View Full Version : Create your own units
Stojakovic
10-03-2005, 05:07 PM
Kind of a rip off from the contest we had for the generals but can be for all unit types. But you can create any thing you want. (Soldiers, generals, tanks jeeps, planes, transports, and anything else with relation to WWII) No prize to win here just for fun because I enjoyed all the entries from the contest and would like to see some more of those cool ideas you had. Hope to see some people take part in this and add some pics of the units they will create.
I hope this won't start any legal trouble :o
dmacleod66
10-04-2005, 12:32 AM
mechanic- after setup this unit cannot move
it may repair a damaged vehical that is in the same hex as this unit at the begining at the movement phase
the vehical may not move or attack this turn
German_boy12
10-04-2005, 03:17 PM
Genral Geaorge patton- after set up u my bring in 30 extra points of any allied units ecept russians(becouse patton hated the russains) and immeditly set them up. -+3 initive- Patton may travil in any tank ecept russians vehicls.Or all tanks ecept rusains adacnt 2 patton get +1 dice or attack agaist german and russain units.
---------German_boy------------
P.S.
srry about the spellin im loisy speller.
Stojakovic
10-04-2005, 08:01 PM
Genral Geaorge patton- after set up u my bring in 30 extra points of any allied units ecept russians(becouse patton hated the russains) and immeditly set them up. -+3 initive- Patton may travil in any tank ecept russians vehicls.Or all tanks ecept rusains adacnt 2 patton get +1 dice or attack agaist german and russain units.
---------German_boy------------
P.S.
srry about the spellin im loisy speller.
Pure evil :rolleyes:
agelb21
10-05-2005, 04:42 AM
How about they make minefield tokens to play on the map and introduce minesweepers? That could add some more strategy in rerouting the enemy if they have not minesweepers. If they do have one, they'd be able to either disarm mines or drive through the mine field but at a movement penalty. Do they have medics in the game yet? And I know I heard snipers will be coming out in December....
German_boy12
10-05-2005, 02:23 PM
Pure evil :rolleyes:
What do u mean pure evil patton was pure evil (against russians) well tell my y tho. lol i guees u like it.
Stojakovic
10-06-2005, 01:48 PM
What do u mean pure evil patton was pure evil (against russians) well tell my y tho. lol i guees u like it.
Oh no. not patton. His ability for the extra 30 points. With that ability who can loose? Is that true he did not like Russians?
Comassion
10-07-2005, 09:15 AM
Oh yeah, Patton didn't much like anyone who wasn't an American. He wanted to attack the 'Commie bastard' Russians right after the Germans surrendured. And he didn't much like his British counterpart, Montgomery, either. Nor could he stomach soldiers with combat fatigue - he felt it was cowardice rather than a real psychological condition (and he got in a lot of trouble for striking one such soldier).
He also believed that he was the reincarnation of previous great military leaders, going back to the days of the Roman army.
Patton was a truly great General. To have anticipated the German attack in the Ardennes and be ready to counter it was a stroke of brilliance, and his results on the ground are arguably better than any other Allied commander in Western Europe. He smashed the Germans, and he smashed them hard, and he wouldn't stop until he ran out of fuel.
As a diplomat and a political figure, Patton came across as unsophistcated and tactless. This was a man who I would dare say loved war, and would rather have stayed in one or started another rather than sit around during peacetime.
To put his dislike of Russians in context, keep in mind that the mindset of the time (and for many years afterwards) was that Communism was extremely dangerous to Western values. Part of Hitler's initial rise to power involved his challenges and threats against Communism, and the West was generally okay with the notion that he was going to go up against Russia. Before Germany started invading, many in France, Great Britian, and the United States felt that Communism was a greater threat than the Nazis. The only reason that Russia and the UK and US ended up as allies was because we all happened to have a strong common enemy rather than a friendship.
Moderator Sinister
10-07-2005, 09:21 AM
Just to add to that. McArthur hated the communist more than patton and even felt there was a communist plot against him. We see some of this paranoia when he provokes the chinese into conflict in Korea.
Patton wasn't much liked by the rank and file soldiers and often made fun of by army cartoonists. He did however acheive results.
Patton also has the honor of being the first person in an armored vechicle combat action. Being in a shootout against one of poncho villa's generals during the punitive expedition into mexico.
