Thoughts on Stats for Panzer Prinze?

By reptilebro1, in Dust Tactics

I was thinking he would be the Axis version of Rosie. Any other thoughts of what he he may or not may not be able to do?

I was actually thinking of him as a Mech upgrade, being Panzer Prinz, he should really ride in a Panzer. For 2/20pts (maybe?) he counts a a Command Squad (well his Mech does) which effects Mechs(including his own) only. He doesn't give any wounds bonus.

I like the idea of him maybe making a walker officer and be able to issue an order to a walker, but unfortunatly if he is supposed to be in the walker I would not be able to use the model and I really like the model. how about maybe something more along the lines of bot hunter and officer. since he would only maybe have a pistol his points could even out in that way.

Attach him to a command squad maybe for the radio ability?

No, I really can“t see him outside a walker. I would say he could give the walkers the radio ability for calling in indirect artillery strikes. You could place him on the tile with the walker so everybody can see the amazing model.

reptilebro1 said:

I like the idea of him maybe making a walker officer and be able to issue an order to a walker, but unfortunatly if he is supposed to be in the walker I would not be able to use the model and I really like the model. how about maybe something more along the lines of bot hunter and officer. since he would only maybe have a pistol his points could even out in that way.

Attach him to a command squad maybe for the radio ability?

Sure you can, you could have him sticking out of the hatch or even posing dramatically standing on top.

Major Mishap said:

reptilebro1 said:

I like the idea of him maybe making a walker officer and be able to issue an order to a walker, but unfortunatly if he is supposed to be in the walker I would not be able to use the model and I really like the model. how about maybe something more along the lines of bot hunter and officer. since he would only maybe have a pistol his points could even out in that way.

Attach him to a command squad maybe for the radio ability?

Sure you can, you could have him sticking out of the hatch or even posing dramatically standing on top.

Panzer Princess?

Jet%20Drives%20Tank.JPG

hahahahahahahahahaha panzer princess. tank girl is pretty much rosie and you forgot her hot sidekick and their mutant kangaroos(blitzkreuz gorillas)

Panzer Prinz looks like Michael Whittman to me. Should be an 'upgrade' to a Jagdluthor or something along those lines. Maybe keep it simple and he gives the mech the Bezerk rule?

And the TankGirl ref is +1! '...just ask yourself; daddy, are you sure this is right?...'

Ark, would you be willing to do a card for the SpiderMecha? Thanks.

So I posted my card for the Panzerprinz. I also listed what the rules are for being a tank commander.

http://twc-dust-tactics.blogspot.com/2011/06/superhero-saturday.html

and as for theGuildLLC yea I am revamping my cards for Seelowe and the new rules I'll see if I can produce it for this Thursday's Tank Card.

chick1.jpg

we need sino-soviets soon

btw iam obssed with von Panvitz Cossaks - so


Fluff brief- Helmuth von Pannwitz looking for expend and equip his cossaks corpse turns to Von Thale Blutkreuz Korps instead Himler SS. New Axis creates opportunity to create free cossacks country and cooperate with anty communist forces in Russia.
Serum is tested on horses with very promising result - almost immortal , tireless way to delivery soldiers on front. Cossaks share almost telephatic connection with their uber dead horses letting them to control them.
Blutkreuze Cavallery Korps is created

cossaks1.jpg

Squadron of 3 figures - Death krieg horses/napoleonics plastics + head from coppelstone cossaks -

Any ideas about stats?

25Jun201102?authkey=Gv1sRgCIeWlsnJ2cCUyg

Hows this:

Cossak.jpg

Charge - Obvious

Damage Resilient - due to drugged up gee-gee's

Ferocious Charge - seems apt, the first charge was alway's the most effective.

Mounted - can't see them hiding behined cover effectively.

That card reminds me. I was thinking of making Death Korps of Krieg and Vostroyans from 40k for this as special units for Germans and Russians.

Death Korp Commander

Com1g.jpg

Vostroyan Guardsman

m1251729_99110105193_Vostfirstbornsqdmai

Major Mishap -Thanks i was thinking about somthing in that direction- i just added +3 attacks in C from bloodthirsty zombie horses.


arkangl -that was quick mash up just to show you what kind of unit iam talking about visually .
I though about units going back with their symbolic to Prussian Empire (sucker punch+death corpse of krieg) but iam not sure if it really fits.

I love 40k Vostroyan's but i always though that they come from Napoleonics French and then France in dust world?
But i support whatever you are trying to add :>

Winter-Guard-Rifle-Corps.png

Maybe something a little more like this for Cossaks?

Poyet said:

chick1.jpg

we need sino-soviets soon

Now I would like to see the stats for the bunny head mecha!

I've no idea who this is but the ranges need reducing to match current models. The RPG probably as the Panzerfaust 2 and the LMG at 4.

