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"CLASSIC" DUST IS WARRRRRRRRR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

While the Geek is a wonderful place , like no other I have ever seen , its also a BIG place . As a result , its easy for a lot of stuff to fall by the way side , and get lost in pages and pages of forum posts and files and , and , and ,........ But the title says it all ............. This blog is devoted to FIRSTE edition Dust Tactics ! If anyone not working for , representing , getting money or compensation from BATTLE FRONT , Fantasy Flight Games, Dust Devils International , or Dust Chronicals (since the last 2 have their own list of hard core conrtributors , and should not need my help growing their sect of followers ) wants to post the info I post here on their own blogs and to their groups , feel free . Just be so kind as to give me credit for the material , and give a link to my blog post . IF YOU DONT LIKE WHAT I HAVE TO SAY , NOONE IS FORCING YOU TO SIT THERE AND READ THIS , SO..................

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core rules changes and additions for first ed

K G
United States
albuquerque
New Mexico
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I wasn't born ! I sprang from the forhead of God , as he contemplated a particularly vile joke !
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I wasn't born , I was hatched in the deepest darkest part of the ocean , and raised by sharks !
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I m having some computer program issues and computer issues , and long story short , its taking me forever to get the rules rewrite done .

OK , guys , so rather than keep it all bottled up until I get my computer issues sorted out , here are the more important changes and additions to the DUST TACTICS first ed rewrite .

For the most part the rules remain the same , just doing some cleaning up here and there , and adding in a few changes . if you have the REVISED rule book from the FFG REVISED starter , and the FAQ , you have most of what you need to play , and our rules will for the most part be building on those there in .

First lets go over changes in "actions" .

While a minority of players claim how much better the BF 2nd ed is , I think its tripe . BUT , there IS one rule we will be importing from it , and that’s the “pass” action , thus if a player has fewer units to activate than his opponent , he may opt to pass , not activating ANY unit . This clears up the problem of armies getting out maneuvered because of lopsided activation due to unit kills or lopsided forces at army selection .

Second is the “reactive fire” action . Rather than the seemingly over complicated somewhat lawyeristic rules that required multiple paragraphs and some interpretation , we simplified it . A unit may attempt reactive fire if it SEE’s an enemy unit move one square , AND has LOS and range to the square the enemy unit has moved into . So there is no “how does “X” action effect it , how does “Y” situation effect it , its cut and dried , if a unit see’s them move into another square , they may attempt to attack . It doesn’t matter if they moved that square as part of an action , or as the result of a skill , or anything else , just that they moved to a new square ! And NO , it does NOT have to attempt the reactive fire the FIRST squares worth of movement it see’s , they can wait untill the unit finishes their action , as long as they see them move into a square ! ITS JUST THAT SIMPLE FOLKS !

Units making a reactive fire attack MAY use “C” ranged weapons if an enemy unit is adjacent to them when they reactive fire .





And now declaring attacks . As a simple rule of thumb , if a player does not declare that they ARE firing limited ammo weapon before they roll the dice , then it is presumed that they did NOT fire the limited ammo weapons . Likewise , if they do NOT declare that they are splitting fire BEFORE they roll any dice for an attack , then it is presumed that they are NOT splitting the attack between 2 targets .




NOW lets move on to structures . The rules for structures are very general , and for good reason , but we added in a couple of rules to help clarify some differences between rubbled buildings , and intact structures .

FIRST is that we designate before games if structures are “soft” or “hardened” a soft structure is a normal building or home , something that you could NOT drop a tank on without it falling through the roof , and every floor below . HARDENED structures are reinforced so that vehicles CAN move around on them without fear of falling through .

second is that any exterior square facing that does NOT have a wall section is considered to be a LARGE door , and if 2 or more adjacent exterior square facings lack wall sections , then they are an enormous door , large enough for a LARGE walker or vehicle to enter in through .

Third is that units with jump MAY use it to land on a buildings roof if they have sufficient move to do so .

Fourth vehicles such as units with hover or VTOL may land on HARDENED structures .





NEXT lets move on to heroes .

2 changes/add ons

An un attached hero may spend a “skill” action DURING a game to attach them selves to a squad .

Second , heroes , and the units they are attached to are never “suppressed” . suppression will be covered later on in this post .





NOW lets move on to command squads .

We removed “artillery strike” , “get up it aint that bad” , and “makeshift repair” from the “command squad” section of the rules , and placed them in the general “skills” section . The reason for this is that the command squad rules are meant to be used only once per round , but these 3 skills are fairly weak , and would be available to other squads and heros , so by removing them from the command squads section , these 3 abilities can be used by other units on the same round , without the limitations placed on them by the command squads section .

Command squads may never be suppressed .

For the NCO command squads , combat drugs were changed from the messy confusing rules in the rule book to : give one adjacent infantry unit 3 combat drug tokens . Each token may be used at any point during the game to give the unit ONE extra action during its next activation , BUT on the turn following the use of a token , the unit has one fewer actions . If all 3 tokens were used on the same turn , then the unit MUST perform a “nothing” action on its next activation , and has one fewer actions on the activation after that .






ARTILLERY ……….

I am sure many of us remember the flame wars over the artillery rules when the konigslothar came out and did not have reload on its card . So we changed the wording to say that SOME artillery units may require reloading , and if needing to reload , will have the reload skill on their cards .






AIRCRAFT RULES , we use our house rules for aircraft , you can find them in the files section here on the geek . They ARE “wordy” , in that they sound overly complicated , but try them a couple times , and you will see just how easy they are , and how they make sense . They keep aircraft from becoming over powered and unbalancing the game .






TANK RIDERS

Vehicles with tank rider may enter the game with units riding on top of them , but may not be reboarded during a game .





ASSIGNING DAMAGE

Ok , so we all know how the weapons stats work and what they mean / BUT some weapons may cause more than one damage per hit . In the case of such a weapon attacking a unit with multple members such as an infantry squad , apply the extra damage to the remainder in the squad . That is to say that even if only ONE weapon hit is rolled , it may kill more than one member of the squad . It is considered “splash damage” and is usually only in the case of wepons that cause A LOT of damage , or fire A LOT of projectiles .






PHASERS

Phaser Blast (X*Y)
This combat value represents a concentrated ball of energy that explodes on impact. “X” represents how well the unit can “aim at” the target; “Y” represents how powerful the explosion is. To apply this type of damage, roll “X” dice and total the number of results. This total is equal to “Y.” Now roll “Y” dice and inflict one damage for each result.

Phaser weapons ignore all cover.

When firing a phaser at a target with VEHICLE armor , reroll your “X” misses ONE time . This ability DOES stack with sustained attacks .

The phasers were overly complicated , and Oliver was apparently under pressure to make them some super weapon that did lots of damage to vehicles , I suggested the above fix , which he seemed to like .






TESLA


Like Flamethrowers, Tesla Weapons affect all spaces between the weapon and its target, whether occupied by friendly or enemy units.

If the target of the attack is a unit with INFANTRY armor , and it IS successfully “hit” by a Tesla weapon , that unit gains a “suppression” marker representing the stunning effects of the unit being hit with a massive electrical charge .

Additionally, Tesla Weapons ignore cover.






BUNKERS and FORTIFICATIONS

We are pretty much lumping them all together right here .

The official rules are kinda complex , so we don’t bother with the whole attempting to “break in“ , if an opponent gets adjacent to a door , then they may attack the occupants as though they were adjacent to the view slit .

Grenade weapons fired into the fortification view slit/door from an adjacent square may reroll their misses ONE time .

Units attacking with “knife and grenade” may attack through the view slits/doors , from adjacent squares , regardless f where in the structure the enemy is , and may reroll their misses ONE time .

Units attacking through a view slit/door with a flame weapon may DOUBLE the number of dice rolled .

A unit may only enter a fortification if there are no enemy troops inside .






RELOAD

Some weapons may require longer to reload than others . In these cases the special rules box will have the skill “slow reload” and a number of boxes after it . The number of boxes after the skill are the number f actions that must be spent to reload that weapon . So for instance , a barking dog with “slow reload 6 “ requires 6 actions to completely reload its 6 recoilless rifles .







SUPPRESSION

NO , its NOT going to overwhelm the game , its pretty simple , and only comes into play with snipers and Tesla wepons (ATM).

When a unit gains a suppression marker , it has ONE less action available on its NEXT activation . Remove the suppression marker at the end of the units NEXT activation

A unit may NEVER have more than one suppression marker at any time .

This was something Oliver had introduced for snipers , and it was UGLY , because it WAS stackable , if you had 2 sniper units you could pin down units and pick them apart . Thankfully we talked him down to one token .





“MILITARY CONSTRUCTIONS”

These are “units” that were preposed in the secret playtest group . We did NOT see any stats , or pictures of models , but they were VERY alarming to see as proposed because the RULES as sent by Oliver would give players pretty much unlimited use of the command squads , creating situations where a player could give all or most of their units self repair , regeneration , and continual returning to the battlefield . It was disturbing .

As I said , we never saw the units them selves , just the WAY overpowered rules . Some of them sounded like they would be a special square of terrian or some such .

We are mixing SOME of the rules Oliver gave us , with our own rules for a unit that is playable , but not an automatic game changer .

The section below in italics is directly from the proposed play test rules .

You don’t want to know what we left out , trust me , it was UGLY !

You may only have one of each construction .

“During their first round on the first turn they can enter from your side of the board and consider them to have MOVE 1 (you can make a MOVE + MOVE).

Afterwards if you wish to move these units you need to spend a whole activation to move them one square. They can't be moved in any other way unless you spend their two actions for a round.

If directly targeted, a Military Construction is considered VEHICLE ARMOR 3 with HEALTH 4.

Any unit inside a Military Construction is considered to be in Soft Cover.

You can't put another terrain element (like an ammo crate or antitank trap) on a square with a Military Construction. And they also can't enter a square with such features.

Please note that a Military Construction is a unit in itself, that needs to be activated like any other. The only exception is the Command Post, which must have a Command Squad inside: without one inside, this unit is of no use and can't be activated.

All these units have a specific skill on their unit card that reminds what kind they are.”

10.7.1.1 - COMMAND POST
A Command Squad can “embark” a Command Post like it had the Command Vehicle skill. While inside, a Command Squad can use all its weapons and skills. When it uses a special skill, it can re-rolls once per round any failed dice.

A Command Squad can begin the game already inside a Command Post. In this case, both are deployed at the same time and start the game as one unit.




10.7.1.2 - FIELD HOSPITAL
A Field Hospital is a front line facility that greatly increases the life expectancy of any soldier on the battlefield.

Triage: activate the field hospital , Giving it “2“skill” actions to perform triage on all adjacent units regardless of affiliation . Roll ONE die for EACH eliminated infantry member of that unit , retuning one member into play for each “hit” rolled . Roll separately for each unit .

Field hospitals have “damage resilient “ due to the reluctance of soldiers to shoot at medical units .

10.7.1.4 - AMMUNITION SUPPLY POINT
Having a lot of ammunitions, or even gasoline, close to the front-line can be risky. But many HQ love that their units don't have much ground to cover before reloading theirs guns: when you have an edge over your opponent, it helps a lot to exploit it.

As long as the ammunition supply point is in play , any unit with the “air drop” ability has 2 uses of that ability . Any unit attached to a hero may spend a skill action to roll one die . If they roll a “HIT” their single use weapons have been replenished back to full .

“Rackem Up” give the ammunition supply point 2 skill actions . Any unit adjacent to the supply point that has limited ammos weapons may one one die . If they roll a “HIT” refill their limited ammo weapons back to full .

10.7.1.3 - REPAIR WORKSHOP
While this unit is in play, all your ground units with VEHICLE armor can last longer on the battlefield.


All combat technicians repair one extra point of damage when attempting “makeshift repair” .

“GEAR HEAD” give the repair workshop 2 “skill” actions . Repair ONE occupying friendly vehicle up to its full health .







SUPPORT UNITS

You may only have one of each support unit

10.7.2 - MEDICAL UNITS
These special units, though non-fighting, spend much more of their time close to the front-line than support structures. They are therefore more prepared to have bullets flying around.

All Medical units share one trait in common: when an infantry unit is brought back in the battle through the use of the Command Squad or Medical units special skills, it can chooses to enter the board through these units as well.


In a gritty 1947 battle field , commanders ……and their troops might be inclined to see medical unit’s a viable targets to deny the enemy troops survival . But even then some might be squeamish about the thought of shooting at a medical unit . As such all medical units ALSO have damage resilient , but do NOT share it with squads they join .

10.7.2.1 - MEDICAL SQUAD
For any soldier on the planet, to know that there's a specialist Medic nearby that can treat his wounds is the hope to make it through the battle. This greatly boosts the morale of any troop.