German_boy12
10-07-2005, 11:54 AM
Oh no. not patton. His ability for the extra 30 points. With that ability who can loose? Is that true he did not like Russians?
yeap patton hated and dispied them the russains dipised them he wanted 2 go 2 war against them during WW II he dident care if the russains were in front of his army he would attack both tyhe germans and russains.
If u want 2 no more watch Patton (its a movie)its real good.
German_boy12
Stojakovic
10-07-2005, 04:34 PM
yeap patton hated and dispied them the russains dipised them he wanted 2 go 2 war against them during WW II he dident care if the russains were in front of his army he would attack both tyhe germans and russains.
If u want 2 no more watch Patton (its a movie)its real good.
German_boy12
Then I don't like Patton :mad: Because I am Russian :cool: россия
madwill
10-08-2005, 02:00 PM
british commando: 5 points
5/5
inf- 10/6/0 (sterling smg, bren guns )
vehicles- 4/0/0
close assault - 12 dice vs inf and vehicles
ability: strike and fade 1
infiltrator: unit does not provoke defensive fire ( borrowed from the other alternate rule thread )
coltsith
10-08-2005, 02:04 PM
Hi, first post here, how about a sniper if they already don't have one? Something along the lines of:
points: ~10
Speed: 0
Defense: 4/4
Soldier: 6/8/10
Vehicle: 1/0/0
Relocate 2-This unit has speed 2 during your assault phase.
City Camouflage-While this unit is in a city hex, it automatically succeeds at cover rolls against long-range attacks.
Optional:
Ruthless-This unit gets +1 on each attack die against disrupted and damaged units.
madwill
10-08-2005, 02:10 PM
U.S. Rangers 5 points
5/5
inf- 9/7/0
vehicles- 3/0/0
close assault- 10 dice vs. inf and vehicles
abilities-
rangers lead the way: if you move first in the movement phase this unit may move two hexes in the movement phase.
detect ambush: this unit may make a free 1 hex move after an enemy shoots at it and scores no more than one hit on it.
madwill
10-08-2005, 02:13 PM
sniper is planned for the december expansion :-)
coltsith
10-08-2005, 02:14 PM
Ah, I see.
SSG_Huble
10-20-2005, 10:03 AM
Nationality: French
Name: Resistance Sous-Chef
Type: Soldier
Year: 1940
Cost: 2
Speed: 2
Defense: 2/2
Attacks: S / M / L
v.s. Soldiers: 0 / 0 / 0
v.s. Vehicles: 2 / 0 / 0
Special Abilities:
- Cuisine: Enemy Soldiers in the same hex may not Attack during their Assault Phase.
- Aroma: This unit does not provoke Defensive Fire.
dracos42
10-29-2005, 10:05 AM
Here are some US tank destroyers that predated the M18. I don't know
how to calculate the point values for these units, so I'm leaving that
out.
The M3 and M6 were stopgap measures until a purpose designed and built
tank destroyer was available. The M10 was that tank destroyer, though
it was also a bit of a stopgap, the M18 being the embodiment of the US
Army's TD doctrine.
The M3 was a 75mm gun mounted on the M3 halftrack. Some 50 of them
were sent to the Philippines in late 1941 and saw action against the
Japanese. The 75mm gun had a limited traverse, as swinging the gun too
far to either side could tip over the halftrack.
The M6 was a 37mm gun mounted on a Dodge weapons carrier. The gun had
a 360-degree traverse, but firing towards the front would risk damage
to the truck and injuries to the driver and gun crew. Not much of a
tank destroyer, it was a stopgap measure until enough of the stopgap
M3's were available.
M3's and M6's equipped the US TD battalions in the North Africa
campaign. The first M10 battalions arrived towards the end of that
campaign. M10's and towed 76mm/3in guns replaced the M3's and M6's
before the Italian campaign. Though I think some M3's or a similar
design solidered on till the end of the war.
I'm in favor of giving both the M10 and M18 extended range 10. Yeah,
there may not be much opportunity to use the extended range, but I
think it only proper for them. I'm also giving all the TDs Strike &
Fade, +1 for the tracked vehicles and +2 for the M6. 'Shoot and scoot'
was part of the tank destroyer doctrine. The M3 and M6 also need the
capability in order to survive.
Michael Lyons
M3 Tank Destroyer (Vehicle-Half-track)
Speed 4
Defense 2/2
Attacks: short medium long
Solider 6 6 4
Vehicle 13 11 9
High Gear 2 - If this unit makes its entire move along a road, it
gets +2 speed.