Major Mishap said:

I've no idea who this is but the ranges need reducing to match current models. The RPG probably as the Panzerfaust 2 and the LMG at 4.

hey i full agree if you wont i can add proper ranges

but i based gun stats on http://twc-dust-tactics.blogspot.com soviet hombrew stats

and its character from Sucker Punch movie - watch it ! lots weird war goodness

ok i based stats on 152 from well know page

nayk.jpg

reasoning - soviet technology is not better than german . They use spider set up becouse they are not realy able to copy Medium Walker german designe.

6 legs are more stable so extra health point. But weight and quality of armor is not better than german counterparts. I think that t 152 stats are slightly overpowered i would lower them or limit like on fury of ivan.

Th At stats are good as this is the short barrelled version and so less power. The infantry stats are rather high though and I'd make them the same as Ivan

Major Mishap said:

Th At stats are good as this is the short barrelled version and so less power. The infantry stats are rather high though and I'd make them the same as Ivan

hey once again is arkangl version but i think that reasoning is that hand loaded ammunition offers greater flexibility so you can choose anti tank or anty infantry shell on spot.

Major Mishap said:

I've no idea who this is but the ranges need reducing to match current models. The RPG probably as the Panzerfaust 2 and the LMG at 4.

Oh and RPG is rocket type , like mini Katyusha rocket launchers (check dust war comick book for reference)

btw.

I have werewolfs from Rackham that i would love to use and i was thinking -

werewolf serum - cost 10 -any unit can equip it -

condition to use - unit suffer causalities-

on success unit uses special serum that transform them in biological damage resistant fighting machines WEREWOLF's .

replace all alive soldiers with Werewolf models (include causalities from this round attack)

- bloodthirsty - unit must move into direction of closest enemy unit (in case of two units same distance opponents decide) and try to engage in close combat.

cannot use cover

cannot use reactive action

cannot be healed cannot be resurected ( werwolfs and unit that used serum)

- Heroic Attack - unit is destroyed after Heroic Attack is finished ( Werewolf serum kills user after time )

-bl

werewolf.jpg

Poyet said:

Major Mishap said:

I've no idea who this is but the ranges need reducing to match current models. The RPG probably as the Panzerfaust 2 and the LMG at 4.

Oh and RPG is rocket type , like mini Katyusha rocket launchers (check dust war comick book for reference)

btw.

A Rocket Propelled Grenade is nothing like a Katyusha, thats a truck mounted artillery weapon, an RPG is a shoulder mounted launcher that performs the same duties as a bazooka. www.defense-update.com/products/r/rpg.htm

The stat of 3 wounds is not needed as that number depends on the size of the unit at the time and will probably be 5 as casualties are brought back with the serum - 10 dice each doing 2 hits seems rather powerful or to cheap with regenerating a unit for half its cost to a more poweful unit.

One question, why the transformation during the game and not just have the unit at the start, would make the rules a lot simpler? Might have to look at the West Wind Werewolfs now :)

Major Mishap said:

Poyet said:

Major Mishap said:

I've no idea who this is but the ranges need reducing to match current models. The RPG probably as the Panzerfaust 2 and the LMG at 4.

Oh and RPG is rocket type , like mini Katyusha rocket launchers (check dust war comick book for reference)

btw.

A Rocket Propelled Grenade is nothing like a Katyusha, thats a truck mounted artillery weapon, an RPG is a shoulder mounted launcher that performs the same duties as a bazooka. www.defense-update.com/products/r/rpg.htm

RPG -2 and Katyushas are both rocket propelled missles with range from 100m to 5500 metres

wiki -Katyusha rocket launchers were mounted on many platforms during World War II, including on trucks, artillery tractors , tanks, and armoured trains , as well as on naval and riverine vessels as assault support weapons, Soviet Engineers also mounted single Katyusha rockets on lengths of railway track to serve in urban combat.I just consider them iconic so reference.The mecha rpg are bigger than infantry so more powerfull rocket, so grater rangerange - i could go for 6 if you insist.

Major Mishap said:

the stat of 3 wounds is not needed as that number depends on the size of the unit at the time and will probably be 5 as casualties are brought back with the serum - 10 dice each doing 2 hits seems rather powerful or to cheap with regenerating a unit for half its cost to a more poweful unit.

One question, why the transformation during the game and not just have the unit at the start, would make the rules a lot simpler? Might have to look at the West Wind Werewolfs now :)

I play with idea of them daying after some time as side effect of serum,.Earlier i though about rolling after every turn but that complicates things to much .

and then you roll to use serum and you dont take full control over unit .Lower cost is based on that.There is chance that unit will be wipeout before it will use serum. That offers psychological protection to unit and adds another layer of tactics.

Higher life supposed to protect them from flame throwers.

i should add that no heroes in squad and serum use is action thou.

so changes

-higher cost

-let them randomly attack closest unit including your own

-lower life

-3 soldiers limit

why in game?

-cool factor- transformation in game is more cinematic methinks.

-In my www2 comix serum is used like that

-i generally prefer options in game vs. army list decision