View Full Version : What Unit Would You Like To See--GIVE STATS
J.L.Robert
09-10-2006, 02:35 PM
I'm curious as to what people would like to see next in this game. Not pieces already known to be upcoming, but rather pieces that haven't been discussed or are not anticipated to be released soon.
Not necessarily for play value, but units desired simply for flavor, as well.
Most importantly, what stats would you estimate it to have?
Personally, I'd be curious to see what a German Goliath would look like. My guess it would be something like:
GOLIATH
Infantry - Demolitions
Cost: 6
Movement: 2
Defense: 4/4
AI: -/-/-
AV: -/-/-
Mobility: This unit gains +1 movement if it is in a Town hex.
Mobile Demolitions: At the end of your movement phase or assault phase, if this unit is in a hex that contains an Obstacle or in a hex with an Obstacle along one of its hex edges, destroy this unit. Destroy that Obstacle.
Mobile Assault: Destroy this unit to roll 12 Attack Dice against any unit in this hex. Units attacked this way do not gain cover. In addition, you may destroy one Obstacle in this hex or an Obstacle along one of its hex edges.
Suggestions? Critiques? Other unit ideas?
Predator666
09-10-2006, 02:42 PM
hhhmmmm........That looks like it would be an interesting piece to use. It would prolly see more play in larger games or special scenarios.
Remember-OWS-
09-10-2006, 03:07 PM
The Goliath was slow, no more that human fast walk it was a humand guide rolling explosive machine... a mean machine for tanks.
Speed 1 would be the best, because it was not meant to go fast, but precise. Precision to get under tanks.
Sharpe
09-10-2006, 03:37 PM
If you guys like the idea of making your own units, see this thread. We could stop wishing and easily have what we want. It would be like HHR, but with hundreds of units ready for play right now.
http://boards.avalonhill.com/showthread.php?t=14628
The first one I'd like to see would be the American Scott. Think of it like a Stuart with a 75mm short firing High Explosive.
Speed: 5
Armor: 3/3
AI: 10/10/8
AP: 6/5/4
cost: 8
A second American vehicle I'd like to see used is the American Greyhound
It was armed with a main gun the same as the US Stuart and machine guns.
Speed: 5 (with +2 road bonus)
Armor 2/2
AI: 8/8/6
AP: 9/7/6
Strike and Fad +2 movement after firing.
Cost: 8
German:
Nebelwherfer; this is essentially a hightly modified armored car armed with a multiple rocket launcher.
Speed 3 or 4
Armor: 2/2
AI: 0/0/12
AP: 0/0/6
Extended range: 5-24
spotter: if a target is in within 8 hexes of a spotter, unit may fire on the target without having line of sight.
fifleche
09-10-2006, 03:46 PM
Russian Mine-Dog
Cost 1
Speed 1
AI 0/0/0
AT 0/0/0
Trained Animal: This unit must stay in the same hex as a friendly infantry unit; if it is alone, remove it from the game immediately.
Mine Dog: This unit may move up to 4 hexes during your assault phase to get in the same hex as the nearest enemy vehicle-tank or vehicle-tank destroyer. Roll a d6: on a roll of 6, your opponent decides what vehicle is attacked in the 4-hexes range (all vehicles included!), on a roll of 1-5 attack target vehicle with a CA of 8. Remove the Mine Dog from the game.
Okay, I know the "mine dog" SA is too verbose, but don't you agree this would be a whole lot of fun? And historic to boot!
118th_MPCo_abn
09-10-2006, 04:05 PM
Military Police
U.S.
Cost - 4
AI - 7/6/4
AT - 0/0/0
Traffic control: Vehicles which begin the movement phase adjacent to this unit gain +1 speed.
mdescalzo
09-10-2006, 04:39 PM
These ought make for some nice early war engagements.