A Medical Squad can also bring back a single soldier in the same way as the “Get Up, It Ain't That Bad” skill from the Command Squad. This costs one SKILL action. It works exactly as the skill from the Command Squad.


Medical squads can be split up in the same manner as commissar squads , and attached to units in that same manner


10.7.2.2 - MEDICAL VEHICLE
A Medical Vehicle has enough gear to treat wounded soldiers in the most efficient way. The doctors and nurse manning them are some of the best violent trauma specialists anyone could hope for.

A Medical Vehicle can also bring back a single soldier in the same way as the “Get Up, It Ain't That Bad” skill from the Command Squad. This costs one SKILL action. It works exactly as the skill from the Command Squad. Flying medical vehicles must be GROUNDED adjacent to the unit to use this skill .


An infantry squad returned to the battle field using the We’re Going Back Out There – Medic Skill may re-deploy either from their deployment zone , OR this medical vehicle .

When an infantry squad is eliminated from the battle field , place a token down in the square that they died in . if this medic vehicle moves into that square , collect the token . At the end of the battle , if this vehicle is still alive , count the units whose tokens were collected as being worth HALF as many AP’s as their printed values for terms of victory conditions and determining a winner .

Medical vehicles with a carry capacity may ONLY transport MEDICAL SQUADS . Medical squads inside of a medical vehicle MAY use their “get up it aint that bad” skill on friendly units outside , adjacent to the medical vehicle

VK COMBAT TECHNICIANS
With the introduction of VK , the complexity of combat vehicles multiplied 10 fold . In order to keep them running , combat mechanics became a real necessity to turn the tides of battle .

Combat technicians are really just glorified mechanics with additional training in the most basic VK technology .

Combat technicians have the “makeshift repair” . keep in mind that each use of the skill requires a skill action , and thus can only be used 2 times each turn , regardless of how many combat technicians are in the squad .

Combat Technician squads can be split up in the same manner as commissar squads , and attached to units in that same manner .

Surprisingly Oliver didn’t have anything like mechanic squads in his rules ……………









And now for a few peeks at what we have coming up .

Our big unit fix for the SSU A4 infantry (NOT INCLUDING WINTERS CHILD) is that we changed it to A2 VEHICLE armor . And added in a skill ultra light walker

Ultra light walker : this unit is composed of small ultra light walkers . Too weak to deploy on their own , they work in teams , complementing each others firepower . This unit interacts with TERRAIN as though they were infantry , but are considered to be walkers in every other regard such as transport and deployment . When being transported , the unit takes up the space of one standard walker.

Doing this made them more susceptible to damage from anti armor weapons , and gave infantry a few more chances to hurt them , but still kept them as incredibly tough little buggers to try and kill .

In the DUST47 time line , we don’t think anyone but the Vrill should have A4 infantry .

And the BIGGEST announcement I have on the horizon is that I am going to revise the weapons stat charts to go all the way to VEHICLE armor 10 ! I have seen some of the fan builds out there , and they look like something farther along the time line , say 60’s to 80’s era , so the armor charts need to be revised to reflect the potential for growth in the game beyond 1947 . I see the potential in the game for different eras of play . Expanding the armor charts would give a little more room to grow in .
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Fri Feb 20, 2015 2:36 am
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    LASERS AND PHASERS AND TESLA OH MY

    K G
    United States
    albuquerque
    New Mexico
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    I wasn't born ! I sprang from the forhead of God , as he contemplated a particularly vile joke !
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    I wasn't born , I was hatched in the deepest darkest part of the ocean , and raised by sharks !
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    What would a “WEIRD WAR II” game be without things like lasers and phasers and Tesla weapons ? The problem is in finding a way to make them cool , but at the same time playable without over powering them .

    I think on of the BIG mistakes that game companies (and their uber fans ) fall into is the mindset that EVERY new unit MUST be BIGGER , STRONGER , MORE GOD POWERFUL than the last unit they produced . This leads to power creep , and eventually a very vanilla playing system as it looses any real flavor or feeling in the army construction process .

    When we came up with these rules , we weren’t looking to make the weapons all powerful , but rather FUN and something to add variety and flavor to the armies , not just a different type of smelly CHEESE !

    When the game first began 4 years ago , the lasers were seen by many as underpowered , and I suppose its easy to see why some one would think that since they only rolled 1 die , even for their heavy weapons versions . Indeed , that one die stat is why so many see the HERMANN as one of the weakest units in the game . Its entire offense or defense is tied to just ONE die . BUT that ignores the design flaw that that walker only has ONE weapon , same with the allied HONEY light walker . I can tell you that I had discussions with Oliver , and apparently the Hermann sales were HORRIBLE !

    The original first ed stats for phaser and laser units were pretty weak . I guess oliver was under pressure to beef them up , so he kinda went over board with the overly complicated rules for the phasers as well as the growing dice pool .

    By the time he started HIS play test group for second edition , the phasers and lasers were pretty much just ordinary weapons that rolled a dump truck load of dice .

    I made a simple suggestion to him about the phasers/lasers/Tesla weapons , and he really seemed impressed with the idea , but alas shortly there after seems to be when BF hijacked the game rules .

    Lets begin with the WEAPON stats , and then the SKILL fixes that fix the problem

    PHASERS

    To begin with we are drastically changing the 50W phaser rifles . Looking at the unit stats , obviously they were meant to be anti personnel , but at the same time they were just kinda ridiculous . Also their anti vehicle stats were kind of odd because if they can do 4 dice attacks against armor 1-2 , then why cant they even roll 1 die against armor 3-7?

    I don’t see phasers as being effected by armor value , especially after looking at the overly complicated attempts to make phasers more effective against vehicles , so they should roll the same dice regardless of what the vehicles armor is .

    And I have included aircraft stats for phasers just for the inevitable player attempts to strap one to a plane !

    So here is the player rationale : Allied weapons designers modified the phaser into a smaller , easier to carry unit , allowing specially trained troops to carry it and use it in tight quarters . Initial trials were a disaster because the energy discharge was proving to be JUST as lethal to the firer as it was to the target in tight spaces as one might encounter on a commando raid . To make the weapon more useful in a close up anti infantry capacity , they had to design a rapid charge capacitor that would allow the weapon to rapid fire its energy , but with a greatly diminished range and destructive energy . By limiting the discharges they were able to create a weapon that would give their commando unit’s a decisive edge on behind the lines raids !

    The 180 watt phasers pumps more power into the extra range , and thus

    New stats



    50W r3 <> 4*2 <> 1*1 <> ---
    60W r3 <> 2*3 <> 2*3 <> ---
    120W r6 <> 3*4 <> 3*3 <> 2*3
    180W r9 <> 4*5 <> 4*3 <> 3*3


    New skill :

    Phaser Blast (X*Y)
    This combat value represents a concentrated ball of energy that explodes on impact. “X” represents how well the unit can “aim at” the target; “Y” represents how powerful the explosion is. To apply this type of damage, roll “X” dice and total the number of results. This total is equal to “Y.” Now roll “Y” dice and inflict one
    damage for each result.

    Phaser weapons ignore all cover.

    When firing a phaser at a target with VEHICLE armor , reroll your “X” misses ONE time . This ability DOES stack with sustained attacks .


    LASERS

    Lasers get toned down a bit “punch” wise , but they get bumped up some in range , and their skill change gives them a bit more teeth !

    While its easy to suggest that just making a bigger laser makes it better , the question becomes better at what ? Did the bulk go into a stronger power unit to shoot more powerful bolts ? Did it go into giving it longer range ? What about longer battery life ? My restating is based on the idea that each laser would have its own intended battle field role , so in some cases the range gets increased , in some cases the damage . I also bumped up their hitting power against A4 infantry , because game mechanic and stats wise , most of the A4 infantry seems to be closer to a tank than an infantry man .

    For those paying attention , you will note that the WOTAN’s lasers are toned down , this is for 2 reasons , the skills change for “laser” makes them more effective , and another “skill” is added to the WOTANSs card that makes him a bit better still .

    And I have included aircraft stats for lasers just for the inevitable player that attempts to strap one to a plane !


    LASER GEWEHR R4 <> 2/1 1/1 1/1 1/1 <> 1/1 - - - - - - - - - - -- - - - - -- - - - - -
    LASER WERFER R4 <>½ ½ ½ 2/2 <> ½ ½ ½ ½ ½ ½ ½ <> - -- - - - - -
    SCHWER LASER R4 <> ½ ½ ½ 2/2 <> 1/3 1/3 1/3 1/3 1/3 1/3 1/3<> ---
    WERFER
    HERMANNLASER R10 <> ½ ½ ½ 2/2 <> 1/3 1/3 1/3 1/3 1/3 1/3 1/3 <> 1/3 1/3 1/3
    KANONE
    JAGDGRN.LASER R10 <> ½ ½ ½ 2/2 <> ½ ½ ½ ½ ½ ½ ½ <> ½ ½ ½
    KANONE
    SCHWER LASER R15 <> 2/1 2/1 2/1 2/2 <> 2/2 2/2 2/2 2/2 2/2 2/2 2/2 <> 2/3 2/3 2/3
    KANONE ZWEI
    WOTAN
    DERBLITZ ZWEI R6 <> ½ ½ ½ 2/2 <> ½ ½ ½ ½ ½ ½ ½ <> ½ ½ ½
    LASER KANONE


    New skill :
    Laser
    Laser weapons cut through any material and any armor. When using this weapon, inflict damage for each “HIT” result and reroll all “HIT“ results. Continue inflicting damage and rerolling each “HIT” result until all dice show “MISS” results.

    When making an attack against a target with VEHICLE armor , your INITIAL attack roll “HITS” on BLANKS . All follow-up rolls to determine continuous “HITS” will only count at “HITS” when the crosshair “HIT” symbols is rolled .

    TESLA GUNS

    Obviously , looking at the stats , the Tesla weapons are a bit on the ridiculous side , so lets pull them back a notch or 2 .

    First , the stats

    TESLA GUN R6 <> < 1/+ > <> <--------1/3-------------> <> ---
    HEAVY TESLA R6 <> < 2/+ > <--------2/3------------->
    GUN IS-48
    HEAVY TESLA R7 <> < 2/+ > <> <--------2/3------------->
    GUN BUNKER
    SINGLE
    HEAVY TESLA R7 <> < 3/+ > <> <--------3/2------------->
    GUN BUNKER
    DOUBLE


    New skill :

    Tesla

    Like Flamethrowers, Tesla Weapons affect all spaces between the weapon and its target, whether occupied by friendly or enemy units.

    If the target of the attack is a unit with INFANTRY armor , and it IS successfully “hit” by a Tesla weapon , that unit gains a “suppression” marker representing the stunning effects of the unit being hit with a massive electrical charge .

    Additionally, Tesla Weapons ignore cover.


    SIDE NOTE. “suppression” counters remain with a unit until they spend one “skill” action to remove the counter . As long as a unit has a “suppression” counter , it may only perform one action per turn . A unit may never have more than one suppression counter on it at any point during the game .
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    Mon May 19, 2014 12:43 pm
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    GETTING BACK IN THE SADDLE!

    K G
    United States
    albuquerque
    New Mexico
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    I wasn't born ! I sprang from the forhead of God , as he contemplated a particularly vile joke !
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    I wasn't born , I was hatched in the deepest darkest part of the ocean , and raised by sharks !
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    So I suppose its true , all GOOD things come to an end , in this case the “GOOD” being official support for first edition ………..

    But so be it , BF doesn’t want us , then we can all just keep first ed alive without them !

    So its time to get back up on the horse and look to doing a first ed Re-write , not from the ground up , but just to give it a little bit of growing up .

    This post is to address a few things , and to open a discussion to the broader field of FIRST edition fans in relation to MY version of the world of DT .

    My plan is not only to beef up the rules a bit , but I will also be going back and restating some units , re-costing ALL the units , and filling in some holes in the fluff .

    FIRST , my rewrite of the rules will primarily focus on cleaning them up , and maybe adding in a VERY FEW things to beef them . I will also be adding in some new skills to fill in holes in the game .

    SECOND , in regards to units I RE-STAT , my intention is to add in a bit more diversity where some was lacking (like some of the weapons ranges ) , REPAIR some stats like the lasers/phasers/teals in the hopes of making them cool/weird/useful , and put some units on a more even keel as it seems that some of the newer units were just getting ridiculous ! Lastly , we will be changing some stats to .