Strike and Fade 1 - In your assault phase, this unit can move at
speed 1 after attacking.
M6 Tank Destroyer (Vehicle-Car)
Speed 5
Defense 1/1
Attacks: short medium long
Solider 3
Vehicle 9 7 5
High Gear 2 - If this unit makes its entire move along a road, it
gets +2 speed.
Strike and Fade 2 - In your assault phase, this unit can move at
speed 2 after attacking.
No Forward Arc - this unit can not fire at any vehicle in front of the
unit.
M10 Tank Destroyer (Vehicle-Tank Destroyer)
Speed 5
Defense 4/3
Attacks: short medium long
Solider 6 6 4
Vehicle 14 12 10
Strike and Fade 1 - In your assault phase, this unit can move at
speed 1 after attacking.
Flanking Attack - This unit rolls one extra attack die when
attacking a Vehicle's rear.
German_boy12
10-29-2005, 07:07 PM
Well guys heres another of my ideas.its the 101st airborne
Paratroopers from the 101st
7pts
5/5
infatry 8/7/-
tanks 3/-/-
movement 3
close assult 8
After deyployment u can set up the paratroopers in any terrain ecept roads ponds and clear terrain.
If they are firing at any unit ss in there name get +1 to there attack role.
Paratroopers cannot be disrupted if there next to a american commander.
This should be the grenadiers counter part. :) :) :D :D
german_boy
Le Poilu
10-30-2005, 10:14 AM
Nationality: French
Name: Resistance Sous-Chef
Type: Soldier
Year: 1940
Cost: 2
Speed: 2
Defense: 2/2
Attacks: S / M / L
v.s. Soldiers: 0 / 0 / 0
v.s. Vehicles: 2 / 0 / 0
Special Abilities:
- Cuisine: Enemy Soldiers in the same hex may not Attack during their Assault Phase.
- Aroma: This unit does not provoke Defensive Fire.C'est magnifique! :)
Stojakovic
11-04-2005, 04:37 PM
Wow I forgot about this thread :o Thanks for taking part in it. The reason I forgot about it was that no one really posted on here... :o
Lynx7725
11-18-2005, 10:14 AM
What I really would like to see in the Panzertruppen are Stug IIIs and Panzer IV Ausf. D/ E (i.e. 75mm Kurtz). StuG IIIs were arguably more common than Panzers were in the Eastern Front, and they worked extensively with infantry support. Having the StuG III with Transport goes a long way to creating the look and feel of the war on the Eastern Front.
As for the Panzer IV Ausf. D, the Whermacht actually started the war with them -- there were a handful of them in the Polish Campaign. So a 1939 isn't out of the question, though hard to cost right. The Ausf. D is an infantry support gun, so it's not like the F2 or G -- those were tank-killers, as they had the 75mm Lang. The D had a 75mm Kurtz which works great in support of the infantry but was historically not well suited for the steppe.
One major thing I found was that to build a 1940 Kampfgruppe, it was really hard because the basic French infantry -- and the French Renault! -- actually outclassed what the Heer had! I found myself wishing for a Panzer III or a IV -- these tanks were quite instrumental in the overrunning of both the Poles and the French.
Okay, time to be fair.. In terms of Allied units, it's probably interesting to get more of the British tanks. As undergunned as they appeared to be at the end of the war, British Valentines, Matildas and such are actually used extensively in North Africa. It would be interesting to see how they fair against the Afrika Corps' Panzer IIIs and IVs and the Italian tanks.
I tried coming out with stats but found that I'm not very good at it.. anyone wants to take a stab at these?
Old Fart
11-18-2005, 10:57 PM
How about .... Infantry Tank MK II Matilda ... :cool:
Old Fart
Oberst Hermann
11-20-2005, 11:29 AM
SdKfz 251/1 'Stuka on Foot'
Nation: Germany
20 points
Vehicle-Half-Track
1940
Speed 4
Defense 2/2
Inf. Attack: 4/8/10
Vehicle Attack: -/4/4
SAs:
Transport-1,
Fighting Platform
Inaccurate 1
Shrapnel 2
Blast - When this unit attacks, make a separate attack roll against each unit in the target hex. (This includes friendly units.)
Bombardment - This unit's attacks ignore cover.