Polish Units:
7TPjw
1939 Vehicle - Tank
Cost: 8
Movement: 3
Defense: 2/2
AI: 7/6/5
AV: 7/6/5
<Insert some creative SA here>
wz.36 37mm ATG
1939 Soldier Artillery
Cost: 9
Movement: 0
Defense: 3/3
AI: 3/3/3
AV: 7/6/5
Relocate 2
<Insert some creative SA here>
Maroszek WZ 35 Anti-Tank Rifle
1939 Soldier
Cost: 4
Movement: 1
Defense: 4/4
AI: 5/4/3
AV: 5/4/2
<Insert some creative SA here>
Kb wz.98a Rifle
1939 Soldier
Cost: 3
Movement: 1
Defense 4/4
AI: 8/6/-
AV: 2/-/-
CA: 8
<Insert some creative SA here>
Almost forgot the:
TKS Tankette
1939 Vehicle - Tank
Cost: 6
Movement: 4
Defense: 2/2
AI: 7/6/5
AV: 2/2/-
Limited Turret Rotation: cannot fire at units behind it
Pletch
09-10-2006, 07:20 PM
I'd like to see these:
Panzer IIIH
1941 Vehicle - Tank
Cost: 15
Movement: 3
Defense 4/3
AI: 7/7/6
AT: 11/9/7
SA: Smoke Screen
Panzer IIIJ/1
1942 Vehicle - Tank
Cost: 22
Movement: 3
Defense 5/3
AI: 7/7/6
AT: 12/10/8
SA: Smoke Screen
Armor Piercing Rounds
StuG IIIG
1942 Vehicle - Tank Destroyer
Cost: 25
Movement: 3
Defense 5/3
AI: 6/6/4
AT: 15/13/11
SA: No Turret
Extended Range 10
I feel from a historical perspective these are all vehicles that mark important "upgrades" in German armor. I chose Smoke Screen for the Panzer IIIs not because I really like it but because it follows the precedent set by the Panzer IIIF. Additionally, I don't have much experience "costing" units so I'm probably a bit off. Perhaps someone can lend their opinion on that.
Count_Ciano
09-10-2006, 08:07 PM
Actually, here's some units I would like to see to make the Italians more competitive:
Semovente da 75/18
1941
15 pts.
AI = 8/8/6
AV=11/9/7
Def= 4/3
Speed=3
SA= Smoke Screen
(I'm currently using this proxying in a StuG, but I'd like an actual mini with it's own card. :cool: )
And, what could have potential to be the "Axis Sherman":
P 26/40
1942
18 pts.
AI= 8/8/6
AV= 13/11/9
Def= 5/5
Speed= 3
SA= Breakdown (part of why the unit was delayed was finding a suitable engine for it! :rolleyes: )
And a few gaps in each powers roster filled.
Ciao! :D
Taisho_Alex
09-11-2006, 03:21 AM
Not really sure, I've griped enough about what specific japanese units I would like to see.
Generally, more UK, SU and japanese units before they start "fleshing out" the minor countries - at least make all the major countries equally playable (wiithin historical perspective)
I can tell you I'll be pretty darned P'd off if they start fleshing out itly, romania and hungary (or france and canada) and keep shortchanging the major powers that need key units - which the historically had - like AA for japan and russia, MG for russia, transports for japan (as I just stated in another thread I haven't looked up on the UK, but I know its the major country with the second lowest unit count before D-day - japan being the lowest. Now its likely japan - SU)
polish_horsy
09-11-2006, 05:27 AM
US 30 calibre MG
Cost 8, Defense 4/4
AI 9/8/6
AV 3/2/2
SA: double shot
US 50 calibre MG
Cost 10, Defense 4/4
AI 9/9/7
AV 3/3/2
SA: double shot
SA: supressive fire
Canuck_Captain
09-11-2006, 06:00 AM
Italian P40 heavy tank
Cost 24
speed 4
AI 8/8/6
AT 13/11/9
Def 4/3
S.A. Superior Armour 2
Hungarian Turan II tank
Cost 18
speed 5
AI 8/8/6
AT 13/11/9
Def 4/4
Australian Sentinel
cost 24
speed 5
AI 9/8/7
AT 10/8/6
def 4/4
S.A. Anti-Air
S.A. overlapping fire
PAK 43
cost 18
speed 0
AI 5/5/4
AT 17/15/12
def 3
S.A. Large - counts as a vehicle for stacking purposes
S.A. Relocate 2
S.A. Extended Range 10
S.A. Vet Crew - this unit may re-roll 1 failed attack roll per turn
FSSF Black Devils (US & Canadian first special service force)
Cost 7
Speed 1
AI 9/7/0
AT 2/0/0
Def 5/5
S.A. Endurance - when this unit is destroyed on a roll of 5+ the unit keeps on fighting
Added stats and Pics ;)
spacepope
09-11-2006, 08:37 AM
I'd like to see these:
Panzer IIIH
Panzer IIIJ/1
StuG IIIG
I feel from a historical perspective these are all vehicles that mark important "upgrades" in German armor. I chose Smoke Screen for the Panzer IIIs not because I really like it but because it follows the precedent set by the Panzer IIIF. Additionally, I don't have much experience "costing" units so I'm probably a bit off. Perhaps someone can lend their opinion on that.
