What a tanker

Started by Jim Ando, 06 May 2018, 08:43:04 PM

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Maenoferren

Thanks for the replies everyone 👍
Sometimes I wonder - why is that frisbee geting bigger - and then it hits me!

Lord Kermit of Birkenhead

Played just before Christmas. We started with 2 Shermans and a Cromwell, vs 3 Panzer IV. Good luck demolished a Pnz IV, and we repalced it. Think the game ended with a Stug, Pnz III, and Pnz 38(t), vs the Cromwell, a Valentine and a Stuart.

Gerat fun, in 15mm.

IanS
FOG IN CHANNEL - EUROPE CUT OFF
Lord Kermit of Birkenhead
Muppet of the year 2019, 2020 and 2021

Wulf

Quote from: Orcs on 11 January 2019, 07:29:32 PM
The campaign will only work if you start together and progress roughly at the same speed as other wise you end up with an A10 v a Panzer 4 f2 or worse
We found the campaign was way too slow and way too easy to crash out of when a tank gets critically killed, resetting all progress. We're using these rules:

Each non-critical kill gains 1 Kill Ring
Each critical kill gains 2 Kill Rings
Each battle fought inflicting one or more critical hits awards a minimum of 1 Kill Ring (but no additional Kill Ring if an actual kill is achieved)
Each kill of a tank of a higher Level awards an additional Kill Ring

5 Kill Rings are needed to achieve Ace Status
Ace tanks gain +1 Initiative and may change any COMMAND die into any other die except a WILD DIE, in addition to any other abilities.
5 Kills Rings can be 'traded in' to change to a tank of the next Level, or 10 for one 2 levels higher, etc.
Trading in Kill Rings loses Ace status, but if the tank is later traded in for one of the initial Level, Ace status is regained (and 5 Kills Rings recovered).
Each Kill Ring grants one Tanker Card. In addition, every tanks starts a battle with one additional card. Any 2 cards may be traded in for any other desired card.

Tanks killed by a critical kill can roll a 'save' for every Kill Ring - roll 1 D6 per Kill Ring, a 5 or 6 saves (some of the experienced crew survived)
Killed tanks can be replaced by any tank of the same Level or lower, even if it costs more points, but still preserves balance between sides. A killed tank which retains Ace status may then trade in 5 (or more) Kill Rings to upgrade as normal.
If an upgrade leaves one side with a superiority of more posits than the least cost tank available to the opponent, the opponent may add that tank to their force..

10 battles or one force upgrading all tanks to the next level (or higher) ends a year. Tanks of unavailable Level are upgraded free with no loss of Kill Rings, upgrading to any tank that preserves the balance of points.