Munitions Specialisation Tokens

By beresford, in Tide of Iron

Looks like these haven't been thought through (why am I not surprised):

1. There seems to be no prohibition against half-tracks firing all the ammo types.

2. All the ammo types except Smoke are anti-vehicle rounds. What if I decide I want to fire at infantry?

beresford said:

Looks like these haven't been thought through (why am I not surprised):

1. There seems to be no prohibition against half-tracks firing all the ammo types.

2. All the ammo types except Smoke are anti-vehicle rounds. What if I decide I want to fire at infantry?

1.) Oh, does it really say "vehicles"?

2.) Then you just fire normally I suppose.

I never use the special ammo. I would like to see it in a specifically designed scenario where e.g. Tigers would routinely score kills against T34's at long ranges or so and when this is intended (So in this case only the German Tigers could be outfitted with this ammo, no other tanks, no Soviets...)

. I generally feel the weapons in TOi are already potent enough, so I feel the extra additions make the firepower too high, i.e. having unwanted effects and spoiling the fun of the game. Maybe I'm wrong, but that's how it seems to me.

What I meant is, what happens if I place (say) an AP-B token next to a vehicle but decide during the Action Phase that I want to fire at infantry?. The rules say "The next time the unit attacks, the token must be flipped over, and any effect must be applied to the attack". I suppose you could argue that you do this and there is NO effect (including prohibiting long-range atatcks with HE) because the target is not a vehicle.

beresford said:

What I meant is, what happens if I place (say) an AP-B token next to a vehicle but decide during the Action Phase that I want to fire at infantry?. The rules say "The next time the unit attacks, the token must be flipped over, and any effect must be applied to the attack". I suppose you could argue that you do this and there is NO effect (including prohibiting long-range atatcks with HE) because the target is not a vehicle.

That sounds logical and if I used them, that's how I'd play them.

Yeah, same here.

I like the idea of various types of ammo with different effects (especially the smoke round!), but I would definately slap some house-rules on it as well ... which is no big deal because they are optional rules anyway. The first change would be that the player can decide when and if he wants to use the special ammo ... because it makes sense.

cool.gif

I would also change the HE round, cuz it is ûberpowerfull.