Post by Cilionelle on Mar 22, 2011 5:54:49 GMT -5
Before I get to the Detachment type, lemme just say, I think in systems. Not often well enough to do it for a living or anything, but I enjoy working with systems. The following comes from that. While it is sketchy, I’ve tried to make it as balanced as possible, as the “Rationale” section below will highlight. I’m definitely missing stuff, be it balance issues, spelling mistakes, overlooked numbers or difficulties, but I hope that I can humbly submit this for honest critique and comment.
Thanks for reading!
Cilionelle
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Mounted Infantry Detachment
Although the use of mounted infantry has waned as the war has worn on, there still exist specialist detachments that make use of mounted troops, from the Arab Legion in North Africa to the Kazaks of Russia, and even the dreaded SS Knights of the Reich.
Detachment Composition
1 Elite Selection, 2 Veteran Selections, 3 Regular Selections
Heroes
One individual may be upgraded to a Hero as long as the individual has this option. One other individual may be upgraded with the Mounted Hero type.
Restrictions
At least half of the units in the detachment (round up) must be of the Mounted Infantry, Support or Specialist troop types.
Vehicles
None.
Special Orders
Mounted Infantry Detachments may select one (1) Special Order from the following options:
Anti-Tank Grenades, Anti-Tank Weapons, Artillery Support, Broken Axle, Change of Orders, Coordinated Attack, Disbelief, Faulty Technology, Fix Bayonets, Keep Moving, Miscommunication, Molotov thingytails, Momentum, Covering Fire, Out of Ammo, Regroup, Sandbags, Scouts, Shaped Charges, Spy, Stand and Take It, Stand Your Ground, Sticky Bombs, Stragglers, Surrender, Surveyed Ground, Tertiary Objective
Options
Players have the option of removing one unit selection and exchanging it for the following: another unit selection of a lower training level, upgrade an additional Individual to a Hero, select an additional special order, or upgrade an existing unit’s training level (TL) by one level (e.g., Green to Regular).
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Rationale
I created a pattern to weighting the detachments, based on their slots, restrictions, vehicles, heroes, special orders and options. TLs were weighted as four points for Elite units, three for Veteran, two for Regular and Greens, one. Restrictions were weighted to be no points for “Half must be...” and two points for “None”, with point for both the Support and the Occult Detachments, which have better than usual restrictions.
There were four detachments under the 18.6 average, the Cavalry (at 18), with its two vehicles of any role other than Tank, the Recon detachment (18), the Support (18) with its added support units (tank killers, anyone?) and the Tank Detachment itself. That one is an interesting case, only scoring 14 with the criteria above. Given the now-prevalent options for tank hunting and the extra difficulties a tank has in hitting (not killing...) non-tank models, this seems quite low. And of course, it brings the average down considerably, from 19.1 to 18.6.
There were six detachments over the average: the Command (with an exceptional 21, mainly from having two heroes and two options as a starting point), the Experimental (20), the Occult (again with 20), and the Infantry and Motorised Infantry detachments both sitting on 19, close to the average.
I wanted the Mounted Infantry to be on par with the other detachments, but it seems that there is a little bit of “feel” or “instinct” involved (the Darkson guys can correct me about this, of course) in balancing detachments. Obviously, heroes can unbalance the detachment no end, and so can vehicles. Not just heavy vehicles, either (in the Tank Detachment, you’re spending one of your option or your Special Order just to get something other than a Light Tank). Anything with 6+ armour and a weapon is a dangerous tool, which can cover a lot of the board from the very first turn. Mounted infantry have that ability too, but the armour of individual models is lacking significantly, as are the anti-armour options. One must bring a Hero with an anti-tank weapon or a support unit that alters the mobility of the detachment.
I also had to very much resist the urge to make the Mounted Infantry detachment better than the current options for playing a mounted force.
There are currently no Green Mounted Infantry models, so it was decided to have no Green slots in the force. The 1E/2V build mirrors the Command & Veteran detachments, but with one less Regular slot than the Veteran (given the mobility) and one more than the Command (given no vehicles). Limiting the detachment to 2 heroes, one of which must be the Mounted Hero, meant that there was definite shove towards mounting the entire force. Much like the Command detachment’s vehicle situation – there is no requirement to take the vehicle, just as there is no requirement to mount your whole force.
So, the Mounted Infantry detachment hits 20 in the criteria above (and I still can’t make my dream list... sigh!).
The Numbers
Cavalry (1V, 2R, 2G, 1 Hero, No restrictions, 2 Vehicles, 1 Special Order, 1 Option) 18
Command (1E, 2V, 2R, 2 Heroes, “Half...”, 1 Vehicle, 2 Special Orders, 2 Options) 21
Experimental (1E, 1V, 3R, 2G, 1 Hero, No restrictions, None, 1 Special Order, 1 Option) 20
Infantry (1E, 1V, 3R, 3G, 1 Hero, “Half...”, None, 2 Special Orders, 2 Options) 19
Motorised Infantry (1V, 3R, 3G, 1 Hero, "Half...", 1 Vehicle, 1 Special Order, 1 Option) 19
Occult (1E, 1V, 3R, 2G, 1 Hero, Occult+, None, 1 Special Order, 2 Options) 20
Recon (2V, 3R, 2G, 1 Hero, "Half...", 1 Vehicle, 1 Special Order, 1 Option) 18
Support (1E, 1V, 3R, 2G, 1 Hero, "Half..."+, None, 1 SO, 1 Option) 18
Tank (1V, 2R, 2G, 1 Hero, "Half...", 1 Vehicle, 1 SO, 2 Options) 14
Veteran (1E, 2V, 4R, 1 Hero, "Half...", None, 1 SO, 1 Options) 19
Average 18.6
Thanks for reading!
