Destroyed Tanks

By Siegfried Westphal, in Dust Tactics

Wouldn't it be an idea to leave destroyed tanks on the board as HARD COVERS for the rest of the game. Only when repaired they come back into game? Maybe mark them when destroyed with a tokken or a piece of cotten wool.

Siegfried Westphal said:

Wouldn't it be an idea to leave destroyed tanks on the board as HARD COVERS for the rest of the game. Only when repaired they come back into game? Maybe mark them when destroyed with a tokken or a piece of cotten wool.

i suppose you could , BUT

1) then you would have to go out and buy tanks which are fairly expensive , and unless you are lucky enough to get some diecast ones , you would have to assemble .

2) most tank models are fairly large in the square so actually useing them for cover is probelmatic getting all the figs in the square

3) bringing them back would kinda draw out the game . sure for a special scenario once in a while , but that maks reapir overly powerful , and would favor tank heavy armies .

and while you could do it with walkers , #3 still applies .

Not the first time this has been mentioned, anybody tried it. I wouldn't bring destroyed walkers back as that could upset the scenario, destroyed walkers are easy to represent, just leave the turret or body on the square.

If you did leave the carcass of a mech behind, it could not count as undestroyable, if it was an obstacle at all. A mech wreck in a one square passage for instance could end the possibility of a scenario being completed. It would/should either count as only LOS blocking, or an obstacle that could be removed by even foot troops.

Here's an idea: To represent the remains of the destroyed walker, when one loses it's last wound roll a die:

On a "Hit" it's a Tank Trap. Follow all rules for Tank Traps including their stats of Tank 5 and 4 wounds.

On a "Miss" it's a Crate. Follow all the rules for Crates including their stats of Tank 3 with 2 wounds and ability to be crushed by Walkers.

This pretty easily solves the problem of removing them entirely and throws a little randomness into the mix.

Major Malfunction said:

Here's an idea: To represent the remains of the destroyed walker, when one loses it's last wound roll a die:

On a "Hit" it's a Tank Trap. Follow all rules for Tank Traps including their stats of Tank 5 and 4 wounds.

On a "Miss" it's a Crate. Follow all the rules for Crates including their stats of Tank 3 with 2 wounds and ability to be crushed by Walkers.

This pretty easily solves the problem of removing them entirely and throws a little randomness into the mix.

Sounds like a good idea.

except that it becomes easy to forget what is what when you have lots of tank carcasses on the board .

I think its a good idea, but leaving dead tanks may cause problems with the command squads special abilities.

GrandInquisitorKris said:

except that it becomes easy to forget what is what when you have lots of tank carcasses on the board .

Not really, as well as bits of mech, you can also just have a piece of paper with soft written on it or also place an ammo crate on the square.

Jiltedtoo said:

I think its a good idea, but leaving dead tanks may cause problems with the command squads special abilities.

Yup it might do, I have more than enough mechs now and have yet to field all 5 at the same time, so have spares. It also depends on the scenario and it might be better to use one of the command options. Last night we were playing the 1st landing craft scenario on Cyclone, I spent all game trying to get an extra move in to reach the objective.

I can see if you are leaving wrecks to block LOS or movement, which I think would cause problems with scenarios. But to use destroyed tanks for cover, who is going to run over to hide behind or under a tank that was just hit? "Hey guys Hot Dog was just hit, everyone run over and hide underneath it". "But Sarge, aren’t we worried about exploding ammunition and that tank of fuel strapped on the back?"......

happy.gif LOL...OK, and no picknick in the minefield please... LOL... but come on, we don't have to argue about realism in such a game..ha?!. Using them as cover worked in our open games... but not really in the scenarios.