Back Blast: (This unit cannot attack while transporting any unit)
No Turret: Can only attack units 'in front' of this unit
'The standard SdKfz 251 was sometimes mounted with wooden racks for launching 320mm infantry support rockets, however the back blast from the rockets meant that any accompanying infantry units had to dismount and take cover during launch.'
SdKfz 251/22
Nation: Germany
14 points
Vehicle-Tank Destroyer
1940
Speed 4
Defense 3/2
Inf. Attack: 3/3/3
Vehicle Attack: 15/13/12
SAs:
Strike and Fade 2
No Turret: Can only attack units 'in front' of this unit
'The SdKfz 251/22 was a tank destroyer variant of the standard SdKfz 251 half track mounting a PaK 40 antitank gun inplace of the troop compartment'
Just some Ideas I had from my reference books.
Lynx7725
11-20-2005, 10:33 PM
The 251/22 would need a No Turret SA -- it's an immobile mount, despite what it looked like. Was it available as early as '40? Thought it wasn't..
Old Fart: Cute. :) But a Sherman equivalent?
Oberst Hermann
11-20-2005, 10:52 PM
The 251/22 would need a No Turret SA -- it's an immobile mount, despite what it looked like. Was it available as early as '40? Thought it wasn't..
Old Fart: Cute. :) But a Sherman equivalent?
Sorry, I didn't have a proper picture reference for the 251/22, so it was a bit of guess work. I suppose add the No Turret rule to both of those, I will edit them now.
As for the year of introduction, I don't have a reference for that, so if anyone has that information and could pass it along, that would be helpful.
SSG_Huble
11-21-2005, 07:30 AM
I couldn't resist,...
Redgar
11-21-2005, 01:40 PM
Nice! A tad overwhelming and it seems undercosted, though: are you sure that's not the M4A1 Abrams not M4A1 Sherman? ;)
Just my 2 ep worth,
Redgar
Lynx7725
11-21-2005, 06:57 PM
Dude, that unit is way off. It should be:
M1A1 Abrams
Vehicle/ Tank
Spd: 6 (or higher, I need to work out the stats)
Def: 9/7 (I'll go with these)
Soldier: 13/ 11/ 11
Vehicle: 19/ 19/ 19 (seems a tad low. This is a 5" gun right?)
Intimidate
ER 40
Superior Armour 3
SS Determination
Hard Charger
Strike and Fade 4
AP Rounds (when you absolutely positively need to kill the thing dead!)
:D :D :D
SSG_Huble
11-22-2005, 07:35 AM
Dude, that unit is way off. It should be:
M1A1 Abrams
Vehicle/ Tank
Spd: 6 (or higher, I need to work out the stats)
Def: 9/7 (I'll go with these)
Soldier: 13/ 11/ 11
Vehicle: 19/ 19/ 19 (seems a tad low. This is a 5" gun right?)
Intimidate
ER 40
Superior Armour 3
SS Determination
Hard Charger
Strike and Fade 4
AP Rounds (when you absolutely positively need to kill the thing dead!)
If you think that you can make a card with all that printed on it,...be my guest.
I can not, and will not, in good conscience put the words "SS" on an American unit. It's just wrong.
Nice! A tad overwhelming and it seems undercosted, though: are you sure that's not the M4A1 Abrams not M4A1 Sherman?
Just my 2 ep worth,
Redgar
I designed my Abrams to be 100 points. I think it is about right for a U.S. Heavy Tank,...maybe a little undercosted, but most Allied forces are, aren't they? :D I basically wanted to run it by itself against a 100 point opposing force from the normal AAM units. Anyway, it wasn't meant to be historically accurate, realistically representational, or even remotely game playable. It was done for entertainment value.
If you think this is bad, you should see some of my other creations.
Lynx7725
11-22-2005, 08:57 AM
If you think that you can make a card with all that printed on it,...be my guest.
I can not, and will not, in good conscience put the words "SS" on an American unit. It's just wrong.
Fair enough. The game mechanics was what I was going for, no implications or anything.
As for whether I can fit it all, I'll give it a shot one day. Not tonight though..
Domhnall101
11-22-2005, 09:59 AM
highland regiment
Nation: Scottish/British
6 points
Infantry
circa 1745
Speed 1
Defense 5/5
Inf. Attack: 8/6/-
Vehicle Attack: 6/-/-
Special:
Tenacious: cover rolls are past automatically when holding the objective or any hex adjacent to it.
