fattdex
Lieutenant
Halt! Hammerzeit!
Posts: 464
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Post by fattdex on Jan 9, 2009 22:38:16 GMT -5
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fattdex
Lieutenant
Halt! Hammerzeit!
Posts: 464
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Post by fattdex on Jan 9, 2009 23:26:31 GMT -5
how about... Army: British Airborne, Soviet (Lend-Lease) Type: Regular Armour Role: Heavy Recon (Usage? remove an additional unit to upgrade Medium Recon to Heavy Recon; wait and see what the tank usage rules are in the Occult expansion book) Crew: Driver, 2 Gunners Armament: 2 Pounder gun (turret), 7.92 mm Besa machine gun (co-axial) M 6 RC 4+ CC 4 A 8 S 8 DR 5 W 4 H 2 Special attributes: Tracked, Enclosed compartment Crew attributes: Regular Infantry; Obstinacy (British) M 2 RC 4+ CC 2 A 3 S 2 DR 4 W 1 Crew Equipment: Rifle No.4 (British), PPSH-41 (Soviet) Tank Armament: 2 Pounder gun Range: 72 Strength: 6+d6 ROF: 1:1 Attributes: Armour piercing
Besa Machine Gun Range: 36 Strength: 4+D6 ROF: 3:1 Attributes: Co-axial, Belt Fed Co-axial: If the turret weapon gunner uses action points to fire upon a unit, The co-axial weapon gunner must target a unit within 4 inches of that unit after the main gun has fired. If the main turret weapon gunner does not use action points to fire upon a target, the co-axial gunner may choose its own target at will. The Mk VII Tetrarch light tank was a British design of tank produced during the Second World War initially for reconnaisance purposes but used by airborne forces. Tetrarch tanks under the Airborne Armored Reconnaissance Regiment, 6th Airborne Division were landed by Hamilcar glider as part of Operation Overlord. As part of the Lend-Lease program, the British government began supplying war materials to the USSR, which in early 1942, included a shipment of 20 Tetrarch light tanks.
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DFlynSqrl
Corporal
Have jetpack, will travel.
Posts: 137
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Post by DFlynSqrl on Jan 10, 2009 23:05:15 GMT -5
I wonder if a angry sturmaffe can bend the main gun on some of these tanks. (sorry a little off topic).
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fattdex
Lieutenant
Halt! Hammerzeit!
Posts: 464
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Post by fattdex on Jan 11, 2009 4:37:40 GMT -5
Easily, I'd say- it would have been a great diorama for the painting contest! On topic, I'll try to playtest the tank when I get the brits, and if I can ever get another game in (must have been 6 months by now )
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Post by Darkson on Jan 11, 2009 20:38:52 GMT -5
We encourage this kind of stuff... Please have at it and let us know how the rules play.
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Post by Herrgeist on Jan 15, 2009 12:07:59 GMT -5
So will removing two selections make you able to upgrade to a heavy vehicle? I mean I see that is what he is suggesting, but does Darkson have a ruling on this? Also the German 38t is very close to this in stats, so with a small change of a MG for the co-axial gun and stg44 for the troops I would see it being the same
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Post by muddypaw on Jan 15, 2009 12:57:42 GMT -5
I'd be very interested to see how the testing on this plays out. A Tetrarch would make a lovely addition to my paras force. A glider landed tank seems to fit in perfectly with the whole Weird War concept ;D
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fattdex
Lieutenant
Halt! Hammerzeit!
Posts: 464
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Post by fattdex on Jan 15, 2009 22:57:51 GMT -5
Also the US M22 Locust is almost the same, but not sure if there is any model in scale!
Both Gas.Oline quarter kit and Cheiftan Models make a 28mm scale compatible tetrarch, so that's the one I chose as a light tank for the brits (and field dropping tanks from gliders is such a crazy concept).
Removing an extra unit is just something i'm going to try for balancing, it really does not not have amazing stats but having two decent guns and three crew should make up the difference.
Might do stats for Brit German (got confused with crocodile!) Flamingo flame tank later.
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Post by Herrgeist on Jan 16, 2009 8:08:22 GMT -5
Well removing a selection upgrades from light to med. So you were right, the first time I read it, it just sounded strange to me. it really does not not have amazing stats And of course, they were light scout tanks. 38t Army: Wehrmacht/SS Type: Regular Armour Role: Heavy Recon Crew: Driver, 2 Gunners, Gunner/Loader Armament: 37.2 mm Skoda A7 gun(turret), MG34 machine gun (co-axial), MG34 (forward arc) M 5 RC 4+ CC 4 A 9 S 8 DR 5 W 4 H 2 Special attributes: Tracked, Enclosed compartment Crew attributes: Regular Infantry; Wehrmacht/SS M 2 RC 4+ CC 2 A 3 S 2 DR 4 W 1 Crew Equipment: STG44 Tank Armament: 37.2 mm Skoda A7 gun Range: 72 Strength: 6+d6 ROF: 1:1 Attributes: Armour piercing, Reload MG34 (turret) Range: 36 Strength: 4+D6 ROF: 3:1 Attributes: Co-axial, Belt Fed Co-axial: If the turret weapon gunner uses action points to fire upon a unit, The co-axial weapon gunner must target a unit within 4 inches of that unit after the main gun has fired. If the main turret weapon gunner does not use action points to fire upon a target, the co-axial gunner may choose its own target at will. MG34 (bow) Range: 36 Strength: 4+D6 ROF: 3:1 Attributes: Belt Fed Forward Arc (90 Degrees)
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fattdex
Lieutenant
Halt! Hammerzeit!
Posts: 464
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Post by fattdex on Jan 16, 2009 10:04:40 GMT -5
Nice model! the reason I didn't have a crack at the 38t was because it had 4 crew/2 mg's but aside from that it's very similar.
If you wanted to include all MG's and crew you could probably make the Skoda A7 gun 1:2 (the armour piercing and range are just about the same as the 2 pounder gun anyway with armour piercing shells, but I think the 2 pounder had a higher rate of fire), keep one MG co-axial and add the bow mg as a forward arc (90 degree) weapon.
Also, the 38 (t) was slower and heavier than the Tetrarch, and later Ausf. E models had up to 50mm armour in places- perhaps you could change it to M: 5, A: 9?
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Post by Herrgeist on Jan 16, 2009 10:23:22 GMT -5
sounds great.... I made the changes
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fattdex
Lieutenant
Halt! Hammerzeit!
Posts: 464
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Post by fattdex on Jan 16, 2009 10:44:22 GMT -5
Actually I just had another thought...
Maybe the A7 could be 1:1, reload Maybe the crew could be crew:4 (driver, gunner [a7], gunner / loader [turret MG], gunner [bow mg])
This way it can get off two A7 shots off in one turn if the turret mg gunner assists 2 relaod AP's, it can get one a7 shot a turn and one turret mg shot a turn if the a7 gunner and turret mg gunner use 1 ap each reloading, or the turret mg gunner can use 2ap to fire if the a7 gunner spends his turns 2ap loading the gun that turn, etc.
That sort of naturally balances it back against the tetrarchs firepower in terms of shots fired per turn, the only main difference being that you get 4 crew members when they bail from the tank, which is no big deal really.
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Post by Herrgeist on Jan 16, 2009 11:16:13 GMT -5
yeah I totally agree, I like it
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