Delget said:
What other units would you like to see in a unit pack?
Amphibious units with corresponding rules
Gun tractors
Anti-aircraft guns
Armored cars
Delget said:
What other units would you like to see in a unit pack?
Amphibious units with corresponding rules
Gun tractors
Anti-aircraft guns
Armored cars
Delget said:
What other units would you like to see in a unit pack?
Flail tanks
Flamethrower tanks
Engineering tanks
Delget said:
What other units would you like to see in a unit pack?
Mobile Artillery
Heavy Machine Gun
Paratroopers
Delget said:
Mobile Artillery
Heavy Machine Gun
Paratroopers
Mobile arty, definetely.
HMGs are already represented with the MG figures.
Rules for paratroopers would be nice, the Expert specialization couples with the Campaign specialization go a long way towards modelling elite units in the game. But I would like rules for airborne assaults and glider landings.
M7 Priest, Hummel or Wespe mobile artillery
towed 105 Atry( US), 25 pdr field gun for Brits(desert color), A Nebelwerfer ( Germans), and a Katusha rocket truck for Russians
Stuart light tank and Sherman Firefly for British(also desert color)
A T-34 with a turret that looks right, for the FOTB expansion,(the later 42 or 43 version)
Some more Panzer III, and early war tanks, for Germans, a BT-7 tank for the Russians,
A Marder II (German) and SU-76 (Russian) mobile AT guns
Puma armored car (German) and maybe an armored car for the Brits and US too.
An unpacked HQ Truck unit for the Brits with some kind of special control area rule like in COH online game
Airplanes, like those in Memoir 44 with the clear plastic stand (Im already using them in TOI, and its a nice addition for airstrike option)
Wreckage markers
.
Delget said:
Jeeps for instance. HUGE part of WWII for the US.
Recon in not that nessesary in a game with 100% disclosure. What would they do? Though I agree that they might be cool as spotters.
Delget said:
How about releasing units that aren't in any of the expansions. That would be a great way to have 'mini' expansions for the game.
Super way to do small expansions. Like specific battles.
Delget said:
What other units would you like to see in a unit pack?
Nebelwerfer
Katyusha
Sherman Calliope
On-board heavy artillery
Delget said:
What other units would you like to see in a unit pack?
French infantry and vehicles plus cards
Italian Infantry and vehiccles plus cards
KlausFritsch said:
Delget said:
What other units would you like to see in a unit pack?
Nebelwerfer
Katyusha
Sherman Calliope
On-board heavy artillery
HEAVY artillery would be off-board by definition on the scale that TOI portrays (unless you play a monster scenario of 18 maps or more or so...
VanCamper said:
M7 Priest, Hummel or Wespe mobile artillery
towed 105 Atry( US), 25 pdr field gun for Brits(desert color), A Nebelwerfer ( Germans), and a Katusha rocket truck for Russians
Stuart light tank and Sherman Firefly for British(also desert color)
A T-34 with a turret that looks right, for the FOTB expansion,(the later 42 or 43 version)
Some more Panzer III, and early war tanks, for Germans, a BT-7 tank for the Russians,
A Marder II (German) and SU-76 (Russian) mobile AT guns
Puma armored car (German) and maybe an armored car for the Brits and US too.
An unpacked HQ Truck unit for the Brits with some kind of special control area rule like in COH online game
Airplanes, like those in Memoir 44 with the clear plastic stand (Im already using them in TOI, and its a nice addition for airstrike option)
Wreckage markers
.
I agree with most of these. Armored cars i guess should have armor 1 and a special ability like this (to make them different from halftracks): Evasion: when this unit is targeted by enemy op-fire while making a fire and move/ move and fire action, it gets +1 armor (reflecting the speed of the unit which made it harder to hit).
Regaring airplanes, what is the size of the wings-of war miniatures versus the ToI tanks? And, sidenote, is the game fun?
the WoW ww2 planes are 1/200, i would say the ToI tanks are around the same as i use world tank museum tanks with ToI and they are 1/144. the WTM tanks are a liitle larger than the ToI minis (not by too much) so 1/200 would be close.
WoW WWI is fun because many planes are highly maneuverable. You get a feeling of what it was like flying a biplane in those times.
WoW WWII is interesting (enough decision to make to get some feel of flying a fighter) but battles can be a bit longish. It takes time to turn around after a pass. It is then easy to estimate where your opponent is going. It becomes great if you fight in multiplayer battles where each player flies two fighters though. But still longish (particularly if you loose early!).
Kingtiger said:
VanCamper said:
M7 Priest, Hummel or Wespe mobile artillery
towed 105 Atry( US), 25 pdr field gun for Brits(desert color), A Nebelwerfer ( Germans), and a Katusha rocket truck for Russians
Stuart light tank and Sherman Firefly for British(also desert color)
A T-34 with a turret that looks right, for the FOTB expansion,(the later 42 or 43 version)
Some more Panzer III, and early war tanks, for Germans, a BT-7 tank for the Russians,
A Marder II (German) and SU-76 (Russian) mobile AT guns
Puma armored car (German) and maybe an armored car for the Brits and US too.
An unpacked HQ Truck unit for the Brits with some kind of special control area rule like in COH online game
Airplanes, like those in Memoir 44 with the clear plastic stand (Im already using them in TOI, and its a nice addition for airstrike option)
Wreckage markers
.
