suppresion System; David damage table (-same as Goliath on pg 109).
(1) 12" Short Gun: Range 60" +7 Power Barrage 3 Spec: Bombardment with HE shell; AT shells give Tripod Damage Table 2d10 roll.
(1) Hades Gatling Machine Gun: Rng 20" +1 Power RF 5* Spec:*Jams - if you roll a natural 1, gun jams this phase,
may fire next (roll each turn firing).
Fire Suppression System (based on pdf BEF Wolsely tank) - each hit taken roll a 7+ to suppress the hit (no damage).
Tank Corps HQ: (1) Ford MkIVC Command Tank w/Command Squad @250 + FC @30 = 280
Supply Squad: (3) Ford Ammo carts @90 = 90 [for use with Corp Arty and both Divisional Arty (8")]
Corps Battery: (3) MkIVA 8" SPA @330 + MG @30 = 360 [1 ammo cart attached]
Corps Aviation Flight: (3) Bristol F2b with rockets @390 = 390
(Corps Rocket Battery: (3) Ford Flivvers with Rocket mounts @ +MG @45 =) {this is a new unit I'm still developing, it will use its own ammo car}
Total Corps HQ: 1130 @50 % = 565 Break Point. [5 Order Tokens]
This unit not usually on the table and lends its various components out to divisions.
1st Division HQ: (1) Ford MkIVG1 Command Tank w/Command Squad @63 = 63 (+ FC =93) [FC if not under Corps FC]
1st Div. Arty. Battery: (3) MkIVA 8" SPA @330 + MG @30 = 360 [1 ammo cart from Corps attached]
1st Div. Supply Squad: (3) Ammo Carts @90 = 90 [for use with divisions three battalion 8" SPA]
1st Div. Support Tank: (1) Ford MkIVT Tesla tank @350 = 350
1st Div. Ambulance: (1) Ford MkIVM@25 = 25
Total Division HQ: 888 @50% = 444 Break Point. [4 Order Tokens]
1st Battalion/1st Division HQ: (1) Ford MkIVG1 Command Tank w/Command Squad @63 (+ FC =93) [FC if not under Division FC]
Battalion Heavy A Battery: (3) Ford MkIVA 8" SPA @330 + MG @ 30 = 360 [1 ammo cart from Division attached]
Battalion B Battery: (3) MkIIMA 6" SPA @220 + MG @30 + Ford Ammo Cart @30 = 280
Battalion HFG Battery: (3) HFG 6" guns @160 + (3) Armored Flivver @15 + MG @30 = 205
Battalion Flame Tank Platoon: (3) Ford MkIVF Tank @180 each = 540 [operate independently]
Battalion Heavy Tank: (1) MkIV Monitor @190 + Ammo Cart @30 = 220 [backup as command tank if battalion HQ is knocked out]
Battalion Recon Platoon: (3) 'Terror Tanks' @90 + (3) Forward Observers @30 = 120
Battalion Recon Flight: (3) Curtis C-1 recon planes w/radios @270 + Forward Observers @30 = 300
Total Battalion HQ: 2088 @50% = 1044 Break Point [10 Order Tokens] with FC : 2188 @50% = 1094 Break Point [10 Order Tokens]
A Company/1st Battalion/1st Division HQ: (1) MkIIC Command tank @85 + Command Squad @30 = 115 [+FC @30 if used as main HQ]
1st Platoon: either (3) MkIII tanks @225 OR (3) Ford MkIVG3 @225 = 225 [both have radio]
2nd Platoon: either (3) MkIII tanks@225 OR (3) Ford MkIVG3 @225 = 225 [both have radio]
3rd Platoon: either (3) MkIII tanks @225 OR (3) Ford MkIVG3 @225 = 225
Rough Rider Platoon: (2) RR Squads ec (3) RR Elements@45 ec = 135 x 2 = 270
Heavy Platoon: (3) Mk VB David Tanks @1125 = 1125 [each operates independently]
Mechanized Infantry Platoon: (3) AIC or Ford MkIV1 Transport Tank @120 + (2) Squads Armored Infantry @130 = 250
Support Platoon: either (3) MkIImg @225 or (3) Ford MkIVH @ 225 = 225
Total Company: 2760 @50% = 1380 Break Point [with FC : 2790 @50% = 1395 Break Point] [13 Order Tokens]
Optional Add: Artillery Battery: (3) MkIIMA @220 + MG @30 = 250
Increases Total Company (w/FC ) to 3010 @50 %= 1505 Break Point [15 Order Tokens]
The rest of the Corps is a mirror of the above (e.i. 2nd Division, all the battalions and companies). The result is an extremely powerful combination of mobile artillery, tanks, and aircraft that are sure to make the Martian player(s) shudder. I made the entire organization as flexible as possible, allowing for either IG tanks or Conqueror tanks where possible. I use Wings figures for the aircraft or Shapeways excellent lines of various 1:144 scale aircraft with the XYZ system. Of coarse, you're free to use whatever air rules you wish as scott has developed his own as well. I've left all the reference materials below to aid in quick setup and play. All but the Curtis C-1 are available (but pricey) from Wings; the Curtis C-1 is from a Shapeways vendor whose name escapes me atm.
References:
Besides lots of the new Ford {Conqueror} and regular tanks {IG}, the Tank Corps will have a Aviation assets. Here's the starting level of those.