    THIRD , the re-costing of units will based on their average playability in a mixture of terrain types/densities . One of my BIG problems with the FIRST NPS(NEW POINTS SYSTEM) was that it tended to only relflect how units play on a small battle field , against walkers . That kind of costing formula ignored how weak a BBQ squad is on a BIG table with more open terrain . Inshort , my costing is based on our games over the last 3 years , playing on a variety of field sizes , army points totals , and densities of terrain . My points system will be in 5 point increments , with the Pounder and Ludwig used as the base line for the New Points Units .

    FOURTH , I will be adding in some fluff , because lets face it , the holes DG have filled are A LOT fewer than the holes that still exist in relation to how the world got to where it is in THEIR version of 1947 . I will NOT be trying to offend people , but I will NOT be trying to white wash the issues . There are some SERIOUS "elephants in the room" anytime you talk about a WWII game , especially one like this where history is being rewritten . My filling in the holes will be an attempt to make sense of it all in a sensable manner that could lead to a world where its 1947 , and all 3 powers are still going strong !





    Below is a slightly edited fluff piece Oliver had me send him . I told him he could use it as he saw fit , but since I haven’t heard if he ever had planned to use it , I will post it here to help RE KICK off my blog !


    "Sir ! , General Olbricht to see you !"

    "Yes , of course , see him in lieutenant ."

    Rising to attention , Major General Tresckow prepared to receive his visitor as he walked into the office . "Hail Germany !"

    "Hail Germany ! Olbricht replied ."

    "Thank you for coming General , I know your time is short so I will be as brief as possible . I believe I have found a solution to our Nazi prisoner problem , as well as the forced labor issues , and of course those camps ."

    "Why the rush Henning , its just the two of us here , why be so formal with an old friend ? "

    "Just following protocol ." Tresckow’s eyes glanced to the corner .

    General Ulbricht’s gaze followed . The glow of a cigarette in the darkness sent a shiver down his spine .

    "Ah …um yes , go on General Tresckow ."

    "Well as you know general Olbricht , since the arrest of the Nazi leadership last week following the assassination , we have been trying to decide on how to deal with the problems presented in handling them . We cant just execute them as Hitler would have done , because they are too popular , too famous , and still have support among the SS units . We cannot count on them to follow our orders regarding their previous leaders . But we cant let them sit in prisons either , there is to much chance that they might escape , and lead a coup against US ! We need some one else to take them off our hands . "

    "Of course , and who do you expect to volunteer to do that ?"

    "You are aware general Olbricht , of the brutal treatment our forces were ordered to carry out in the occupied territories . We were greeted like saviors’ , and acted like barbarians . As a result we lost just about all the support we had there ."

    "Yes , of course , but what does that have to do with our prisoner problems ? "

    "We need to win back the support of the occupied territories . To that end I suggest we come clean about the mess they made . We admit to the mass killings , and even the camps . Paint their Germany with a very dark brush , bring out their hatred for what was done ."

    "Wait , why would we want them to hate us more than they do , are you trying to flood the ranks of the resistance against us ?"

    "I’m getting to that General Olbricht . Hitler and his cronies made them selves monsters , each and every one of them ! So how better to win the harts of the peasants than to give them their monsters on a silver platter , and the stick to beat them with ? "

    "I’m listening ……?"

    "We reinstate the local governments in the occupied territories , with our own hand picked people of course , leaders who will remain pliable to Germany . At the same time we issue new orders to our troops to act respectfully toward the communities around them . "

    "You really expect the peasants to just accept the leaders we put over them ? You expect the resistance to lay down its arms just like that ?"

    "Of course not General Olbricht ; Once the new leadership is in place we legitimize them by handing over a few of the prisoners to each of them to put on trials for the crimes committed against their people ."

    "WAIT ! WHAT ? You are suggesting …..?"

    "YES , I am ! I am saying we will hand the monsters over to the peasants , and let them take their revenge . They will be put on show trial , no doubt found guilt , and executed by some one OTHER than US ! With the weight of the FULL revelations of what Hitler and his have done ; the German public will be less than eager to stop the trials , no matter the verdicts . We don’t HAVE to run the occupied territories , as long as we control the people who do . Who we hand them over to , and how we do it will let us make heroes out of our chosen proxies . We don’t even have to treat them very well , we just have to treat them better than Hitler or Stalin !Through our proxies we will not just win their harts , but willing recruits to fill our armies , and a redoubling of the war effort by those in the factories ."

    "What of France , Belgium , and the other North European territories ."

    "We give them criminals to try , and put our propaganda machine into full gear and use the British attack on Mers-el-Kébir , we publicize the Russian Katyn massacre , the firebombing of entire cities by the allies , there is plenty of blame to go around on our enemies , if we just use it right . And to reinforce our position in France , we will bring The 33rd Waffen Grenadier Division of the SS Charlemagne back to france to help administer and indoctrinate new recruits . "

    "As for the eastern front , its time to take General Vlasov and his Russian Liberation Army and make them into a real fighting force . We establish districts in the Russian teritories , and appoint leaders , with general Vlasov as their military commander . We can even send them some prisoners of their own to execute if it will help boost recruiting ."

    "Just how many of the prisoners do you plan to send away ? What about the scientific and R&D ? Your plan would mean handing over some of our best scientists , and would set us back behind our enemies ?!"

    "My staff has already been going over their files . Those that we can use , who have produced something beneficial , like Von Braun and his staff will have their files cleaned to omit their Nazi party affiliation and activities . Those that wasted years on pointless failed experiments like Brack will find them selves on trains to their new jailers . Its time to clean house , with a very big broom ."

    "But what you are suggesting leaves US open to persecu.." At last she spoke , cutting him off mid sentence . He had almost forgotten about her …….. almost .

    "I think it’s a VERY good idea General , and you should to ." The venom in her voice was clear and cutting in its nonchalance .

    "Of course Major Von Thaler , I see the logic in it now that you mention it ." The fear in his voice was evident . Turning back to face Major General Tresckow , General Olbricht asked ; "So what of the forced labor and those camps ?"

    "There is no reason we should be paying so much for our weapons when everything from the mining to the assembly is being done by slave labor . The answer is simple , we will confiscate the factories from the industrialists on the grounds of war profiteering . The guards will be arrested and turned over to the workers for “justice” . The labors will be reminded that many of them come from groups that were turned away when they tried to immigrate away from the old Germany , or were rounded up by their own countrymen and turned over to Hitler and his cronies to eliminate . They have no real other place to go in the world right now , so we will give them a choice . They can either stay and build a life here in the Workers Army Corp , and wait for the mess of reparations to be sorted out ……….. or they can volunteer to leave their claims of restitution behind and we will ship them to Mexico . We have been in contact with the Mexican government , and they are still willing to accept any and all Jewish immigrants that want to leave ."

    "We have begun plans for a Workers Army Corp . They will be organized in military manner , paid a military wage , and fed and clothed in military fashion . They can leave to visit and travel , as permitted by military regulations . Our plan is to create a willing workforce that is healthy enough to increase production . I have visited the Ford and GM plants in France , they are very productive , we need to match them , and working our skilled labor to death makes that an impossibility ! As for those camps , they will be given a similar option as the factory laborers . Once they have dispensed “justice” to the guards that tormented them , the fences will be torn down , and building materials and food brought in . They will be given a similar option as the factory laborers ; they can join the Workers Army Corp at the factories , or they can stay in the camps to fix them up to continue on as paid laborers growing food and producing whatever they did before , but paid for their work , and fed for their effort . We cant afford to waste their efforts anymore by working them to death , and most will remember Stalin’s treatment was not much better than Hitler’s . As an added benefit , we will remove the ban on the various religions so that they can practice their culture more openly as they did before ."

    "Well …… *sigh* I suppose there is no need to discuss it further , send me your plans and I will see to it that they are carried out ." Glancing at the glowing cigarette in the corner . "Now if you will excuse me , I have other meetings to attend ." General Olbricht turned and left .



    March 21st 1943 early evening in Minsk .

    A car speeds through the streets ……..

    “Stay down Herr Himmler , we must get out of the city before they realize you have escaped .”

    “Yes , of course , just get me away from here “ whispers the man cowering on the floor in the back seat .

    “We are almost o ……..”

    CRACK SCREEEEEEEEEEEEEEETCH BAM!!!!!!!
    The car careens into a light poll at full speed , its driver dead at the wheel with a hole where his face used to be .

    After a few moments Himmler stumbles out of the car slightly dazed . People are starting to gather

    A woman in the crowd screams “ its HIM !!!!! IT’S THE MONTSER OF MINSK , ITS HIM !!!!!!!! “

    The crowd starts to close in and Himmler’s screams are drowned out by the shouts of a crowd hell bent to deliver a reckoning ……..





    In a bell tower a mile away a young woman speaks into a radio set . “The escape went exactly as planned “

    “excellent Angela , return to home to await your next assignment “


















    Writers note : despite all the finger pointing at Germany over its treatment of the jews in WWII , pretty much EVERY country had limits on Jewish immigration , even as many of them heard rumors of the camps . The government of MEXICO had rules too ……but was willing to look the other way when it came to enforce them .
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    Thu May 15, 2014 2:57 pm
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    ALLIED MEDIUM-HEAVY COMBAT WALKER MH-7 PART 2 !!!!!!!!!!!!

    K G
    United States
    albuquerque
    New Mexico
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    I wasn't born ! I sprang from the forhead of God , as he contemplated a particularly vile joke !
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    I wasn't born , I was hatched in the deepest darkest part of the ocean , and raised by sharks !
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    So without further adue , and tooooooo many months in process , I proudly present PART 2 of the MH-7 walker project .

    PART 1 , WITH THE PROJECT PICS , CAN BE FOUND HERE : http://www.boardgamegeek.com/blogpost/10758/medium-heavy-com...

    I began this around march……ish , and presented the MK1 hull in the custom walker contest . Sadly I wasn’t able to get it painted in time , so the pictures I provided were of the unpainted basic model .

    What became quickly apparent is that this became a whole new PLATFORM , as opposed to just a single variant . As a result , we came up with the 9 variants that we felt were good game pieces , without just going nuts and making the most powerful walker in the game .

    In the intervening months , I began working on fixing some of the problems I saw with the MK1 hull until June when I changed jobs and became a NON-union temp in the post office . At that point , pretty much all my projects stopped because as a NON-union employee , I get worked to death making up for the many lazy union slags that "work" there to . Now that my 6 month “appointment” is over , I am beginning a mandatory “break in service” ( polite way of saying union protectionism ) and am out of work for a couple of weeks while I wait for “reappointment” . I am using the time to catch up on some of the projects I have been to exhausted and wrecked to work on .

    So lets look at some of the changes …….





    First and most noticeable is that I bored a hole all the way down through the turret ring . The reason was an epiphany I had about making an open topped variant with crew sticking out like the recon Mickey .



    To make this variant , I glued together some 1 inch round plastic bases , and stacked them in the hole to the desired height . Once it was painted , I just glued the crew in place , and WHA LA!



    Since this is a heavier walker , I wanted more machine guns sticking out , so I drilled 3 tiny divets around the ring . This lets anyone wanting multiples of that variant to use a pin vise to pin the MG’s in place .



    Another change was made to the original piece to carve off the hinges on the side hatches . The reason I did this was because the casting all ended up with loots of pits in the hinges due to air bubbles . On the final models I had to carve the hinges off and replace them with thin plastic rod . I figured that since the hinges had to be carved off it was just easier to remove them from the mold and save time . Now I just cut some plastic rod into small lengths to make the hinges .



    I removed the seam and bolt holes where the drivers plate and sponson shield come together .



    I covered the rear engine screen with plasticard before making the new mold . Real WW2 tanks had numerous variants that used different suspension or engines or exhausts or , or , or ………. . This was in part because of different producers , and partially due to new upgrades to the design . I figure anyone building one of these can choose how they want it to look , using exhausts from a bits box , or what ever they scratch build .

    I drilled 2 small divets into the front fenders so that what ever headlights are put on it are uniform and easy to place using a pin vise .


    Now it must be noted that some clean up may be needed around the turret ring , depending on what turret version you put on it . I left the ring a little snug , because if I did anymore sanding to make the casting wider , the phaser turret wouldnt have set right , because the under ring seems a bit too small compared to the other turret tops .



    because of the additional phaser variants , and because i wanted more tarps , i made an "improved" details sheet .






    and because this is WW2 , and its still all about supply , i made a "stowage" detail bits sheet . one of the bits is shown in a pic of the "g" variant attached to the turret .

    LET ME POINT OUT , THAT IT NEEDS TO BE REALIZED THAT NO ONE WALKER IS THE BEST WALKER FOR EVERY OCCASION . WE PLAY TESTED THESE DESIGNS OVER THE COURSE OF A COUPLE MONTHS USING PROXIES AS STAND INS ON THE GAME BOARD . AS SUCH , A MAJOR PART OF PLAYING THE GAME IS PRE GAME PLANNING , WHERE DECIDING WHAT UNITS FIT THE BATTLE FILED IS PERHAPS THE MOST IMPORTANT PART OF THE BATTLE PLAN .