I hope to God they don't do any of the units you listed. That's total fanboyism overkill. There are a million more essential units that should be deployed before any or all of the units you suggested.
My proposals:
Pioneers
Infantry-Engineers
Cost-10
Movement 1
Defense 4/4
AI 8/6/-
AV 2/-/-
Bridge Demolition
Combat Engineers (obstacle removal)
CA 16
Fallschrimjager
Infantry-Paratroopers
Cost 8
Movement 1
Defense 5/5
AI 9/7/-
AV 2/-/-
Paratrooper
Unarmed (this unit cannot attack the first turn it is deployed)
CA 8
Ruthless
SVT40
Infantry
Cost 4
Movement 1
Defense 4/4
AI 8/7/-
AI 2/-/-
CA 7
Volley fire (stars and stripes)
K43
Infantry
Cost 4
Movement 1
Defense 4/4
AI 8/7/-
AI 2/-/-
CA 7
volley fire
Guards Rifle
Infantry
Cost 5
Movement 1
Defense 5/5
AI 9/7/-
AI 2/-/-
CA 8
DSHK
Infantry
Cost 8
Movement 1
Defense 4/4
AI 8/7/6
AI 3/2/2
Anti-Air
Double shot
T-90
Vehicle
Cost 15
Movement 4
Defense 4/3
AI 9/8/7
AI 5/4/3
Anti-Air
Just to name a few
panzerpainter
09-11-2006, 03:35 PM
I see a few ideas I definately agree with. Without looking up names (short on time, sorry) ... Also, I dont play this game, I just paint tanks. So I cant do stats, that would be like asking someone who had spent thier life stranded on a desert island who they liked to win the super bowl.
Heres what I think would fill some holes (Im only listing tanks - thats what I know best):
* Italians had some 75mm & 105mm gun tanks, they need them.
* The Japaneese made a turreted 75mm tank, with more than tin foil for armor, they need that.
* Stu III with long barrelled gun - for the pure reason that it was among the most numerous of all german tanks, if not the most.
* Wespe or Hummel
* Maus or E-100
* USA M-10
* USA Jumbo Sherman
* USA Greyhound, Greyhound, Greyhound.
* USA Sherman Calliope
* British Daimler armored car
* Soviet T-60 (Russians have NO ultra-light armor, but then the T-26 should have been soviet).
* SU (or JSU) 152
* KV-II
* KV-85 or JS-I
* HEAVY artillery (especially soviet self-propelled 8" gun, USA Long Tom, and German 150mm)
My $0.02
Pletch
09-11-2006, 05:56 PM
I hope to God they don't do any of the units you listed. That's total fanboyism overkill. There are a million more essential units that should be deployed before any or all of the units you suggested.