I agree with most of these. Armored cars i guess should have armor 1 and a special ability like this (to make them different from halftracks): Evasion: when this unit is targeted by enemy op-fire while making a fire and move/ move and fire action, it gets +1 armor (reflecting the speed of the unit which made it harder to hit).
Thats a good idea, and if you use spotting rules, then armored cars become the recon units like they were actually used. They could be the one unit in the game that can spot units in woods and buildings from say 3 hexes away rather than have to be adjacent. I could see a tactic, where you would use one action to move the Armored car within 3 hexes, which forces the opponent to use an AT gun or Tank to op fire, because infantry are not close enough., and that then causes the At or Tank to be spotted, and in your next two actions you can direct fire , call an arty strike, or an air strike upon that hex. It makes the Armored car a valuable unit to have.
VanCamper said:
Kingtiger said:
VanCamper said:
M7 Priest, Hummel or Wespe mobile artillery
towed 105 Atry( US), 25 pdr field gun for Brits(desert color), A Nebelwerfer ( Germans), and a Katusha rocket truck for Russians
Stuart light tank and Sherman Firefly for British(also desert color)
A T-34 with a turret that looks right, for the FOTB expansion,(the later 42 or 43 version)
Some more Panzer III, and early war tanks, for Germans, a BT-7 tank for the Russians,
A Marder II (German) and SU-76 (Russian) mobile AT guns
Puma armored car (German) and maybe an armored car for the Brits and US too.
An unpacked HQ Truck unit for the Brits with some kind of special control area rule like in COH online game
Airplanes, like those in Memoir 44 with the clear plastic stand (Im already using them in TOI, and its a nice addition for airstrike option)
Wreckage markers
.
I agree with most of these. Armored cars i guess should have armor 1 and a special ability like this (to make them different from halftracks): Evasion: when this unit is targeted by enemy op-fire while making a fire and move/ move and fire action, it gets +1 armor (reflecting the speed of the unit which made it harder to hit).
Thats a good idea, and if you use spotting rules, then armored cars become the recon units like they were actually used. They could be the one unit in the game that can spot units in woods and buildings from say 3 hexes away rather than have to be adjacent. I could see a tactic, where you would use one action to move the Armored car within 3 hexes, which forces the opponent to use an AT gun or Tank to op fire, because infantry are not close enough., and that then causes the At or Tank to be spotted, and in your next two actions you can direct fire , call an arty strike, or an air strike upon that hex. It makes the Armored car a valuable unit to have.
I take it you are referring to spotting CAMOUFLAGED units? yes, that'd be a nice idea. All other units can be spotted regardless of distance. I'd say. So yeah, allowing an armored car (not all versions, I guess...) to be more effective at this would be a nice tactical addition to the game, though not exactly what I was trying to say...
Actualy all it would do is to negate the Camouflage advantage. Might as well just leave out the camoufalge from the scenario.
How about none-offroad vehicles getting effective on road benefit?
Kingtiger said:
HEAVY artillery would be off-board by definition on the scale that TOI portrays (unless you play a monster scenario of 18 maps or more or so...
There were many instances when heavy guns like British 25-pounders were attacked and had to fire directly at enemy troops and tanks over open sights instead of firing their usual bombardments. It would be nice to have stats for such situations.
Kingtiger said:
Armored cars i guess should have armor 1 and a special ability like this (to make them different from halftracks): Evasion: when this unit is targeted by enemy op-fire while making a fire and move/ move and fire action, it gets +1 armor (reflecting the speed of the unit which made it harder to hit).
I like that. I am going to include that in my Experimental Unit Stats.
Hefsgaard said:
Actualy all it would do is to negate the Camouflage advantage. Might as well just leave out the camoufalge from the scenario.
No, because ONLY (certain) armored cars would negate it (for that unit only and/or off-board artillery/air support). Tanks and infantry still wouldn't see those camouflaged units. There should also be a limit. I'd go for two hexes away rather than one. Camouflage would still be useful, as would the armored cars because camouflaged units could be spotted from twice as far away...
I guess I just do not see the point of including both Camoflage and the means to negate it. If a unit can only be used in one way it will always be used in that way, thus negating the advantage intended with the camoflage rules inclusion in the scenario.
I would love official rules on RECON specialization die-rolling to uncover concealed units. Assault Rifle figures. A set of Division Cards for each nationality (20 divisions a piece? 300+ for germany alone? lol). The list is endless...
7times7is49 said:
I would love official rules on RECON specialization die-rolling to uncover concealed units.
Good idea, something like that would be fun.
7times7is49 said:
Assault Rifle figures.
The Expert sepcialization in the Furry Bear gives you that.
Hefsgaard said:
I guess I just do not see the point of including both Camoflage and the means to negate it. If a unit can only be used in one way it will always be used in that way, thus negating the advantage intended with the camoflage rules inclusion in the scenario.
This is actually a good point and exactly what happened in AAM with the Greyhound unit (I believe it was called that). It could attack snipers at medium range rather than at the normal close range. I didn't like that addition to the game either. Basically it was the wrong solution for the right problem (Especially the german's sniper ability was considered overpowered by many). Rather than upping the cost for that unit or making the special ability slightly less powerful, they opted to introduce a new unit with a rather unrealistic SA; can't really see recon cars spotting individual snipers from 400 metres away...
).
So yes, if such a unit were evenr to be added to TOI, it's essential it'd be done right. perhaps an operations card would indeed be a better solution than a generic special ability.