Cilionelle
----------
Mounted Infantry Detachment
Although the use of mounted infantry has waned as the war has worn on, there still exist specialist detachments that make use of mounted troops, from the Arab Legion in North Africa to the Kazaks of Russia, and even the dreaded SS Knights of the Reich.
Detachment Composition
1 Elite Selection, 2 Veteran Selections, 3 Regular Selections
Heroes
One individual may be upgraded to a Hero as long as the individual has this option. One other individual may be upgraded with the Mounted Hero type.
Restrictions
At least half of the units in the detachment (round up) must be of the Mounted Infantry, Support or Specialist troop types.
Vehicles
None.
Special Orders
Mounted Infantry Detachments may select one (1) Special Order from the following options:
Anti-Tank Grenades, Anti-Tank Weapons, Artillery Support, Broken Axle, Change of Orders, Coordinated Attack, Disbelief, Faulty Technology, Fix Bayonets, Keep Moving, Miscommunication, Molotov thingytails, Momentum, Covering Fire, Out of Ammo, Regroup, Sandbags, Scouts, Shaped Charges, Spy, Stand and Take It, Stand Your Ground, Sticky Bombs, Stragglers, Surrender, Surveyed Ground, Tertiary Objective
Options
Players have the option of removing one unit selection and exchanging it for the following: another unit selection of a lower training level, upgrade an additional Individual to a Hero, select an additional special order, or upgrade an existing unit’s training level (TL) by one level (e.g., Green to Regular).
----------
Rationale
I created a pattern to weighting the detachments, based on their slots, restrictions, vehicles, heroes, special orders and options. TLs were weighted as four points for Elite units, three for Veteran, two for Regular and Greens, one. Restrictions were weighted to be no points for “Half must be...” and two points for “None”, with point for both the Support and the Occult Detachments, which have better than usual restrictions.
There were four detachments under the 18.6 average, the Cavalry (at 18), with its two vehicles of any role other than Tank, the Recon detachment (18), the Support (18) with its added support units (tank killers, anyone?) and the Tank Detachment itself. That one is an interesting case, only scoring 14 with the criteria above. Given the now-prevalent options for tank hunting and the extra difficulties a tank has in hitting (not killing...) non-tank models, this seems quite low. And of course, it brings the average down considerably, from 19.1 to 18.6.
There were six detachments over the average: the Command (with an exceptional 21, mainly from having two heroes and two options as a starting point), the Experimental (20), the Occult (again with 20), and the Infantry and Motorised Infantry detachments both sitting on 19, close to the average.
I wanted the Mounted Infantry to be on par with the other detachments, but it seems that there is a little bit of “feel” or “instinct” involved (the Darkson guys can correct me about this, of course) in balancing detachments. Obviously, heroes can unbalance the detachment no end, and so can vehicles. Not just heavy vehicles, either (in the Tank Detachment, you’re spending one of your option or your Special Order just to get something other than a Light Tank). Anything with 6+ armour and a weapon is a dangerous tool, which can cover a lot of the board from the very first turn. Mounted infantry have that ability too, but the armour of individual models is lacking significantly, as are the anti-armour options. One must bring a Hero with an anti-tank weapon or a support unit that alters the mobility of the detachment.
I also had to very much resist the urge to make the Mounted Infantry detachment better than the current options for playing a mounted force.
There are currently no Green Mounted Infantry models, so it was decided to have no Green slots in the force. The 1E/2V build mirrors the Command & Veteran detachments, but with one less Regular slot than the Veteran (given the mobility) and one more than the Command (given no vehicles). Limiting the detachment to 2 heroes, one of which must be the Mounted Hero, meant that there was definite shove towards mounting the entire force. Much like the Command detachment’s vehicle situation – there is no requirement to take the vehicle, just as there is no requirement to mount your whole force.
So, the Mounted Infantry detachment hits 20 in the criteria above (and I still can’t make my dream list... sigh!).
The Numbers
Cavalry (1V, 2R, 2G, 1 Hero, No restrictions, 2 Vehicles, 1 Special Order, 1 Option) 18
Command (1E, 2V, 2R, 2 Heroes, “Half...”, 1 Vehicle, 2 Special Orders, 2 Options) 21
Experimental (1E, 1V, 3R, 2G, 1 Hero, No restrictions, None, 1 Special Order, 1 Option) 20
Infantry (1E, 1V, 3R, 3G, 1 Hero, “Half...”, None, 2 Special Orders, 2 Options) 19
Motorised Infantry (1V, 3R, 3G, 1 Hero, "Half...", 1 Vehicle, 1 Special Order, 1 Option) 19
Occult (1E, 1V, 3R, 2G, 1 Hero, Occult+, None, 1 Special Order, 2 Options) 20
Recon (2V, 3R, 2G, 1 Hero, "Half...", 1 Vehicle, 1 Special Order, 1 Option) 18
Support (1E, 1V, 3R, 2G, 1 Hero, "Half..."+, None, 1 SO, 1 Option) 18
Tank (1V, 2R, 2G, 1 Hero, "Half...", 1 Vehicle, 1 SO, 2 Options) 14
Veteran (1E, 2V, 4R, 1 Hero, "Half...", None, 1 SO, 1 Options) 19
Average 18.6