    MEDIUM-HEAVY COMBAT WALKER MH-7A “Tom”

    Named after an Irish American general , Thomas Alfred Smyth , who served in the union during the American civil war , the MH-7A “Tom” is an infantry mans nightmare. It mounts a napalm thrower in its hull sponson , and a 17 pounder in its turret . Additionally it has a .30Cal and .50Cal machine gun .

    This one was pretty potent . While many don’t think the napalm thrower is all that great , keep in mind that most axis/SSU units are not very maneuverable , so the napalm thrower provided a pretty good deterrent to enemy infantry , and when combined with the 17 pound gun , even enemy vehicles don’t want to get to close .







    MEDIUM-HEAVY COMBAT WALKER MH-7B “Rick”

    Named after an Irish American general in the American civil war , Richard Busteed, the MH-7B is designed for close in infantry fighting , and bunker clearing . Mounts a napalm thrower in the sponson AND in the turret . These are complemented by the standard armament of a .30Cal and .50Cal machine guns . Several of these have been sent to combat SSU forces in the Florida everglades .

    This walker pretty well rocks against infantry formations or infantry heavy armies , as would be expected , but having 2 dice to make hit/kill attacks against vehicles , its no push over . As with every unit , its not perfect for EVERY situation , but is a perfect fit when used on battle fields with medium terrain .








    MEDIUM-HEAVY COMBAT WALKER MH-7C “Pat”

    Named after an Irish American general in the American civil war , Patrick Edward Connor , the MH-7C is primarily an artillery walker . Armed with 8 4.2” rockets on its turret , and a 120Watt phaser in its hull sponson , it packs one hell of a punch . To add a little more kick , it also has a twin .50C in the turret , and a hull mounted .30cal machine gun .

    This walker was a beast . With 8 rockets , it can pretty much demolish anything in its sites . Add the “A” range on the rockets , and it can rain hell on target seen by spotters .

    It’s a popular tactic here to try and get units inside the minimum range on the artillery walkers , but the phaser in the sponson and MG’s , makes that risky at best , and foolish at least !

    While I know some people just cant stand phasers , they really are descent weapons . We DID restat the 120watt version to be inline with the better stats presented on the 60watt and 180watt weapons . And lets face it , anything is WAYYYYYYY better than the petartd mortar on the steel rain .

    And with this unit , there is FINALLY a good use for the NCO air drop ability , making that squad a reasonable purchase . .












    MEDIUM-HEAVY COMBAT WALKER MH-7D “Mike”


    Named after an Irish American general in the American civil war , Michael Corcoran , the MH-7D is an urban tank hunter . The turret housing has been removed to allow its “gunnery crew “ to act as spotters , on the look out for enemy tanks and walkers . While most MH-7 variants provide large target silhouettes , 7D’s are only slightly taller than a standard Mickey .

    One of the major weaknesses all vehicle types face in an urban setting is the threat of enemy infantry attacking from surrounding buildings , or trying to sneak up and lob DEMO charges at it . To try and counter the threat infantry pose , 7D’s mount 2 single and one duel .50Cal MG’s for the spotting crew to use , in addition to the hull mounted .30Cal MG .

    The sponson mounts a snub nosed 90MM , more than enough to punch holes in pretty much any target .

    When we play tested this walker , it was HORRIBLE ………for the opponents ! With the 90MM , and its high life stats , it was something single walkers didn’t want to tangle with , and with its many machine guns , many an infantry squad was wiped out trying to get close enough to attack it . It was able to control fairly descent amounts of real estate . The key to this walker , as with EVERY walker , is knowing if and when to take it .

    I lowered the life stat by 1 to represent its open top , making it easier to kill than a standard walker .





    MEDIUM-HEAVY COMBAT WALKER MH-7E “Will”

    Named after an Irish American general in the American civil war , William Gamble , the MH-7E is a command vehicle . Its turret weapon have been replaced with “dummy” barrels , to hide its identity from enemy units , and to free up more space inside . It does still mount a 90mm cannon in the sponson .50Cal and .30Cal MG .

    Having a walker with a command ability is a HUGE shift in the game dynamics . We played it with and without a self repair ability , and decided that the repair ability was just tooooooo much . Even with just “Get moving gear head“ it was a massive benefit to get an additional chance to reactivate a vehicle unit . But I couldn’t see having a command tank without the ability to bring back another vehicle , and these abilities offset the loss of the second guns firepower .

    The reason for transport 1 is to allow it to carry a hero like Joe , who can use his black ops ability from inside the walker , keeping him safe and sound .





    MEDIUM-HEAVY COMBAT WALKER MH-7F “John”

    Named after an Irish American general in the American civil war , John Hasset Gleason , the MH-7F is armed with a 180watt pahser in the turret , a 120watt phaser in the sponson , a .50Cal MG , and a .30Cal MG . Relying primarily on energy weapons , this walker can go extended periods without respelling its ammo reserves . Having phasers as its primary weapons , it can vaporize flesh and steel with equal ease .

    We restatsed the 120 watt phaser to be more inline with the stats on the 60 and 180 watt versions . I know some people don’t like phasers , BUT , they provide a primary weapon option that is able to deal major damage to both infantry and vehicles with equal results . While I know a lot relies on the luck of the dice , even average dice rolls will yield damage on par with the pounder and 88’s .









    MEDIUM-HEAVY COMBAT WALKER MH-7G “Henry”

    Named after an Irish American general in the American civil war , Richard “Henry” Jackson , the MH-7G is armed with twin 40MM anti aircraft guns in the turret , a 90MM in the hull sponson , a .50Cal MG and a .30Cal MG , this is perhaps one of the more utilitarian of walkers .

    Not much needs to be said about this one , its got a good mix of anti armor , anti aircraft , and anti infantry ability .






    MEDIUM-HEAVY COMBAT WALKER MH-7H “Stevie”

    Named after an Irish American general in the American civil war , Stephen Joseph McGrath . The MH7-H is armed with a 17 pound gun in the turret , a 90mm gun in the hull sponson , a .50Cal MG and a .30Cal MG , this tank is about the best you could hope for in anti armor role .

    While this walker is great at anti armor , its got a pronounced lack of anti infantry weapon compared to most of the other variants . As a result , I had to send infantry in to kill it , before I could advance walkers into the area it controlled .





    MEDIUM-HEAVY COMBAT WALKER MH-7I “Jamie”

    Named after an Irish American general in the American civil war , James Lawlor Kieran . The MH7-I is armed with a 75mm PAK howitzer in the turret , and a 90mm in the hull sponson . These are complimented by a .30Cal and .50Cal MG . Equally well versed at hitting infantry and vehicles alike , this walker is perhaps the best all around combat walker in use by the allied forces in Europe .

    This was the first version we actually played around with , and in many ways , it’s the best . A descent load of anti infantry weapons , but it also packs substantial anti vehicle punch . Its all to common in many games for a pounder , or Ludwig , or what ever , to ALMOST kill an enemy walker , only to be hit back and by that walker on its last sliver of life . With this walker , the pak howitzer lends just enough dice that it can make the difference between leaving an enemy walker standing , or smoking scrap .





    if anyone is interested , i have some spare hull kits available .
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    Fri Nov 30, 2012 10:54 pm
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    NEW POINTS FOR OLD PART 2 ..... AND 2 STAT CARD MODS ......

    K G
    United States
    albuquerque
    New Mexico
    flag msg tools
    I wasn't born ! I sprang from the forhead of God , as he contemplated a particularly vile joke !
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    I wasn't born , I was hatched in the deepest darkest part of the ocean , and raised by sharks !
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    Its been a long while since my last re-pointing and review thread , so there are a lot of units to discuss . I wont yet be discussing the operation Zverograd or units and expansion ites beyond that because we don’t have the play time experience yet to make a well informed review of them …..YET .

    If you just want the stat cards , scroll to the bottom .

    The “rant” is small , really just a reminder of where some of our observations come from .

    For those new players who don’t know me , I am a proponent of the original points system as put forth in the AEG edition of the game , as opposed to the one Andy Chambers and FFG came up with to try and make this game more compatible with the WH40K third ed that they so desperately seem to want Dust Warfare to be .

    The points values I have come up with are based not on an abstract formula (as with chambers points system) , but rather through play testing on a variety of board sizes , from 9X9 up to roughly 17X 27 and occasionally even larger in a variety of army sizes . It is based on games both with my small regular gaming group , AND pick up games with players outside my group .

    The “new points system” was based on the perceived game utility for DT units in the , new Dust Warfare game being written by Andy Chambers which artificially shrunk the board ( at the time) to being only 8X8 squares . This has a dramatic effect , especially as play expands beyond 8X8 for Dust TACTICS . Despite what some people would say , it has never been “OFFICIAL” that DT was intended to be played on boards of 9X9 squares , and in fact the books even encourage people to scale up beyond the small scenarios given in the original books . And I would also point out that if DT was not meant to be played on larger boards , then FFG should stop selling terrain tile packs which do just that .

    At the same time I will review the units to try to explain why we pointed a unit a certain way , and what we saw as we played each unit .

    I WAS pleased to see that FFG took at least ONE of the sticks out of their butt , became a little less greedy (IMHO) , and have allowed DM to include UNOFFICIAL stat cards with the models . But I am also disappointed with the “RARE” skill that many of them suffer from . I find it disappointing because while the models are unofficial , and people can ignore the “rare” rule , it still bothers me because one of the “rare” rule parts is that you can only have ONE of that specific unit in your force . Looking at the units it is applied to , it seems to me more like a marketing ploy by FFG to keep people from buying DM units , and thus ensure that DG&DM are stuck solely relying on any pennies FFG is willing to throw them . I think we will be modifying the rule to allow for more than one of each such unit , and create a new ability to limit unit numbers for rarer unique units .



    REVISED CORE SET
    I found this starter to be very disappointing .

    First , is the cheaper less attractive components , like the paper maps which don’t last long with regular play . Only having 6 dice instead of the 12+ players really use , etc …….

    Second , the unit choices . I found it disappointing that they chose 2 light walkers , which while good , are not as good an option as a medium walker . Now that said , some of the units in this set ARE really good , BUT , the units in this set are unique to this set . This means that the units that people DO want multiples of either require them to buy multiples of the set , OR buy singles online which takes money and support away from B&M stores that many gamers rely on to support this hobby . This is made worse in terms of the newly announced expansion due out in 3 months , where units with flame throwers will be uber useful , though sadly while the ALLIES and SSU have readily available infantry equipped flame thrower units that are sold separately , the ONLY AXIS infantry flame thrower unit is ONLY available in this revised starter . Its counter intuitive to the whole making money scheme to game production : starters sell for a lower price than the individual price of their components . This starter if sold as parts , at the expected MSRP , would come out to about $175.00 . But by selling these units ONLY in the starter set , they insure that regardless of how many internet retailers break up the set to sell as singles online , the base set still only brings in the set price of the starter set to DG/FFG , a MAJOR marketing blunder , and a blow to B&M’s everywhere who are trying to support this game , despite FFG’s continuing failure to really get the word out to them : why does my FLGS STILL come to ME to find out whats going on , and what they should order ? Why isn’t FFG sending out the information DIRECTLY to them , and having sales reps make calls ? Simply putting it in GTM magazine , and HOPING a game store manager sees the ad ………among all the hundreds of other ads …..?!?!?!?!?!?!?

    Third , unit balance . The units in this set are not nearly as balanced as those of the first one . This smacks of the same kind of skewed marketing decisions that I have seen in Wh40K starters ( and other) where they include units that are very unbalanced , so as to FORCE players to buy new stuff pretty much right off the bat . This has a very negative effect in that if the players buy this as their entry point into the game , and don’t know how to really play the units included , it can leave them with a negative impression , that can stop them from going any further . This is further reinforced when you look at ALL the threads on ALL the boards where people asking what they should get to start playing , are ALWAYS told by several other experienced players to buy the ORIGINAL core starter set that was published by AEG . More than just for the comparatively low cost of the starter vs. the contents , but also because the original starter is just better all around .

    While its not uncommon for people to buy a starter and sell/trade off the contents they don’t want , players may be at a disadvantage if they buy it with that in mind in that not a lot of people I have spoken to want more than one squad of the hammers or flak grenadiers .

    It is my NOT so humble opinion that they should have offered the contents of the revised core set as individual units like they did for the original core set .



    HEROES

    AXIS
    LARA 3 POINTS

    A great all around figure . Her A3 makes her hard to attack . Damage resilient makes her hard to kill , and the assault ability makes her a serious threat . 2 sets of duel MG48’s make her a devastating foe to face .