I couldn't agree with you more. A medium mortar for the UK and Japan, a sniper for the UK, MGs for the US and Soviets, and an AA gun for the Soviets and Japan are much higher on my list than the German AFVs I listed. I anticipate most of these units will be added in Set V.
I am interested in the Mk III because it was the main battle tank of the Wehrmacht well into 1943. While individually the production values of the various models seems relatively low, the Germans had a nasty habit of upgrading surviving vehicles. By 1941, most of the Mk IIIFs would have been Mk IIIGs and Mk IIIHs. The former being deployed primarily in North Africa and the latter being deployed mostly on the Eastern front. The Mk IIIH was key in Operation Barbarossa. Right now in this game your best unit in 1941 as the Germans is the Elite MkIVD. Historically the Mk IVD was an infantry support tank, not a tank fighter. The Mk IIIH marks an important developed in the series as it was the one of the first to be armed with the 50L42 main gun and of course had an upgrade in armor. The Mk IIIJ/1 comes directly out of combat with the T-34a. The 50L42 cannon had difficulty penetrating the armor of the T-34a. The Mk IIIJ/1 was upgraded with the higher velocity 50L60 main gun which was much more effective at penetrating heavy Russian armor. In the game now your best choice in 1942 (let us exclude the Tiger I for a moment as it really has no parallel) would be the Mk IVF2 or Mk IVG. Numerically, Panzer Divisions would have had far more of the Mk IIIJ/1, leading up to and during the battle of Stalingrad.
The StuG IIIG is far more simple to explain. There were more of these AFVs than any other, this alone makes them significant. Of course the change of the StuG III series from an Assault Gun to Tank Destroyer with the upgrade to the long barreled 75mm doesn't hurt its significance.
None of these are "uber" German AFVs. In fact all of them are outclassed by preexisting pieces in the game. I think though they can appeal both to the "historical" and "casual" gamer. Though to be perfectly honest, I don't know if we'll see any of these anytime soon.
Canuck_Captain
09-12-2006, 06:31 AM
* USA Jumbo Sherman
All those are great Ideas but they already made the Jumbo sherman, they called it the Easy Eight...
spacepope
09-12-2006, 09:38 AM
I couldn't agree with you more. A medium mortar for the UK and Japan, a sniper for the UK, MGs for the US and Soviets, and an AA gun for the Soviets and Japan are much higher on my list than the German AFVs I listed. I anticipate most of these units will be added in Set V.
Those are some good choices as well, and I always forget that the US doesn't really have a scout car on par with the Humber. That's another good possibility.
Qmark
09-12-2006, 09:45 AM
A Bridge
2
Obstacle (I guess) - Bridge
<standard obstacle text goes here>
Bridge - Deploy this obstacle on a stream hex. That hex has a bridge on it.
Richter von Manthofen
09-12-2006, 10:10 AM
I want trenches.
J.L.Robert
09-12-2006, 04:16 PM
I suppose Tiger Traps (punji) would be cool, too:
Obstacle
1 pt.
Punji Pit: When a Soldier enters this hex, make a Movement Check at -1. If it fails, put a face-up Disrupted counter on that Soldier. This counter isn’t removed at the beginning of the next casualty phase.
(Alternative: Make the Movement Check at +1, reduce cost to 0.5 pts.)
malcolm_river
09-13-2006, 01:21 PM
Parachute 75mm Pack Howitzer (U.S. Paratrooper Artillery)
Cost 15, Defense 3/3
AI 6/6/4
AV 13/11/9
SA: Paratrooper
Relocate 2
It would be something that I would love to see in this game, but it would never happen.
Darkfang
09-13-2006, 01:58 PM
I would love this!
Veteran King Tiger
Cost: 100
Vehicle
Movement 3
Defense 9/8
AI 8/7/7
AI 19/17/16
SA: 3
ER: 10
Crack Shot
Vet Crew: No Saves allowed from this units attacks.
Special: Only one Vet. King Tiger allowed per Army
Vet Tiger eat your heart out!
I'd really like this unit too :D
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