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lubomirvaic
03-30-2006, 07:08 PM
Hey guys. I was hammering around a couple of ideas for new units that WOTC could include down the road. Does anyone have an opinion on any of these SA:

Medic: during your assualt phase, instead of firing or moving, this unit may "heal" any infantry unit in an adjacent hex by removing any disrupted counter it may have. This unit then receives a face down disrupted counter.

Field Engineer: during your assault phase, instead of firing or moving, this unit may "reapir" any vehicle in an adjacent hex by removing and damaged counter it may have. This unit then receives a face down disrupted counter.

Trench Warfare: this unit receives +1 to it cover saves when in a trench hex.

I threw in the last one b/c at some point, there will probably be new terrain types added and trenches would be a good addition for those armies that are dug in. Please give me some feedback on these SA's.

Predator666
03-30-2006, 07:12 PM
I like the field engineer, I think they should make one for germany and america and they should have a high point cost to discourage losts of them at once. The medic SA could work, I'd see it more as a command ability though.

Stojakovic
03-30-2006, 07:13 PM
I have done similar things for house rules. I like them even though they are not to scale with the game.

Now I just hope we don't get a flame war. We have discussed these SAs in different threads...

Stojakovic
03-30-2006, 07:15 PM
Instead of repairing or patching up a unit adjacent to the unit it should be in the same hex... I don't thing a medic can help some one 100 meters away (or what ever it is)

lubomirvaic
03-30-2006, 07:18 PM
Instead of repairing or patching up a unit adjacent to the unit it should be in the same hex... I don't thing a medic can help some one 100 meters away (or what ever it is)

Yeah, I thought of that, but since all other rules apply to "adjacent" units, I put it in the same way. I agree with you though about only being feasible in the same hex.

As for other threads with the same topic, sorry to any folks out there, I didn't realize it. I have been reading these boards for quite sometime and only recently decided to join. Didn't think to look back any further.

Thanks for the input Stojakovic and Pred.

Colonel_Coo
03-30-2006, 07:25 PM
Nothing can get repaired on the battlefield in 7 minutes or less. Much less 1 minute.

I'd rather Engineer do something like: Remove the engineer from the game. Remove a damage counter from a vehicle in its hex. That unit gains UNRELIABLE:

Make the engineer cost 10. In hex to use. Remove the game effect (only use once). Give a drawback. Sure go ahead, make it.

Medic I think should assist in Morale but I think that your version is good. I think the unit should instead of getting a face down counter, the unit should gain: Lack of Determination.

the last one needs to modify to say Stream (there are no trenches in this game).

Stojakovic
03-30-2006, 07:37 PM
yeah that what I meant by unrealistic, for the time scale for a 100 pt. came is too small. But for the people who love large game would lean a little more twords this, plus other types of units that would favor and make more sence in large scale games.

Canuck_Captain
03-30-2006, 10:11 PM
S.A. Kamikaze : unit gains +2 on each roll but is destroyed in the casualty phase
could be a commander
S.A. Kamikaze: Any unit adjacent to this unit can gain +2 on each roll during that assault phase any units gaining this S.A. are destroyed during the casaulty phase

Arontje
03-30-2006, 10:53 PM
I like the field engineer, I think they should make one for germany and america and they should have a high point cost to discourage losts of them at once. The medic SA could work, I'd see it more as a command ability though.

LOL if it comes at all the american will cost like 11 points while the german will cost 16 points.