I refrain from posting NEW cards for existing one, because this wont happen (and shouldn't without a general version 2.0 of the game - I for sure wont rebuy all my stuff for small rule changes)
GlobalAmmunition"AP Ammo" (3 pts):
Discard to gain + 1 attack.
Armor-piercing ammunition was developed to pierce armor even at long range."APCR Ammo" (1 pts):
Discard to gain + 1 attack at short range.
Armor-piercing, composite rigid ammunition was developed to pierce even the thickest armor - but is loses its effectiveness at long ranges."HEAT Ammo" (3 pts):
Discard to have all Critical Hits deal +1 damage.
High-Explosive Anti-Tank ammunition was developed to penetrate even the thickest armor and then release it's explosive charge inside, spraying everything and anything with burning hot shrapnelEquipment"Gyro Stabilizer" (5 pts)
This tank has the Gung Ho special rule.
Highly advanced technology enabling tanks to shoot more accurately when on the move."Range Finder" (5 pts):
You may re-roll one attack die per turn.
Schütze! Feindkontakt - Panzer auf 4 Uhr! Am Waldrand, 850 meter!AmericanArmor"Tree Trunks" (1 pts):
Discard to re-roll a single defense die.
Many American tank crews, well aware of the weak armor of their machines, used anything they could get their hands on to improve their armor, even if just a tiny bit.GermanTank CardsTiger II/Königstiger (Panzerkampfwagen VI Ausf. B "King Tiger") (52 pts)
6 initiative 6 attack 3 armor 9 hull points
Blitzkrieg: (official)
Unreliable (hypothetical rule): This tank needs to re-roll
successful Repair rolls in the Command Phase. If applicable you may re-roll EITHER the initial Repair roll OR the re-roll of the successful Repair roll. // Alternative: When moving more than one (1) time, roll a die at the end of your movement. On 4+ your tank receives the Critical effect of Busted Tracks (but no damage).
The most feared tank the Germans fielded in World War two. However, Luckily for the Allies, it was very unreliable and most of the few vehicles built broke down without ever seeing combat.comment: 52 points because its mostly like a Super Pershing with more hull points and initiative, however Unreliable is a big potential downgrade and also the (huge) silhouette will make movement less effective and this tank harder to hide. 6 initiative because the Tiger II was remarkably agile for such a heavy vehicle. Contemporary German records and testing results indicate that its tactical mobility was as good as or better than most German or Allied tanks. 6 attack because it has the same gun as the Jagdpanther (also 6 attack dice). 3 armor for its massive frontal armor. 9 hull points because I just want it to be even meatier than the Tiger 1.
No Heavy, for its side armor was not very good, therefor flanking should not benefit of the massive armor value of 3.
No Slow (hypothetical rule, allowing for only 1 movement / mentioned in a different forum- great rule idea though!): for it had wide tracks and was surprisingly fast - when not broken down.
Unreliable (hypothetical rule): this thing broke down more often than it was actually destroyed in combat.
Jagdtiger (Hunting Tiger/Panzerjäger Tiger Ausf. B) (36 pts)
1 initiative 6 attack 3 armor 8 hull points
Assault Gun: (official)
Blitzkrieg: (official)
Big Gun: (official)
Slow (hypothetical rule): This tank may only ever make one move. Cant be Fast. Roll for Unreliable any time you move.
Unreliable (hypothetical rule): This tank needs to re-roll
successful Repair rolls in the Command Phase. If applicable you may re-roll EITHER the initial Repair roll OR the re-roll of the successful Repair roll. // Alternative: When moving more than one (1) time, roll a die at the end of your movement. On 4+ your tank receives the Critical effect of Busted Tracks (but no damage).
The biggest tank of the war with the heaviest mobile gun the Germans fielded. However, Luckily for the Allies, it was very unreliable and most of the few vehicles built broke down without ever seeing combat.comment: 36 points because its like a tougher & slightly bigger version of the ISU-152 (32 pts), but I think Slow and Unreliable as well as initiative 1 with Assault Gun qualify to press the points down a lot. Also the (huge) silhouette will make movement less effective and this tank harder to hide. 1 initiative because the Jagdtiger slow and cumbersome by all means. 6 attack and Big Gun for the massive 12,8-cm-PaK 44. 3 armor for its massive frontal 250mm armor. 8 hull points because armor stored along side its huge but thin side armor made it, once flanked, easy to destroy by hitting ammo.
No Heavy, for its side armor was not very good, therefor flanking should not benefit of the massive armor value of 3.
Slow (hypothetical rule, allowing for only 1 movement / mentioned in a different forum- great rule idea though!): All around terrible mobility.
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Discussion, feedback and criticism GO! :D
Edited by user Thursday, April 27, 2017 10:36:13 AM(UTC)
| Reason: more accurate names