Corps HQ Bristol F2b with rockets, same with bombs, DD-8 seaplane with Radio. The Corps assets include a airplane wing with other models.
Division HQ DH-4 bombers.
Battalion HQ Spad VII with rockets, Curtis C-1 recon (Liberty engine with Radio).
Company DH-2 recon.
Revised FO Units: Timeline: available in 1911+; 3 elements @30 points per unit. Stats: same as Infantry of the nation representing Special: Call Artillery. Call Artillery rule: Only the FO needs LoS to a target for artillery in range to fire on (sight unseen). You must roll a 5+ for the call to go through. All FO of any nation uses radios. The FO team consists of 3 man elements; one spotter, one plotter, and one radioman. All are armed with short ranged carbine (Rng 10" -Pow RF1 Spec: n/a).
I upped the points to allow for partial units at 10pts ec to be used in a given scenario. The spotter helps carry the bulky radio, the plotter is normally an NCO or officer in charge. (usually 2nd Lt. and two NCOs for the entire unit). These units really make a larger appearance in 1915+ scenarios, as more USA units have radios then, particularly the Armor Battalions. Anything with MkIIMA or Ford MkIVMA should have at least on of these elements per battery.
Alternative Rules: The above applies, but the USA uses an induction telegraph allowing both Morse code and voice. The grid fire is sent by telegraph and the adjustments are done by voice. The same rolls apply and any call failing to go through is considered to be a cut line, which the telegraph man normally follows the line back to fix it. The USA FO consists of a spotter, a plotter and a telegraph man. All the men are trained in Morse code btw.
New units - using the Conqueror models (Ford Motor Co. produced btw), you can easily plug the FO into a 3" or gunned, no sponson, tank to created an armored FO model or unit (x3). All my Conqueror models have radios per Patton and so its a natural use of lesser gunned tanks. Take the price of a MkI model (3") or MkII model (4") and add 10pt per FO to the cost.
Conqueror MkIVJ (3"gun) platoon @120 + FO @30 = 150pts/1unit
Conqueror MkIVG1 (4"gun) platoon @165 + FO @30 = 195pts/1unit
Terror Tank (either Hotchkiss 1.65" or 57mm gun) platoon @90 + FO @30 = 120pts/1unit
Reference:
MkIVG3 - Conqueror with 3x 4" Guns (= AD MkIII) Platoon @225
MkIVG1 - with 1x 4" Gun (= AD MkII) Platoon @165
MkIVC - command tank (= AD MkIV Command) Single @250 [includes Command Squad@30]
MkIVA - mobile artillery tank (= AD MkIIMA)* 6" @250 (has mgs)
MkIVH - infantry support/mg tank (= AD MkIII mg) @225
MkIV1- cargo/transport tank with either mg or 3" gun (= AD MkI) Platoon @120
MkIVF - fuel tank with flamethrower conversion (= AD MkIV flamethrower) Single @180
MkIVB - tank with two sponson 4" and MG in hull (= AD MkIIb) @same as AD version
MkIVM - cargo carrier w/o mg, used as ambulance (no AD =) @same as AD version
MkIVJ - tank with 3" gun and no mg/gun sponsons - (= AD MkI) Platoon @120
MkIVT - Tesla tank (= AD same) Single @350
FTrk - Truck/Armored flivver with or without MG mount Platoon@15 or 45 w/mgs
WSct - Wheelie Scout variant @60
WSup - Wheelie Support variant @50
*Per Conqueror the gun on the "MkIVA" is an 8" not a 6" as I stated. If you wish to use these as 8" howitzer here is the stats:
MkIVA 3 elements @330pts Spd 6" Def 5 Arm 7 Spec: open topped
8" Howitzer Rng 60" +5 Pow Bar 1 Spec: Bombardment
MG Rng 20" +1 Pow RoF3 Spec: hull, front arc only. {is part of model}
Here are the stats for the not so common Wheelies and new truck:
Ford Wheelie Scout: @60 points Speed 8" Defense 6 Armor 6 Special: Forward Observer; Radio; rules for mono tank apply (pg 141)
(2) HR40mm Cannon: Range 15" +2 Power Rate-of-Fire 2 Special: both must be fired at same target
Ford Wheelie Support: @50 points Speed 8" Defense 6 Armor 7 Special: Radio; rules for mono tank apply (pg 141).
(2) HR40mm Cannon: Rng 15" +2 Pow RF 2 Spec: both must be fired at same target.
Ford Truck - same as armored flivver only Armor is 5 and has Radio.
Ford Wheelie Platoon @160 points - made up of (1) Scout & (2) Support tanks.
MkVB David tank @375 points Independent or Platoon units (3 elements @1125pts).
Speed 6" Defense 4 Armor 10 Special: Fire Suppresion System; David damage table (-same as Goliath on pg 109).
(1) 12" Short Gun: Range 60" +7 Power Barrage 3 Spec: Bombardment with HE shell; AT shells give Tripod Damage Table 2d10 roll.
(1) Hades Gatling Machine Gun: Rng 20" +1 Power RF 5* Spec:*Jams - if you roll a natural 1, gun jams this phase,
may fire next (roll each turn firing).
Fire Suppression System (based on pdf BEF Wolsely tank) - each hit taken roll a 7+ to suppress the hit (no damage).