| | | | | You are not authorized to post a reply. |
| | Author | Messages | |
Sean-Khan Commander
 2731 Posts




 | | Sean-Khan Commander
 2731 Posts




 | | 07/11/2005 7:43 AM |
| Wouldn't that kind of army get into trouble if it would encounter full-armour army? [:D] These games have a bad tendency to make rares much more cost-effective, but who knows? In a terrain with lots of forests and such, it's much possible that an army with lots of infantry will rock.
I guess you better have some variety in general - other kind of armies might work but they are gambling. But, playing scenarios might already be a partial answer to this, and scenarios might very well have limitiations for the armies.
What I'm afraid is that tanks are able to use hit-and-run -tactics against soldiers, who can never get close enough to them in order to cause damage. | | Vindicated AtG Called shot: 2nd Huge Red Dragon My collected trade reference links Star Wars tactical combat -project My modelling/terrain pages Suomen miniatyyrikeräilijät / Miniature collectors of Finland | |
| XAos Underboss
 2413 Posts



 London
 | | 07/11/2005 9:23 AM |
| quote: Originally posted by Sean-Khan What I'm afraid is that tanks are able to use hit-and-run -tactics against soldiers, who can never get close enough to them in order to cause damage.
We have so far seen (what I guess is) the bulk of the rules for AFV's and stats for 1/3 of the vehicles. Based on that I agree with you that infantry look utterly outclassed at ranges 2-8.(much more so than the relative point costs) But we havn't seen the rules for Cover, Commanders, close assault, defensive fire, transports, or (most importantly) victory conditions. So we might have the exact opposite opinion, 5 minutes after reading those.
| | | |
| PatEllis15 Commander
 4463 Posts




 | | 07/11/2005 4:04 PM |
| Scenario's and Victory conditions will be the key... Infantry rares had to break through a tank line without tanks. If tnaks are trying to break through the infantry, then the scenario's rules will be key (i.e. cause X points of damage, or prevent the tanks from exiting the board for x number of turns....)
Pat E | | "Games evolve. Otherwise we'd still be pushing rocks around the dirt. What do you think the cavemen said when some dude showed up with sticks?" - Chairman7w | |
| striderlotr Commander
 3370 Posts




 | | 07/11/2005 4:47 PM |
| | And the infantry might be needed for capture points on a map if that is the winning condition. Also depending on the points you might not be able to have more then one tank. | | Sean Banks Champion of Elementals Official Organizer Gen Con 05 maxminis Event | Winterfantasy 06 maxminis Event | Gen Con 06 maxminis Event | Winterfantasy 07 Community Event | |
| Dr.Cornelius Warrior
 338 Posts




 | | 07/14/2005 7:10 AM |
| The all-armor build could be trouble, but hopefully the developers captured the essence of WWII encounters in which Tanks supported by infantry were much more effective than pure armor. Scoring rules for holding a number of hexes could balance things out.
The thing to look out for is the relative costs of AFVs vs anti-armor units (AT Gun, Bazooka, Panzerfaust, etc).
Based on experience with other squad/platoon level systems (SL, Up Front), the game usually comes down to a shootout between the AFVs with the surviving tank mopping up the opposing infantry. | | | |
| PatEllis15 Commander
 4463 Posts




 | | 07/15/2005 11:40 AM |
| Yes... I'm looking forward to seeing the stats on a 88...
Pat E | | "Games evolve. Otherwise we'd still be pushing rocks around the dirt. What do you think the cavemen said when some dude showed up with sticks?" - Chairman7w | |
|
| | You are not authorized to post a reply. |
|
| |
ActiveForums 3.7 | You must be signed in to participate in the
games. | |
| | |
|