    She is at her best when attached to either a heavy laser grenadiers , or heavy recon grenadiers squad .

    Her biggest strength is also her biggest drawback : damage resilient . Moving her into hard cover provides a hard point that opponents have to work VERY hard to dislodge , BUT this tactic also tends to back fire as players may become complacent and not be as aggressive as they might other wise be .

    Those able to avoid getting caught up in sitting a game out in cover , should consider using her assault at a key game moment to get her squad into range to attack either a vehicle ( if attached to a heavy laser squad) or a threatening enemy infantry squad ( if attached to a heavy recon squad)

    As a hero , she is defiantly among the best out there .


    ALLIES

    RHINO 2 POINTS

    The allied equivalent of MARKUS .

    While very mobile , the lack of any ranged weapons , puts him and his squad at risk , because in order for him to attack , he and his squad risk retaliation in CC .

    His berserk ability gives him a nice decisive strike ability , but its not seen as worth it .

    The ONLY reason anyone here plays this hero is to ad to a hammers squad , to make it OK to take at least one , when they need a points filler.

    Berserk does open rhino up to being added to other squads , but is still somewhat a waste when the hero doesn’t have a ranged weapon to use it on , and can only benefit from it in CC where he risks being hurt in retaliation .

    With a speed of 2 and jump , rhino and any squad he is attached to , its all to easy for an overly aggressive player to move him to fast across a board . On smaller boards , this is not as big an issue , because other units will be close enough behind to offer support . But as the boards get larger , if he advances too fast , its all to easy for him to get caught out in the open and cut down .



    SQUADS

    AXIS
    NCO KOMMANDOTRUPPEN 3POINTS


    Armed with 2 twin mg44’s and a fliegerfaust (FF) , this unit would seem to pack some serious fire power . Indeed it does roll a lot of dice against infantry , and the FF’s AA ability is a nice addition , BUT the FF’s also has the reload ability , which can be a substantial hindrance .

    This unit does have some nice abilities , BUT they come with a catch . In order to put them to full use , this unit has to be somewhat aggressive , keeping up with friendly units to be in a position to take full advantage . This can be deadly , as this squad lacks damage resilient that many other armor 3 axis squads have .

    While this unit IS armor 3 , and there for harder to hit , having only 3 members means that it can ill afford to lose any of its members , so being aggressive means that this unit will likely only get to use 2 of its abilities during a game , before its killed .

    This squad does however suffer from another major drawback , in that they don’t have ANY anti vehicle ability that can strike at vehicle armors higher than 3 (and that is only the figure with the fliegerfaust .

    Their only CC weapons are knives , and while they can attack all infantry armors , they lack the anti vehicle threats that so many of the allied armor 3 squads have with their “rocket punch”

    While the abilities are strong , we kept this unit at 3 points for a few reasons . First , is that its limited to only 1 per army , so they cant flood the field . Second , is that while their abilities are good , since you are limited to only using one command ability per turn , this unit may not get to take advantage of any if you have a regular command squad in your army as well . And lastly this unit IS very susceptible to damage due to its low number of members and that it lacks damage resilience that most other axis armor 3 units have .

    HEAVY LASER GRENADIERS 3POINTS

    A really great all around squad .

    With A3 , and damage resilient , this unit is hard to attack , and hard to kill .

    Their heavy lasers roll one die each against vehicle armor , but do 2 damage per hit , so when at full strength , this unit is the axis best anti armor unit . And while they only do one damage against infantry , their being “laser” weapons means that , at full strength , they are also great against infantry .

    We found that this unit was pretty good all around , but worked best on medium to large sized boards . With only a move of 1 , and range of 4 , using them on smaller boards made it too easy for faster more maneuverable allied A3 units to move in for the kill before the axis players could jockey for position . On medium and larger boards , axis players can get them into better position to take advantage of cover to maximize their damage resilience .

    Their only CC weapons are knives , and while they can attack all infantry armors , they lack the anti vehicle threats that so many of the allied armor 3 squads have with their “rocket punch”

    We found this unit really benefits from adding in a hero , but there is a major drawback in that the axis only have 1 A3 hero that can be attached to the bulk of it’s A3 squads .

    Its to bad that this unit is ONLY available in the revised core set , I think it would sell well .



    HEAVY RECON GRENADIERS 3POINTS


    Armed with 3 twin MG44’s , knives , and damage resilient , this squad is a nice handy addition to those who like to pick infantry units with a decidedly anti infantry set of tactics in mind .

    In fact , it’s a little to good at its job in that regard . If your opponent likes to play lots of armor 3 infantry , then these are the answer to his heavy armor squads . BUT , if your opponent like to play mostly armor 2 infantry , this squad takes some of the fun out of the game , because it rolls 15 dice on its own , its just so much over kill against armor 2 . To some that may not matter , like those for whom victory is all important . I my self , and most of the people I play against , think the battle is the fun part , and the victory is just an inconvenient formality on the way to setting up for the next fight . As such , this unit see’s little play , with most battles only having one such squad in a players army if at all .

    This squad does however suffer from a major drawback , in that they don’t have ANY anti vehicle ability that can strike at vehicle armors higher than 2 .

    Their only CC weapons are knives , and while they can attack all infantry armors , they lack the anti vehicle threats that so many of the allied armor 3 squads have with their “rocket punch”.


    The most common tactic is to get this unit into cover and sit , in locations where you want to block enemy infantry movements . Its damage resilience , plus a cover save are enough that many allied players who have faced them to be wary of going in to clear them out , unless they want to devote substantial forces to do it .

    HEAVY FLAK GRENADIERS 3 POINTS


    With armor 3 and damage resilient this unit would seem like a good hardy choice to take , but alas , its not so ……….

    While it is the best equipped infantry unit for providing an anti aircraft asset , the range of 4 means most aircraft will likely be able to attack it at ranges longer than it can retaliate .

    With the reload ability , this unit is at a drastic disadvantage . It has to choose carefully what units it chooses to attack . Having to spend activations of reloading means that precious actions are spent on reloading instead of moving or attacking , and greatly reduces the likely hood of being able to perform a sustained attack .

    While burst weapon is seen by some as an acceptable trade off for the reload , the advantage is somewhat lost when you consider that it only works against units that have not moved yet , so it doesn’t really equal out .

    The best use I have found for this unit is as a body guard for my command squad in larger point games , where it can sit and wait for an opponent to get to close before shooting and needing to reload .

    This squad suffers a further drawback in that they don’t have ANY anti vehicle ability that can strike at vehicle armors higher than 3 .

    Their only CC weapons are knives , and while they can attack all infantry armors , they lack the anti vehicle threats that so many of the allied armor 3 squads have with their “rocket punch”


    This unit , in our experience , is worth 3 , but only just .

    FLAME THROWER SQUAD

    ALLIES

    NCO CORPS OFFICERS


    Armed with a pair of victory MG’s , a flame thrower and rocket punches , this unit is a serious pain to assault against .

    This unit does have some nice abilities , BUT they come with a catch . In order to put them to full use , this unit has to be somewhat aggressive , keeping up with friendly units to be in a position to take full advantage .

    While this unit IS armor 3 , and there for harder to hit , having only 3 members means that it can ill afford to lose any of its members , so being aggressive means that this unit will likely only get to use 2 of its abilities during a game , before its killed .

    Lacking the jump ability , and only having a move of 1 means that this unit has to work hard to keep up with the other armor 3 units , or risk falling behind , and missing a key opportunity to use its abilities .

    While the abilities are strong , we kept this unit at 3 points for a few reasons . First , is that its limited to only 1 per army , so they cant flood the field . Second , is that while their abilities are good , since you are limited to only using one command ability per turn , this unit may not get to take advantage of any if you have a regular command squad in your army as well . And lastly this unit IS very susceptible to damage due to its low number of members .


    HELL BOYS 3POINTS

    Armed with 2 flame throwers , 3 shot guns , and the “fast” skill ; this unit would seem to be one hell of a beat stick , like a BBQ squad on crack ……. But its not quite that bad .

    While the unit DOES have a second flame thrower , the unit looses its demo charges . This makes the unit much more powerful against infantry , especially infantry in cover , BUT it suffers a loss of anti vehicle/fortification fire power .

    The biggest strength that we see in this unit is that the flame throwers have 2 separate lines on the unit stat card , so they can target 2 adjacent targets , as opposed to HAVING to focus them on just one . This can make a HUGE difference mid game , after the 2 sides have closed range , and more and more infantry are facing off with one and other .

    The best results with this unit have come when attaching “The Priest” , where they can seriously mess up an opponents day as they gain agile .

    Its to bad that this unit is ONLY available in the revised core set , I think it would sell well , especially if they did it in a 6 figure pack like the bot hunters .

    The addition of a second heavy weapon to this squad is a serious bump , having it as a separate stat line so they can each fire at separate targets , made it even better . As such , we see this unit as a solid 3 point squad .

    DEATH DEALERS 3POINTS

    Armed with a victory machine gun , and a bazooka , this unit is an axis players dream ……. To bad its an allied unit

    As many will recall , and some will agree , recon is my favorite unit . As hundreds of games have passed , I can say without reservation that I have killed more walkers , and lost more walkers to infantry fire than I have to other walkers . Up until now , in most cases you have to choose between units that were strong at killing infantry , OR vehicles , but this unit is good for both .

    Its to bad that this unit is ONLY available in the revised core set , I think it would sell well .

    Because of the diversity of weapons in this squad , and the obvious increase in utility that it offers ; we see this unit as a solid 3 points .

    TANK BUSTERS 5POINTS

    Armed with 3 M10 bazookas …… and rocket punches , AND with armor 3 , move 2 , and jump ; this unit is by far the most deadly unit in the game thus far .

    There is no board that these guys don’t rock hard on .

    Their bazookas range of 3 is no hindrance , when the high speed and maneuverability are added in .

    Their rocket punches are excellent CC weapons against vehicles and lesser squads , and their bazookas roll 2 dice each against both infantry AND vehicles .

    This unit , as well as the red devils are some what contrary to the standard trend that weapons that roll lots of dice against vehicles roll a lot fewer against infantry , or vice versa . This unit is very much equally able to eliminate an infantry squad , OR a vehicle , in a single attack . What separates this unit from the red devils is that this unit has the speed 2 , and jump , making it SUPER maneuverable , and thus super deadly .

    This squad works great on any sized board , but works best on smaller boards where it can rush in and start blasting right away . I have yet to witness this unit NOT kill atleast 2 enemy units , and maul at least another 1-2 .

    When loaded into a punisher/fireball , this unit forces axis players to work even harder to destroy the walker to keep this unit from being carried THAT much closer in the protection of a transport .

    That this unit IS an infantry squad , and thus benefits from cover , reduced attack values when being targeted by walkers , can be transported , has speed 2 , jump , and is armed with atomic bazookas ; this unit is more deadly than just about any walker out . The only way this squad could really be any more deadly is by adding in a hero , or a hero with say …..heroic attack J

    The closest thing the axis have to equaling this squad is the heavy laser grenadiers , BUT with this squads added speed and maneuverability , tank busters are still a much better bet .

    While 5 points may seem high , this unit is still a regular in battles here , and allied players I have played with here agree that this unit is a beat stick like no other .

    RED DEVILS 3POINTS


    Armed with 3 60watt phasers ….. And rocket punches , this squad as pretty much able to nuke what ever it goes after .

    The substantial weapons power is balanced out by the phasers only having a range of 3 , the squad it self lacking jump , and only having a move of 1 .

    Its easy for allied commanders to become overly aggressive with their other armor 3 squads that have jump and move2 . This can lead to those units pushing a little to far ahead and getting separated from the rest of the allied troops . This squad is seen by some here as the natural solution . An armor 3 squad that can slowly follow , and provide support and guard duty to areas behind the advancing forces , so that axis players have to think twice before simply rushing in to try flanking , and because the phasers ignore cover , they also make good fire teams for dislodging axis squads from cover elements .

    This squad has proven to be a solid 3 .

    HAMMERS 2 POINTS


    The allies version of the gorillas , but advantageously , the allies player can only get them in the revised starter , which means one PROODUCT unit slot NOT wasted in the “individual expansion” meaning they can use that slot for more easily utilizable units .

    With a speed of 2 , and jump , this unit is very maneuverable , but……..

    The units only weapons are CC rocket punches . This leaves the unit open to being attacked at range , and even if they do close to CC , they have to choose their opponents very carefully , or risk being wounded in retaliation .

    While this unit is good at going after armor , there is a lot more to DT han just big tank fights , which lessens this units utility in the game .

