Well, as promised, I am not only "keeping calm and eating pasta" (actually I eat pasta every day, could never believe that my cooking would be so irresistible :-) ), but I also thought about the unofficial supplement rules I had in mind. Here are the first draft ideas, would be really great to hear everyone who is interested to input (comments, play-test, suggestions, critique) into this work. Also, since I can't still figure out how to do attachments to my posts, I'll just copy-paste from word into here.... so, here it goes...
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Tanks! – Girls und Panzer expansion.
Introduction
This is a completely unofficial development, created by the GuP fan-base, who by some fortunate turn of events happen to be fans of GF9 – Tanks! game system. This is a document in development and will be updated as play-testing goes ahead. As pointed out, being completely unofficial, no copyright infringement is intended, and this work is completely open-source – i.e. no financial benefit intended from this work.
1) Start of the gameAt the start both teams roll for initiative.
The winner may decide to keep the initiative or not. The player
without the initiative may then decide upon the board edge and must deploy all tanks
that are not in flank marching (see "Flank Marches" below), the player
with the initiative may then decide which of his tanks he will put into ambush and which of them he will set-up openly. Those that are in “ambush” will have their locations secretly noted as to which terrain feature they are located “hidden” in. They are only revealed if they shoot, or an opponents tank moves by within 4 inches at any point in its’ turn.
Flank Marches: The side that did not keep the initiative may decide which of his tanks, if any, will arrive from the flanks - this is done after your open forces are deployed but before the opponent with initiative sets-up any of his tanks. To do this, the player nominates secretly before deployment which tanks are flanking, and from what flank they will do so (left or right board edge, enemy's board edge). Once game starts, the tanks will not arrive until given the order to do so. The order may be given whenever your tanks are activated. Once the order is given, roll a D6, on a 4-6, they arrive normally this turn and may activate as if they were deployed this turn (however note, initiative rules apply, if for example the tank has initiative 4, and all the initiative 4 tanks did their turns and now it is currently initiative 5 movement, then the newly arrived tank will not move, but it can however shoot). On a roll of 1-3, this tank does not arrive this turn and you must roll at the start of the next turn, continue doing this until you roll 4-6 on any start of the turn (note: only permitted to roll once per turn)2) Supplement rules: competition type and force sizesThere are two competition types, one is “annihilation match” and the other is “flag tank immobilization match”. In the first instance, the side wins that manages to immobilize all opposing tanks. With the second instance, each side nominates a “flag tank” in their force. This is the target of all tanks in the opposing side, once taken out, you loose and the match ends immediately. If sides are composed of allied contingents, then still only one tank is nominated as a flag tank. So, one “flag tank” per side.
Sides are to be composed as follows:
• Low tier match: maximum of 5 tanks per side, maximum of 150 points allowed. Tank and crew upgrades are included into these points limits.
• Mid tier match: maximum of 10 tanks per side, maximum of 300 points allowed. Tank and crew upgrades are included into these points limits.
• High tier match: maximum of 20 tanks per side, maximum of 600 points allowed. Tank and crew upgrades are included into these points limits.
For every 50 points (i.e. batches of 0-50 points) below the force limit, your side may take one of the universal rules as detailed below.
There is no restriction upon tank nationalities – any wild mix is allowed. You may or may not tailor your force to a specific national identity, or school composition. The choice is completely yours.
During “flag tank immobilization match”, the flag tank gains bonus 1 to it’s initiative, bonus 1 to it’s firepower and if it is a medium or light tank, gains bonus 1 to it’s defence score.
3) Universal rule optionsThese rules are for those who would like to tailor their schools to specific tactical approaches to battle. Universal means that this rule applies to all tanks in that side. Please note, in this supplement, all national rules from the official Tanks! rules (like gung-ho and Blitzkrieg, etc.) on the cards are discarded, and they would apply to all tanks in your side, be they German, British or whatever. However, you must pay the price of having a smaller team for every skill. Only up to two skills at maximum are allowed per team. They are as follows:
1. Improvisation: All of your tanks will either gain initiative (win the roll off) automatically at the start of the turn, or you may place “decoys” at the start of the game. “Decoys” are in fact dummy tanks – you may place models on the table and secretly write down who are the dummies, if any or all of them are. Note, if you win the roll off, you may place ambushes (as described earlier) AND place decoys – perfect for completely ruining your opponents plans.
2. Scout schooling: All of your tanks gain scout rules. Scout tanks reveal all hidden tanks within 24 inches at any point in their move.
3. Sniper tankery: All tanks within your force do extra damage when they score critical hits (on top of any damage caused by special effects). If a “lucky shot” option is drawn, then instead of doing extra damage, perform not 2 but 4 damage points onto the enemy tank.
4. Cautious: All your tanks gain ambush capability, even if you loose the initiative roll-off. However, you may not choose table edges, regardless if you actually loose the initiative roll.
5. Gung-ho: Just as in the official rules
6. Blitzkrieg: Just as in the official rules
7. Coordinated Fire: Just as in the official rules
8. Speed monster engine modifications!: up to All
(you decide how many and which ones) your tanks gain “Fast” special rule. However, if you are medium to light tanks, you loose one hit point for this. If your are Heavy tank, instead of loosing a hit point value you must roll a D6 every time you use the “Fast” rule (i.e. every time before you perform a third manoeuvre), on a 1 or 2, engine overheats. Roll further, 1-2, your tank is destroyed (engine catches fire, a immobilized), 3-6, you remain stationary and do nothing else.
4) Light tanks and tankettes
All light tanks (those that actually are designated as lights - check wikipedia or source-books on tanks if not sure if your tank is a light, but I am pretty sure you will definitely know if it is a tankette though) automatically gain scout rules (repeating this rule above: scout tanks reveal all hidden tanks within 24 inches at any point in their move.). Also, when rolling for initiative, for every light tank or tankette you have, you gain a bonus point to the roll.____________________________________________________________________
I will be shortly developing rules and stats for some non-existant tanks in the rules set. So watch this space for CV33 (thanks to those who made their inputs, I'll be integrating them together), T26's, T60's, T70's, Elefant and Ferdinand guns, BT42's, KV1's and KV2's and etc. and etc.
Hope to hear from some people soon.......
Edited by user Friday, March 16, 2018 2:05:57 AM(UTC)
| Reason: Not specified