Well lead:When within a hex of Captain Mcgonagal Disrupts have no effect other than to count as a hit
Captain W. McGonagal
Nation: Scottish/British
8 points
infantry
circa 1746
Speed 1
Defense 5/5
Inf. Attack: 6/-/-
Vehicle Attack: 4/-/-
special:
unflappable: Disrupts have no effect other than to count as a hit when holding the objective or any hex adjacent to it. Any allied unit in the same hex also gains this while the captain remains alive and in the same hex.
Piper: attached piper gives all scots within a hex of the captain +1 on all rolls except attack/fire rolls
Redgar
11-23-2005, 07:19 PM
I designed my Abrams to be 100 points. I think it is about right for a U.S. Heavy Tank,...maybe a little undercosted, but most Allied forces are, aren't they? :D I basically wanted to run it by itself against a 100 point opposing force from the normal AAM units. Anyway, it wasn't meant to be historically accurate, realistically representational, or even remotely game playable. It was done for entertainment value.
If you think this is bad, you should see some of my other creations.
Actually, I think it's jolly brilliant! As it seems I do so often, my point is only apparent to myself, who has the dubious benefit of my mental ramblings, and folks seem to get out concepts slightly different than what I intended to put in... I was commenting more on the Sherman, than your (historically underpowered) stat card. To be honest, I'd play with the Abrams any time, and I might use the mini, too!
I can not, and will not, in good conscience put the words "SS" on an American unit. It's just wrong.
Here here. I'd debate yea or nay on the mechanic, and I understand where Lynx is coming from, but the name... I chose to interpret the determination in a way consistant with Waffen-SS elite COMBAT units, but there is always the other component.
Anyway, just my 2 ep on the subject
Redgar
Oberst Hermann
11-23-2005, 11:22 PM
I think that the inclusion of the 'SS' in the Abrams stat card is simply because it uses the mechanics of the existing SA. Not as any commentary on the US military, government or socio-political environment. Just my 2p.
Redgar
11-24-2005, 05:49 AM
I'd debate yea or nay on the mechanic, and I understand where Lynx is coming from...
I think one of my problems is that I can get esoteric and lost on tangents, while not illuminating on my important point... probably because focusing on such ramblings beats focusing on my report! :D I have now edited out my stating of the obvious from the above posting; thanks for the feedback.
In a more sucinct nutshell: "I agree with both SSG_Hubble and OberstHerman." Now why couldn't I have typed that the first time? ;)
Just my 2 ep worth,
Redgar
revenge of me
11-24-2005, 12:25 PM
iregulars
nation:french
10 points
speed 2
def 3/3
inf 4/1/1
armor 8/2/2
close assult 5
may deploy anwhere not next to a enemy unit
SSG_Huble
11-29-2005, 12:49 PM
...In a more sucinct nutshell: "I agree with both SSG_Hubble and OberstHerman."...
One "b" please,...I'm not a telescope,...I'm a Staff Sergeant.
Bastogne_Bulldog
11-30-2005, 10:48 AM
Then I don't like Patton :mad: Because I am Russian :cool: ??????
Patton didn'tlike the Russians because they were Communists. If you're not a Communist, he wouldn't care one way or the other.
Der Leiter
12-02-2005, 09:08 PM
I wouldn't mind seeing some tank commanders.
dracos42
12-04-2005, 08:11 AM
Use the Japanese Ka-Mi to represent the US Amtracs (LVT). Give it the Transport SA. For the 37mm armed LVT, keep the Ka-Mi's attack values. For the standard transport LVT, change the attack values to match the US halftrack, and give it SA large transport.
SA Large Transport - this unit can carry two non-artillery solider type units. When unloading, the solider units unload in the hex directly in front of the LVT. (or in the hex behind the LVT? I'm having a brain freeze, and can't remember if the loading ramp is in the bow or the stern of the LVT.)
Oberst Hermann
12-04-2005, 01:21 PM
Use the Japanese Ka-Mi to represent the US Amtracs (LVT). Give it the Transport SA. For the 37mm armed LVT, keep the Ka-Mi's attack values. For the standard transport LVT, change the attack values to match the US halftrack, and give it SA large transport.
SA Large Transport - this unit can carry two non-artillery solider type units. When unloading, the solider units unload in the hex directly in front of the LVT. (or in the hex behind the LVT? I'm having a brain freeze, and can't remember if the loading ramp is in the bow or the stern of the LVT.)