    Because the squad only has 3 members , it is easy to whittle down .

    Allied players MUST carefully consider each activation with this squad to take maximum advantage of cover and blocking terrain .

    This unit is really only good in large numbers , which is made hard to achieve since its only available in the revised core starter . Unless a player can flood the field with hammers , they aren’t that great , and are seen mostly as points filler .

    They are worth 2 points , just 2 ….. .

    GRIM REAPERS 3POINTS

    Armed with 3 duel Victory Mug’s ….. and rocket punches , armor 3 , move 2 , and jump …… I think you see where this is going . This unit is a monster , especially against infantry .

    Infact , it’s a little to good at its job in that regard . If your opponent likes to play lots of armor 3 infantry , then these are the answer to his heavy armor squads . BUT , if your opponent like to play mostly armor 2 infantry , this squad takes some of the fun out of the game , its just so much over kill against armor 2 . To some that may not matter , like those for whom victory is all important . I my self , and most of the people I play against , think the battle is the fun part , and the victory is just an inconvenient formality on the way to setting up for the next fight . As such , this unit see’s little play , with most battles only having one such squad in a players army .

    This unit works well on all board sizes , but especially on small boards where it can swoop in and blast enemy infantry in the first few turns .

    Maneuver this squad into heavy cover , and axis players have to send in heavy infantry or walkers to blast them out .

    That said , it is still just an infantry squad , and not quite as bad a beast as the tank busters .

    This squad is better than 3 points , but not quite good enough to be 4 .


    WALKERS

    AXIS

    HANS 3POINTS


    While this is only a light walker , it represents a major change in the dynamics of the game .

    Armed with a PanzerfaustWerfer , AND a GranateWerfer , this is the first official WALKER to carry 2 special/heavy RANGED weapons . While they are only range 3 , it marks a major departure from walkers having only one special/heavy weapon on its stats card .

    I WANT to say this is a great walker , but its just a little to “general use“ to be truly effective .

    The PanzerfaustWerfer is a strong anti vehicle weapoin , but is some what lacking in that it only rolls 1 die .

    The GranateWerfer is a strong anti infantry weapon . It is also the subject of some controversy . Apparently some players have asked and been told by FFG that the GranateWerfer is a “grenade” weapon , and thus ignores cover . At issue is that FFG has been wrong in the past , most notably regarding a ruling on the use of skills on the “deployment” action that units MUST take upon entering the game . Because FFG has been wrong , I choose to wait until it is errata in an FAQ . If it DOES ignore cover , it makes this a much stronger unit against infantry ….. IF it does .

    The weakness to this unit is that the weapons don’t really lend this walker to a strong combat role . The Panzerfaustwerfer doesn’t roll enough dice to make this walker intimidating to other walkers , or good at chasing them down . And having only one GranateWerfer doesn’t assure infantry will be wiped out if they try to assault it .

    While this walker is good enough to be worth 3 points , it still has some serious drawbacks .

    Our solution was to make 2 variants , the first has 2 GranateWerfers , the second has 2 PanzerfaustWerfers . They are some what specialized to fill a specific role , and they do pretty good at filling that role . Each can add some punch to support walkers or infantry that are weak in one of those two roles . In their roles , they are also worth 3 points .

    I havent had the spare cash yet to buy a “OTTO” , but in reality the OTTO is nothing more than a medium walker version of the HANS . As such , it will suffer from the same weaknesses . When I DO buy an OTTO , I plan to make it into a variant with 2 duplicate weapons as opposed to the mixed version that is standard .

    KINIGSLUTHOR 8/10POINTS

    First the universal truth about heavy walkers . There is one major drawback to playing a heavy walker ; the size . They require substantial room to maneuver . As such , when we setup a table , we usually ask if any one want the table set up for a heavy walker . If anyone says yes , we set up a number of large isles for them to maneuver through .

    Additionally , because they are so big , they are easy to target , they cant play hide and seek like a smaller single square walker can . This means players must take care when placing and moving them , to try and get them into a position to attack , but not be a target to large numbers of opposing units .

    Armed with dual 173mm cannons , and a dual MG44 , this walker LOOKS like a beast . But when you compare it to the allied walker , its very bland , and really points to the inaccuracy of the “new points system . You cant compare the dice values for the main guns , the dice values for the mg’s , and add in the special abilities the allied walkers have and tell me the punisher should only cost 5 point s more . Its just not accurate . In fact , in many ways this walker is the weakest heavy walker of the 4 .

    This walker has no special skills .

    It lacks the more powerful anti personnel values of the other walkers , and lacks ANY AA value . It lacks any special skill that would spruce it up a bit . In reality , its little more than a cool looking Ludwig on steroids .

    While it does have armor 7 , and 10 life points , lacking additional skills or abilities to make it more utilitarian means it just doesn’t offer as much . Add to that that the allies have a good variety of armor 3 infantry , with move 2 and jump , and this walker has to be played VERY cautiously .

    Lacking a dozer blade means that allied players like to put tank traps in the axis players way , requiring that the axis players either waste shots destroying tank traps , or get herded another direction .

    Without additional Mg’s , or move related skills , this walker is best suited to playing on medium to large tables where it can get some shots in to weaken opponents up before they close in for the kill .

    After looking at it in regards to the different table sizes , its combat values , and stats , I wanted to find a way to make it more fairly balanced compared to the other heavy walkers as opposed to just a low points cost . After looking at all the skills the only option I could see was to add damage resilience to it . We played this out , and found it was a nice addition , and added in the flavor of German heavy armor , but didn’t make it into a monster .

    Also keep in mind that while this walker IS the one most people will bring back via command abilities , it lacks a lot of fire power compared to the allied walkers , AND the axis have no one with “tank head“ , so in reality you will only face this walker twice in a game .

    We found that the walker as published , is only worth MAYBE 8 points . Adding in damage resilient made it worth about 10

    Don’t get me wrong , as an axis player , I will gladly play it …..with damage resilient , but I am disappointed with the vast difference between this walker and the allies HW . Its just not nearly equal . Also don’t take this to mean that I think all walkers should be cheesed out with tons of abilities , but comparing this walker to the allied ones , its not even close .

    This walker’s main weapon is somewhat weak for its caliber size . I take this as a means game balance , since the game is still somewhat small , even after over a year and a half . I can accept this , kinda sorta , and rationalize it as a long range penetrator , with reduced explosive power . I DO think it is a mistake though , because it influences the die power of all other larger weapons that may be introduced into the game later , and thus limit’s the options DG has to choose from as they expand the game . I think a BETTER solution would have been to simply make the guns a smaller caliber .

    STURMKONIG 8POINTS

    First the universal truth about heavy walkers . There is one major drawback to playing a heavy walker ; the size . They require substantial room to maneuver . As such , when we setup a table , we usually ask if any one want the table set up for a heavy walker . If anyone says yes , we set up a number of large isles for them to maneuver through .

    Additionally , because they are so big , they are easy to target , they cant play hide and seek like a smaller single square walker can . This means players must take care when placing and moving them , to try and get them into a position to attack , but not be a target to large numbers of opposing units .

    Armed with a quad 128mm Flakverling , and a pair of MG44’s makes this walker sound like a whole lotta bad . But this walker to lacks the number of weapons that the allied walkers have , and leaves this as another Ludwig on steroids ( though this time with an AA value ) .

    While it does pack a puch against infantry , its lack of additional Mg’s , or any special abilities to really beef it up , means taking it just to wipe out infantry is a waste , since 2 light walkers could do a better job for fewer points .

    With only armor 6 , and 8 life points . This walker works best on large tables , where it can soften up its opponents up before they get to close .

    As with the KonigsLuthor , this walker is susceptible to getting herded by allied use of tank traps .

    Advanced reactive fire is nice , but still too risky in most cases to use unless you HAVE to , in order to survive .

    This walker is an interesting change , but lacking more major weapons , its not a must have unless playing with aircraft .

    Just having more life and heavier armor did not equate to better survivability . It was still easily hunted by allied tank busters , and hammer squads , not to mention allied walkers .

    This walker’s quad main weapon is somewhat weak for its caliber size . I take this as a means game balance , since the game is still somewhat small , even after over a year and a half . I can accept this , kinda sorta , and rationalize it as a long range airburst , with reduced explosive power . I DO think it is a mistake though , because it influences the die power of all other larger weapons that may be introduced into the game later , and thus limit’s the options DG has to choose from as they expand the game . I think a BETTER solution would have been to simply make the guns a smaller caliber .

    ALLIES

    BLACKHAWK 3POINTS


    Armed with “duel” short range heavy piats (single stat line like Ludwig ) , and the “fast” and “all in one” skills , this is a pretty descent walker .

    While the piats are very short ranged , fast lets it maneuver into place to make the most of it , and with the “all in one” skill , its even a serious threat to medium and heavy walkers .

    As far as allied light walkers go , this one sees a 50/50 split of opinion . While the wild fire sees more play , that’s because of the wild fires anti infantry values , but compared to the “honey” , hands down , this is a MUCH better choice , even without having a second weapon to get more target options .

    This unit excels on any board with enough terrain elements to use to hide behind , as it races across the board to engage the enemy . A wise tactician can get this unit into a good position to force heavier more expensive walkers to move around it .

    We all agree , its to bad that this walker is only available in the “revised core set “ . we all think it would be a better second option in the light walker box , in place of the “Honey” .

    A good solid 3 point unit .

    FIRE BALL 14POINTS

    First the universal truth about heavy walkers . There is one major drawback to playing a heavy walker ; the size . They require substantial room to maneuver . As such , when we setup a table , we usually ask if any one want the table set up for a heavy walker . If anyone says yes , we set up a number of large isles for them to maneuver through .

    Additionally , because they are so big , they are easy to target , they cant play hide and seek like a smaller single square walker can . This means players must take care when placing and moving them , to try and get them into a position to attack , but not be a target to large numbers of opposing units .

    Just trying to out number this walker , and gang up on it is very hit or miss……usually miss . Too many times , this walker was able to take multiple hits , and fire back , destroying a walker and/or infantry squad each time .

    ……no , just no .

    With armor 7 and 10 wounds , AND armed with a napalm thrower , a pair of duel 30cal mg’s , and a duel .50cal makes this a true monster . Its the equivalent of 2 walkers worth of firepower .

    The numerous MGs make this the bane of infantry squads , and give it a weak but acceptable AA defense .

    When combined with a carry capacity of 6 , scout vehicle , and dozer blade , its just ridiculous .

    Even with a main weapon range of 3 , this walker works well on medium boards , but best on small boards where its flame thrower , MG load , and combined with scout vehicle , is a more serious threat .

    I have watched more than a few games as this beast and the punisher mauled my infantry before they could get close enough to fire back , and blasted my medium walkers apart .

    Having the dozer blade allows this unit to walk through tank traps . While that may not seem like a big deal , it is . Other walkers have to spend actions to destroy tank traps , or waste actions finding an alternate path . Because we take turns setting out cover elements , allied players can use their tank traps to hinder axis players in a way they don’t suffer from .

    Having carry capacity 6 means this unit can carry a much more threatening unit , such as a hellboys squad with the chef , or worse yet : tank busters .

    This walker is , again , the threat equivalent of 3 walkers .

    Add to that that it’s the most likely walker to be brought back with a command ability , and the “synergy” of having Rosie near by to “tank head” it , and you could potentially face this walker up to 3 times .

    Rosies tank head ability is only a single use , but it has no vehicle size cap . Rather than costing Rosie up to match the new utility of her ability , we chose to cost up the walker she is most likely to use it on , so as to NOT make her cost prohibitive to use in games with lesser walkers .

    All this together , makes this walker a VERY serious threat .


    PUNISHER 14 POINTS

    First the universal truth about heavy walkers . There is one major drawback to playing a heavy walker ; the size . They require substantial room to maneuver . As such , when we setup a table , we usually ask if any one want the table set up for a heavy walker . If anyone says yes , we set up a number of large isles for them to maneuver through .

    Additionally , because they are so big , they are easy to target , they cant play hide and seek like a smaller single square walker can . This means players must take care when placing and moving them , to try and get them into a position to attack , but not be a target to large numbers of opposing units .

    Just trying to out number this walker , and gang up on it is very hit or miss……usually miss . Too many times , this walker was able to take multiple hits , and fire back , destroying a walker and/or infantry squad each time .
    ……no , just no .

    With armor 7 and 10 wounds , AND armed with duel 55mm howitzers , a pair of duel 30cal mg’s , and a duel .50cal makes this a true monster . Its the equivalent of 2 walkers worth of firepower .

    The numerous MGs make this the bane of infantry squads , and give it a weak but acceptable AA defense .

    When paired with a carry capacity of 6 , and dozer blade , its just ridiculous .

