One of the biggest difficulties of adding rules to an existing rule set is to make it as: playable, tactically interesting and as integrated as possible. I hope my initial proposal meets those criteria. The units proposed are based on what I have.
+++ These rules are a V1 to be improved upon +++
General Rules:
°All ground troops have an Altitude Value of 0.
°One of the great things about this game is the three phase card system. Which for me covers the notion of «*Initiative/reaction time*» to the game mechanics. The dilemma I have is that certain ground troops have a much higher «*initiative/reaction time*» than anything else on a battle field. So with that in mind I feel that certain units should not use the three card system and be able choose their Maneuver cards freely each turn.
°All Ground troops are counted as «*objectives*» for a Tripod. (T&T pg10, Destroy Objective) Which I find an interesting concept, the human player may add as many ground troops as he/she wants, but that will add more potential energy for the Tripods.
°Just like Tripods I propose Action Cards for certain units, that follow the same rules (T&T rulebook: pg10).
°If a Damage Card with the explosion icon is drawn, simply remove the unit. This reflects the devastating level of martian fire power.
Unit : Infantry
My thoughts.
° I can’t imagine that WW1 standard infantry weapons would do anything against the Tripod shield technology so a damage deck without the T&T «*Smaller special damage icon*» in the upper right corner makes more sense to me. This also means a shorter effective range.
° Considering how «*light*» infantry is, it should have a 360° Firing Arc, a very low Damage Resistance and have a 360° Movement Arrowhead.
Movement : Deck : TA 3/15 : TA 14/15. Choose each phase.
Damage Deck : Wing of Glory, Deck B
Wounds : 1
Firing Range: airplane ruler. Short Range, using one hidden Damage Card.
Action Cards:
° Take Cover! May only be used if the unit chooses a «*stationary*» Maneuver card. Reduce any damage taken this phase by 1 point. The unit may not Fire.
° Double Time! May only be used if the unit chooses a «*Movement*» Maneuver card. Once the first movement is completed move again, following all normal rules. The unit may not Fire.
° Take Aim! May only be used if the unit chooses a «*stationary*» Maneuver card. The player of the target draws and reveals one damage card: if it is a 0, the player draws a second card (this time without revealing it).
Unit : Heavy Machine Gun
My thoughts.
° Used the same rules as the Machine guns on the planes, notably the single gun on the Nieuport 16.
° Needs a special maneuver to «*pack up and move out*» to show the speed it would take to redeploy/ deploy. But should have the same level of initiative as infantry. So with that in mind I feel that HMG should not use the three card system and be able choose their cards freely each turn
° Needs a reload mechanism. Use the «*recovery*» counters as «*ammo*» counters. An ammo box has 5 counters before it needs to use a «*Re-load*» special card.
° It should have a 90° forward Firing Arc, a very low Damage Resistance and have a 360° Movement Arrowhead.
Movement : Deck : TA 3/15 : TA 14/15. Choose each phase.
Damage Deck : T&T, Deck B
Wounds : 1
Firing Range: Airplane Ruler.
Action Cards:
°Pack up!/ Set Up! : May only be used if the unit chooses a «*stationary*» Maneuver card.
- Place a counter on this unit, it may now choose to move as infantry. The unit may not Fire.
- Remove the counter on this unit to face any direction. The unit may now fire.
°Re-load : May only be used if the unit chooses a «*stationary*» Maneuver card. Add up to a maximum of 5 ammo counters to this unit.
°Fire : May only be used if the unit chooses a «*stationary*» Maneuver card. Remove a single Ammo counter, then follow the normal rules for firing.
°Take Cover! May only be used if the unit chooses a «*stationary*» Maneuver card. Reduce any damage taken this phase by 1 point.
°Change Facing : May only be used if the unit chooses a «*stationary*» Maneuver card. Pivot the unit to face any direction.
Unit : 75mm Field Gun
My thoughts:
° due to the size, weight and time needed to deploy it should not have a movement value. In terms of game play it should be able to pivot.
° I am a bit at a loss as to the number of phases needed to re-load, one phase minimum that is for sure but I am tempted to put two, which means one shot per turn.
° The effective range is around 6000 meters which at 1/144 scale is around 42 cm, I feel a range of 40cm with half range at 20cm would be a good place to start.
° The T&T damage deck D (same as the rockets).
° Forward Firing no «*Arc*» , use the tape-measure the same way the as Airplane Ruler directly ahead and if an edge of the tape can reach any point of the enemies base, the shot hits.
° a low damage resistance that takes into account the defense provided by the gun itself.
Movement : -
Damage Deck : T&T, Damage Deck D
Wounds : 3
Firing Range: Tape-measure, 40cm.
Action Cards:
°Fire! : May only be used if the Unit no longer has any recovery counters active. Once fired place two recovery counters next to the unit.
°Re-load : remove a single recovery counter.
°Take Cover! : Reduce any damage taken this phase by 1 point.
°Change Facing : Pivot the unit up to 90°.
Unit : Renault FT «*light tank*»
My thoughts:
° two choices of weapons here (from Wiki) either a 37mm gun or a Machine gun, both of which we already have rules for.
° The «*Light tank*» is a vehicle and has the same level of Initiative/Reaction Time as planes and Tripods, so it should use a console and the three phase card system.
°The turret gives the unit a 360° Firing Arc.
°The damage resistance needs to be high thanks to the armor, but not as high as a plane due to the units’ much lower speed.
°This unit should have a «*base*» like the airplanes.
Movement : Deck TA (remove 11/15)
Damage Deck : T&T Damage decks. 37mm gun; Damage Deck D. The Machine gun; Damage Deck B
Wounds : 5
Firing Range: Airplane ruler
Action Cards:
°Change Facing : May only be used if the unit chooses a «*stationary*» Maneuver card. Pivot the unit up to 90°.
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