The LVT (A) which was the armed version appeared in two versions, one with a 37mm cannon and turret taken from the M3 light tank (LVT (A)-2), the other mounted the turret and 75mm howitzer from the M8 HMC (Howitzer Motor Carriage), LVT (A)-4. Give the howitzer armed version maybe 12/10/8 agaist vehicles and 7/7/6 against soldiers?
Also, with the LVT-4, it was possible to carry and load light, wheeled artillary, and small vehicles like the Jeep. Why not change the Large Transport SA to allow for a single Soldier-Artillery or two non-Artillery Soldier units to be carried?
As for the placement of the ramp, it was at the rear for all versions, except possibly the LVT-1 which I have no references for.
dracos42
12-04-2005, 02:57 PM
The LVT (A) which was the armed version appeared in two versions, one with a 37mm cannon and turret taken from the M3 light tank (LVT (A)-2), the other mounted the turret and 75mm howitzer from the M8 HMC (Howitzer Motor Carriage), LVT (A)-4. Give the howitzer armed version maybe 12/10/8 agaist vehicles and 7/7/6 against soldiers?
Also, with the LVT-4, it was possible to carry and load light, wheeled artillary, and small vehicles like the Jeep. Why not change the Large Transport SA to allow for a single Soldier-Artillery or two non-Artillery Soldier units to be carried?
As for the placement of the ramp, it was at the rear for all versions, except possibly the LVT-1 which I have no references for.
It all sounds good to me. Thanks! Now to figure out a beach assault scenario.
Michael
Fluffy
12-04-2005, 05:02 PM
highland regiment
Nation: Scottish/British
6 points
Infantry
circa 1745
Speed 1
Defense 5/5
Inf. Attack: 8/6/-
Vehicle Attack: 6/-/-
Special:
Tenacious: cover rolls are past automatically when holding the objective or any hex adjacent to it.
Well lead:When within a hex of Captain Mcgonagal Disrupts have no effect other than to count as a hit
Lovelly, so if this 6 point unit its at the objective you have already won the game unless opponents have flamethrowers (units that with cover are inortal otherwise). Looks like the kind of ability I was looking for ¬¬.
gandalf23
12-07-2005, 09:25 AM
Kübelwagen Type 82
Nation: Germany
5 points
Vehicle
circa ?
Speed 5
Defense 1/1
Inf. Attack: -/-/-
Vehicle Attack: -/-/-
Specials:
High Gear 2, Transport
SMLE No 4 Mk1(T)
Nation: UK
8 points
Soldier Sniper
circa ?
Speed 1
Defense 3/3
Inf. Attack: 5/5/5
Vehicle Attack: 1/1/1
Specials:
Crack Shot , ,Superior Camouflage
M1D
Nation: US
10 points
Soldier Sniper
circa ?
Speed 1
Defense 3/3
Inf. Attack: 6/6/6
Vehicle Attack: 1/1/1
Specials:
Crack Shot , Ruthless ,Superior Camouflage
Maquis Resistance Fighter
Nation: FR
2 points
Soldier Guerrilla
circa ?
Speed 1
Defense 2/2
Inf. Attack: 5/4/-
Vehicle Attack: 1/-/-
Specials:
Strike and Fade 1, Close Assault 5
Fallschirmjäger
Nation: Germany
9 points
Soldier Paratrooper
circa ?
Speed 1
Defense 4/4
Inf. Attack: 9/7/-
Vehicle Attack: 2/-/-
Specials:
Paratrooper,Close Assault 8,Hard Charger
Stojakovic
12-14-2005, 02:24 PM
I wouldn't mind seeing some tank commanders.
I second that :cool:
Domhnall101
12-14-2005, 02:32 PM
Lovelly, so if this 6 point unit its at the objective you have already won the game unless opponents have flamethrowers (units that with cover are inortal otherwise). Looks like the kind of ability I was looking for ¬¬.
Have you ever fought a scotsman?
revenge of me
12-18-2005, 08:57 AM
missle postion
us
cost 30
soldier artillery
soldiers -/4/10
vehicles -/6/10
extended range 12
blast
demolition destroy soldier artillery to attack each unit in its square or adjancent squares with ten dice hitting on 3+.
move 1
relocate 3
armor 5/2
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