    While having a range U weapon would seem to mean this unit would do best on larger boards , we find that it works best on medium boards where it can put its carry capacity to good use .

    Having the dozer blade allows this unit to walk through tank traps . While that may not seem like a big deal , it is . Other walkers have to spend actions to destroy tank traps , or waste actions finding an alternate path . Because we take turns setting out cover elements , allied players can use their tank traps to hinder axis players in a way they don’t suffer from .

    Having carry capacity 6 means this unit can carry a much more threatening unit , such as a hellboys squad with the chef , Red Devils , or worse yet : tank busters .

    This walker is the threat equivalent of 3 walkers .

    Add to that that it’s the most likely walker to be brought back with a command ability , and the “synergy” of having Rosie near by to “tank head” it , and you could potentially face this walker up to 3 times .

    Rosies tank head ability is only a single use , but it has no vehicle size cap . Rather than costing Rosie up to match the new utility of her ability , we chose to cost up the walker she is most likely to use it on , so as to NOT make her cost prohibitive to use in games with lesser walkers .

    I have had more than a few slugging matches with this walker , and ATM , the vast majority of my successful punisher kills were credited to either my heavy laser grenadiers after it was softened up by my heavy walkers , OR luck attacks by my gorilla unit with an against all odds “get moving you bunch of monkeys” to double it up .

    All this together , makes this walker the most threatening in the game .

    That said , though , this walker’s main weapon is somewhat weak for its caliber size . I take this as a means game balance , since the game is still somewhat small , even after over a year and a half . I can accept this , kinda sorta , and rationalize it as a long range penetrator , with reduced explosive power . I DO think it is a mistake though , because it influences the die power of all other larger weapons that may be introduced into the game later , and thus limit’s the options DG has to choose from as they expand the game . I think a BETTER solution would have been to simply make the guns a smaller caliber .







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    Fri Jul 20, 2012 11:14 pm
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    KAMPFSCHWIMMER

    K G
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    albuquerque
    New Mexico
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    I wasn't born ! I sprang from the forhead of God , as he contemplated a particularly vile joke !
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    I wasn't born , I was hatched in the deepest darkest part of the ocean , and raised by sharks !
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    With Germany’s necessary reliance on its U-Boat fleet , amphibious troops are a necessity , but not to be under prepared , they have gone one better ; amphibious AND airmobile .

    Lacking aircraft carriers to ferry large numbers of troops into a combat zone , German naval leaders have opted for placing helicopters on many of their ships , even small reconnisence choppers on some of their more advanced submarines .

    To make the most of this pairing , the german navy has begun training amphibious air moble commando units that can be deployed from subs , and aircraft to go after a variety of targets oat sea and on land : “KAMPFSCHWIMMER”

    Armed with marine modified MP40’s and demolition kits , they can be deployed almost anywhere , at any time .





    These are “U Men” , from the Heroclix game . I wanted an axis equivalent to the current US Navy SEALS . I don’t plan to play them often , mostly just for scenarios , and while they may seem under powered for their cost , we have changed the aircraft rules , to remove a huge hole for abuse that we see in them . As such , this units “Airborne“ makes them much more valuable .

    Our rule change is that any unit deploying from an aircraft can ONLY perform move actions . “Airborne“ allows this unit to act normally when deploying , so they can deploy using a move action , and then perform an attack with their second action if they so choose . Airborne is a “shared” skill .

    We will also apply airborne to the Chinese volunteer squad .




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    Mon May 28, 2012 7:00 pm
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    MEDIUM-HEAVY COMBAT WALKER MH-7 ......PART 1

    K G
    United States
    albuquerque
    New Mexico
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    I wasn't born , I was hatched in the deepest darkest part of the ocean , and raised by sharks !
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    MEDIUM-HEAVY COMBAT WALKER MH-7

    After the axis invasion of Britain began , it became apparent that things were at a make or break point for the European war effort . Losing England and Ireland would greatly relieve the pressure on the Axis , and spell disaster for the allies hopes of a allied Europe for at least the next decade .

    The previously limited factory production in Ireland soon became the largest source of allied war production in Europe , and the people who had been oppressed under British occupation would come into their own .

    The allies were in a position that they simply could not wait for supplies and weapons to come in from Africa and North America , if they hoped to keep their foothold in England .

    Ireland had been kept a third world economy under British rule , but now that would change . Over night , the difference was almost night and day , as the poor were hired in droves to man the numerous small factories that were being built as money was poured into infrastructure and production facilities .

    Unlike most other nations that concentrated their production into large factories , Irish manufacturing was spread out amongst hordes of smaller facilities spread all across the nation .

    In general larger items like vehicles would be produced in factories spread out across a county , with each factory working on limited aspects of the unit , before shipping it off to another factory for the next step .

    In many cases the designs became changed as they were modified to meet the capabilities of these smaller factories . In order to maintain at least some uniformity , a larger vehicle construction was limited to being produced by only one county , so that all the parts and production methods would match .

    While this was a less than ideal method in regards to speed of production , it was the only real choice .

    One such factory community , Gorham United , in Kilflyn , Tralee , began production of a new medium-heavy walker .

    The allies needed a heavier walker platform to counter the axis medium heavy walkers like the JagLuther , and Wotan .

    An American company , Lot U.S. , had already had moderate success with its : Ulysses walker , that was based around the M3 grant medium battle tank . Its main drawbacks were that it was a riveted hull , which suffered spading issues , took a great deal of labor to assemble , AND that its armament was some what limited and under powered .

    To fit the new need , Gorham United took the idea of the Ulysses , but opted for a cast hull , and built their prototype mostly using parts from allied M2 medium walkers . This allowed assembly to speed up greatly since most of the parts were already in mass production , and would make re-supply and repair easier with fewer different parts needed in the supply chain .

    Casting the hull allowed for production with less skilled and trained labor , AND helped solve the Spalding problem , greatly improving crew survival .

    The MEDIUM-HEAVY COMBAT WALKER MH-7 was born . 4 proto types were finished in just 60 days , and sent across the channel to see their first tests in a trial by fire . While each of the proto types were destroyed or crippled , they each did more than enough damage to justify full production runs so they could be rushed into service .

    Since the initial production runs , most of them have been shipped to units fighting to free Britain , though a few have been shipped to the US for analysis and possible replication of the design .


     

     

     

     

     

     

    THE NITTY GRITTY

     

    This project has been something I have been working toward for a long time , since some one pointed me to a post by Lotus in the FFG forums .



    His walker was amazing , BUT not easily reproduced since it is made up of probably 500 or so pieces .

    So I opted to go my own rout , and make a cast hull version . Originally I had thought about just making a one off copy , carved out of styrene , but figured I would take this opportunity to give resin casting a try .

    I have cast a few things in resin in the past , but have never been a fan of resin , because its just always seemed to fragile , and not really user friendly . While I am still no huge fan of it , I find the alumilite resin to be more plastic like .





    I chose to ONLY cast the upper hull , and use the already existing medium walker kits for the turret , lower hull , and legs , thus saving me more time . By simply swapping turrets from the other allied walkers , I can make an infinite number of weapons variants , an all around winning idea ………… if only I played allies shake

    It also made it more fitting as a counter part to the JAG Luther .







    First came making a “ master “ to make the mold from . I chose to make a carved hull out of styrene , carved on my band saw .










    The first step was to cut styrene sheeting into strips and squares on my band saw .







    Next I glued the layers together into blocks , and then carved the rough shapes on my table saw .






    Next came some sanding on a sander drum on my drill press . Assemble the sanded shapes , and add in some bits to flesh it out .







    Now I had wanted to make the hull more “cast looking , so I used the dab method where you dab and stipple the plastic with plastic solvent , but it had an unintended side effect . the seams between the plastic layers acted like a sieve ; where the plastic solvent got sucked in and dissolved the edges of the players .

    Obviously , this wasn’t going to look right . The solution was to glue the doors on , and then coat the rest of the model in watered down liquid green stuff . This filled in the resulting gaps , and made a much smoother surface . This almost did the trick . The gaps were filled in well enough that I couldn’t see them with the naked eye , untill I have made the mold , cast the piece , and then primed it .

    Knowing that this casting is not the final step , and that this will be a long continuing project , I don’t mind . The gaps that were left will be brushed over again , and the gaps filled more before the next mold is made .


    And then it was off to make the molds .





    I have done some resin casting before , but nothing with this much depth to the piece .

    I ran into a few problems .

    As a result , I made 2 molds for this project , the first went horribly wrong , and was destroyed after only 2 casting attempts . The second was a million times better .

    1) The first mold I made had a bunch of air bubble in some key places .

    To fix this in the second mold , I took a medium sized paint brush and worked freshly mixed latex mold into the nooks and crannies , this didn’t fix ALL of it , but it did help dramatically

    2) the only locally readily available resin kits I can get are at hobby lobby or the like . They all cater to people who want a fast curing resin . This leads to a problem in that if the resin gets to much air whipped in , the resin cures so fast that you cant get it into a vacuum chamber fast enough ( even if you can afford to build a vacuum chamber ) to get the air bubble out .

    Now you CAN buy slower curing resin from the company directly , but it just makes it MORE expensive as you pay for shipping and must get it in a higher quantity .

    3) the more resin you mix , the faster it cures , and can generate air bubble as the chemicals speedily react . This also led to the resin expanding and warping the piece . It looked like a balloon version of the original .

    Because there is so much volume to the piece , the resin I needed to mix for each was curing so fast that it was setting up before I could even pour the cup into the mold .

    I tried mixing faster , and did get it in the mold a couple of times , but each time it expanded and warped , and on the second attempt , it destroyed the first mold .


    To fix this , I mixed it in a lot of smaller batches over a longer period of time . So instead of a quick 5 minutes a piece , it was spread out over about an hour . While it may seem logical that I could mix smaller amounts , one after another and just pour them in one after another , it didn’t work out that way . As each batch is mixed and poured in , it starts to heat up and cure , pouring in the following ones too fast causes a chain reaction where by it over heats and cures to fast , warping again .

    By mixing and pouring each partial ounce several minutes after the previous one , the layers were thinner , the previous layer would cure , heat up less , and start to cool off , letting the next layer cure at a slower pace , and reducing the heat and expansion .

    This reduced the air bubble dramatically , but not completely . STILL , the results are 1000% better than the old “epicast” resin vehicles many WH40Ker’s may remember form 20 years ago . Each one requires some light clean up after de-molding , but hey , it beats sitting for 3-4 days to cut 5-600 pieces of plasti card each .



    4) the more detail you put into it , the more likely you are to get air bubble .

    So while the hull looks bland , I also made a separate mold of some detail bits , that I can add to the hulls to add more variety later . Still got some air bubbles in some of the details casts , but nothing I can’t easily fix in clean up , and something I can also use for other models as needed
    devil

    5) the mold doesn’t hold up very well with these undercuts and details , so its just a simple fact that I will have to replace the mold before to long , and that each cast piece will require more and more clean up as time goes by .

    I plan to try a sturdier mold material next time , but that will have to wait till later , when I have time and cash to buy more latex . For now , this mold will do .

    6) the resin DOES expand , a little bit , even if pouring it in smaller quantities .

    As a general rule , when things heat up , they expand . The mixing of the 2 resin chemicals causes heat , the more you mix the hotter it gets , and the faster it cures , and the more it expands . NORMALLY , when a hot item cools , it shrinks . The problem here is that it’s a liquid that heats up , expands , and then hardens while its still hot and expanded .

    There was no real way to totally stop this in a 1 piece mold , so as a result I have to do a little clean up in the turret ring to make sure it fits smoothly . Nothing major , just about 30 seconds of light sanding and its all good !

    So after making this second mold , and casting from it , I see there were a few imperfections in the master that I didn’t notice until I primed it , and could see the shadows . I need to take care of them before I make another mold of it . Nothing horrible , nothing I cant live with in these test pieces , but my goal for the final product is to have the hull as perfect as possible , so that its requires little or no filling or clean up before being put in place .

    While not perfect , its still pretty cool IMHO , especially since I don’t play allies , and was doing this for the fun of trying the project , and not as a make or break project idea . I am chalking this up in the win column .

     

     

    Now to make this hull fit the medium walker body , and look right , I also cast a piece to fill the empty space inside the hull , to give a better gluing surface all around .





    I popped the lower hulls top off .




    I tried making the insert thinner , but it looked too flimsy , so I sanded a little bit out of the front to make the trench deeper and allow for a more appropriate looking insert .





    The hull sponson is NOT movable . Its all part of the solid cast hull . I made a small sponson mount to attach weapon barrels to , but to simplify the build , the back side is flat , not curved . To attach it to the hull , I pinned and glued it , and added in a bit of liquid green stuff to fill the gap as needed . The barrel mount piece is part of the detail bits mold I made .

    As far as playability , this walker project presented some interesting challenges , and opportunities .


    I refrained from trying any mods that would be over powered , like say 2 independent 17 pounders , which would make this walker the most powerful in the game , because of the target and damage opportunities that would open up .

    This walker is in some ways much weaker than the punisher/fireball heavy walkers , but also has some major advantages , most notably being its smaller target profile . One of the major drawbacks to a heavy walker is that because it takes up 4 squares , it requires a large area to move through , and it occupies a large area , allowing more enemy units to target it , once they are within range .

    By occupying only 1 square , this walker can only be targeted by units that can see that 1 square . It makes it much harder to hit , and thus has a greater survivability .

    While it does have 2 heavy weapons , this is some what off set in most variants in that it lacks the massive machine gun armaments that the allied heavy walkers have .

    Thus far , most of the variants we have proxied have been worth about 10 points (old point system ) , and while some may see that as excessive , you have to realize that adding in a second heavy weapon DRAMATICALLY changes the dynamic of the game for both sides .

    You will notice I have not fifnished painting the figure , this is an ongoing project . There will be atleast one or 2 more posts on it as it progresses , and we finish play testing the variants out .

    I chose to prime the figure to do the pics for it because the unprimed resin hull was to bright and shiney , so I was having to lower the exposure on my digital camera , which was making for crappy pics . by priming it , i was able to get better pics of the details







     












    I am REALLY not happy with the grate , so it will be covered over in the next mold . As it stands , once I soot it up it wont look bad , but I know its there , and it will bother me so .......









    so there you have it , MEDIUM-HEAVY COMBAT WALKER MH-7 ......PART 1
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    PANZER AUFKLARERLAUFER I-Q JONAS

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    PANZER AUFKLARERLAUFER I-Q JONAS

    With the increasingly widespread use of walkers in the major conflict zones , it was inevitable that battle fields would become more dynamic .

    A multi purpose mechanized armor unit was needed that could fill some of the new rolls that were becoming apparent as vital to the front line war effort .

    First was a need for a light , highly mobile light artillery unit that could give close support to infantry as it advanced .

    Second , a mobile unit able to strike and fade , for use to draw an enemy out , or hit and run strikes to disrupt enemy supply lines .

    And third , a light support artillery unit that could move up close enough , and quiet enough to get a decisive opening barrage to provide cover for infantry to move up behind and close to striking distance of the enemy .

    While high command had initially wanted a unit with a large bore artillery mount , a design submitted by Gorhieam Firma presented a design that incorporated a long barrel gravity fired , auto fed ,5 cm leGrW 36 .

    While not a traditional artillery weapon , it proved to be very effective in initial field testing on firing ranges at the factory facilities . The comparatively low noise produced by the mortars firing made it much harder to locate , especially at extended ranges .

    A major weakness was exposed in field tests in actual combat situations ; the mortars effective range becomes drastically hampered by close in fighting as its targeting gear tries to cope with the rapid changing target ranges on a moving platform . Most operators shift to manual targeting for targets closer than 100 meters . But even with this drawback , it is none the less proving to be a fantastic close in infantry support vehicle

    Pairing the mortar with an MG 44 gives the JONAS hitting power at short and medium ranges , allowing it to move in to support infantry , or stand off to protect important objectives .

     

     





    What would a WW2 based game be without mortars ?

    When I started looking at adding in mortars to the game , I had 2 trains of thought , first was to use the spigot mortar on the steel rain as a guideline , and the other was to look at using range “A” . each has its own merits , and its own drawbacks .

    First , I thought about the range “A” option . This makes sense in that mortars do have a really long range , but the major drawback is that I was worried it would become a game of artillery , with both sides piling artillery on in heaps . Which would really take away from the fun of the battle . Additionally , I think a lot of people get caught up in the “designers reality” loop : in reality , “X” weapon can do “X” , shoot at range ”X” , and cause ”X” damage . But this all relies on the idea of the weapon performing at its best , in the best conditions , with the best possible operators . The “actual reality” is that weapons are seldom used under those conditions , and seldom achieve their “designed” stats . Take for instance a generic infantry rifle , yes it could shoot a bullet 500+ yards , but under battle field conditions , most targets and shots were taken at only a fraction of that distance , so an in game statistic would be more like range 6 for actual combat effective range .

    While I DO see a potential addition to the game for “A” range mortars , like the 380MM one used by Japan , what I was looking for in this instance was a smaller infantry weapon that would not be out of place on a variety of battle field sizes such as those we play on .

    Next was the idea of the spigot mortar on the steel rain . This initially worked kinda ok , but we found that on small or large battle fields , it started to become a hindrance . On large battle fields , the max range was too limited , on small battle fields , the min range let the opponents get too close too fast . These wouldn’t have been as big an issue , except that because its primarily an anti infantry weapon , its not really designed to stand up to enemy vehicle fire .


    We originally played this out using infantry .

    As a result of play testing it on a variety of table sizes , originally we found it was a nice addition when played with a range of 2-5 or 3-6 . It wasn’t over powering , but wasn’t so limited as to make it undesirable .

    We ran into problems facing off against increasing numbers of allied armor 3 infantry . Their speed 2 and jump made them just too maneuverable , and left them too able to get behind the range limits of the weapon , or in the case of tank busters , too able to jump in to range and lay waste to the unit before it could really attempt to defend it self .

    So we tried widening the range to 2-6 , and found it allowed the units to act a little more aggressive , AND be a little more intimidating to opponents infantry to try and assault . But this came with a change of focus for the weapon . While the weapons load is good against infantry , its still not great , which is perfectly fine , since its smoke shells allow for mortar equipped units to block LOS which lets not just the unit with the mortar to advance across open terrain , but large numbers of other units as well . .

    We then tried it both on infantry squads , and with this walker as a vehicle mounted weapon . It works pretty good either way . a lot of the games I try new stuff out in , we use proxy figs . If something works , we will go through the effort to make/get figs to represent . I plan to add in infantry mortar squads , but haven’t found figs I want to use for it , so those will wait till later .

    We found that smoke rounds were pretty powerful , so after playing it through , we limited it to just 3 rounds , because on larger boards , it allowed for a couple turns of additional jockeying for position as LOS is blocked to units with range “U” .

    The smoke shells ability works in a similar way to the NCO smoke rounds , BUT with a few exceptions .

    First , we found that simply allowing the smoke round to be fired in addition to a regular round was a bit on the strong side because a squad could make a sustained attack , firing the mortar and any other weapons they had , and then pop smoke to stop retaliation . To tone it down a bit we made the “smoke shell” special skill attach to a weapon , and count as an attack with that weapon , but substituting the smoke shells effects instead of damage .

    This also means that smoke shells are effected by any other skills attached to that weapon ( such as “reload” on our tanks ) , and is limited to having the same range , instead of all the smoke shells having range “U” .

    I don’t generally like the idea of using units to “support” other units . I see that as a waste of points that could be used for more aggressive units , as nothing causes an opponent to panic as much as getting mauled . THIS unit is the exception to that policy . Its smoke rounds allow it to be supportive while moving forward to take position . Its weapons allow it to find and hold key points from infantry , but still be a serious threat that will tend to cause opponents to expend more resources to deal with .

    By no means is this a frontline charge in and kill’em all unit , but its proven to be a very good counter to ever increasingly deadly A3 infantry , which is still in short supply at this point in the games development .

    I wish this was another official unit , as I would love to have 3 in my collection , without having to take the time out of working on my other projects to build them .







































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    BERG MISCHLING

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    As the war has drug on , it has shifted farther away from a war of bullets , bombs , and tanks to a war of pencils , records , and supply sergeants .

    Nowhere is the issue of supply more apparent than those units that are far from friendly territory , who cant get regular supply runs ; and looking at the world map ; its apparent that each side has more than its fair share of such combat zones .

    But necessity has always bore the greatest inventions , and combat engineers and mechanics become ever more valuable as they work miracles in getting otherwise scrapped units ready to fight again .

    Walker tank hybrids have begun popping up on all sides , in most major combat theatres . In the fight or die circumstances that each force faces , combat mechanics and battle field engineers have salvaged anything they can , and its led to some truly bizarre creations . An ever increasing sight are hybrids that even combined walkers and tank parts salvaged from enemy units defeated in battle .

    The biggest drawback is pilots having to learn to drive a walker with totally different controls . But with the integration of tank parts , such as the gun mounts , it can also result in a much slower rate of fire , if auto feeds aren’t available for its weapon systems .

    Reffered to as “Fanken-tanks” by the allies , “Dvornyazhka” (mongrel) by the Sino-Soviets , and “Mischling” (mutt) by Axis commanders ; most crews of such units are treated as second class pilots . The units are seen as “better than nothing” gap fillers , with less than desirable combat capabilities .

    Because the salvaged walkers have had such a negative reception ; its not unheard of for a higher ranking officer whose walker has been hybridized , “commandeering” a lower ranking pilots ride , and forcing the lower ranked pilot to drive the scrap walker . BUT , on occasion , a hybrid walker crew will have sufficient success to earn a reputation and at least a certain degree of notoriety .


    Enter the Berge-Mischling ............

    With dwindling supplies available to the German expeditiary forces in West Africa , battle field mechanics have their hands full taking apart and rebuilding any vehicles they can get their hands on and rushing it back out to the front lines . As a result , nowhere are the “mutts“ more prevalent than in the west African units .

    Needing to be able to recover and repair vehicles ASAP , the battle field engineers and mechanics took to building a specialty vehicle out of what they had on hand , to help them in their tasks .

    With all the punishment that an allied heavy walker can take , its no coincidence that opponents have to pretty much destroy them to neutralize the threat , thus those that ARE left behind by retreating allied units usually are nothing more than slag .

    With an ever greater premium being placed on recovery and repair , the need for larger ARVs is felt on front lines every where . Where as a crippled tank can usually be towed , walkers often have to be partially disassembled and placed on trucks to be hauled to repair facilities .

    First appearing in the German Expeditiary forces in Africa , this salvaged ARV design is proving to be worth its weight in VK . Variants are cropping up on all major battle fronts where the axis and allies face off against one and other .

    Having a heavy ARV has allowed German forces faster recovery of lighter walkers , and increased recovery and repair on Heavy walkers . Its cargo capacity allows for rapid deployment of mechanics , as well as spare parts and scrap to be carried back for recycling after a battle .

    Because of the ferocity with which the war is being fought , and the desperation for raw materials and manufacturing facilities , the German high command has so far refused to approve the development and production of a heavy ARV , but some are starting to reconsider that policy based on the results that the heavy ARV are achieving .

    Despite the stigma that most Mischling crews operate under , crews of the Berge-Mischling are seen as life savers by troops and commanders alike . With the impact that a heavy ARV can have on a battle , Allied and Sino-Soviet commanders have issued orders prioritizing the heavy ARVs as targets , and have even attempted commando raids to try and destroy them . As such , axis commanders generally only deploy Berg-Mischlings where they are needed most ; when large battles are planned .

    Rumor has it that allied and Sino-Soviet planners are working on heavy ARV’s of their own , for limited production and deployment

     

     

    WHO LET THE MUTTS OUT ?!?!? WHO? WHO? WHO?  

    I LOVE the look of the allied heavy walker , and wanted to find a way to ad one to my German forces , but don’t want to blur the lines of the factions . While I had envisioned this design with a 8.8 in the tank turret , with the reload ability , I didn’t want something that was just too close of a rip on the walker made by another company for their alt history WW2 game .

    So I decided to go with a recovery vehicle . Especially after seeing a pic of what was termed the Bergetiger .

    http://en.wikipedia.org/wiki/Bergetiger

    http://www.google.com/search?hl=en&q=bergetiger+tank&gs_sm=1...

    While there is plenty of good supporting evidence to suggest that the “Bergtiger” is NOT an ARV . I liked the look of it , and wanted something that similarly looked like it was put together by battle field engineers as opposed to something factory direct .

    I wanted to dramatically change the weapons load to make it more of an engineering vehicle , and less of the monster that the original is in the game . I decided on a regular flamer , and an MG44 .

    If I were an allied player , I would have just bought a Mickey ARV to use the turret , and make this an allied ARV .

    I don’t really plan to play it much , and see it mostly as a scenario objective …….. And something that was a lot of fun to build arrrh


    Popping this walker aprt very much made me thing of shucking crabs . You will notice the kelly green spots on the unpainted walker , thats the color the paint turns when you apply a brazing torch devil
































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    VEHICLE UPDATES ....

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    Since the official rules for transport came out , i am updating my vehicle cards . here is the first batch , more will follow .....







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