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Zerstorer  
#1 Posted : Sunday, January 1, 2017 6:42:24 AM(UTC)
Zerstorer

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While pondering about stats for tank destroyers that are not in the game yet, I have come across a problem. Most of what seems to make up a high initiative number in Tanks has to do with mobility and having a turret. Relatively fast and maneuverable vehicles get high initiative numbers (Cromwell, Shermans, Comet, Panther), although this seems to be somewhat offset by crew nationality and tactics (Russian tanks seem to have lower initiative than similar counterparts from other nationalities).

Tank destroyers create a significant problem for the game. Many of these were very effective in ambush and hard to see (low profile, small target....e.g. Hetzer, Archer, Stug-IIIg). Tank destroyers with a turret seem to be fine in the game...Achilles, M-10 and Jackson have relatively high initiative numbers..., but the German and Russian TD's are very low. The SU-100 and Stug IIIg (an assault gun, but often used as a TD) have very low initiative.

While trying to make stats for the Archer, I gave it a lower initiative than the Achilles. I also gave it slow speed since the driver had to move from his seat for the gun to fire and the gun faces to the rear making it fine for the cautious move after shooting, but not much else. However, other users pointed out that the Archer actually was very good in ambush and should have a high initiative number. What to do???? Everything about the way the Archer moves, its lack of turret etc., seems to indicate it should have a low initiative in Tanks. For that matter, the German Hetzer, another excellent ambush vehicle, would also have a low initiative.

I think the answer here is to have either a split initiative number, or a new key word....ambush. You could give such vehicles two different initiative numbers, one for movement and one for shooting. Another option that I think is better would be to give such vehicles the ambush key word. When the vehicle is stationary in cover, add +2 (or more?) to its shooting initiative. The recon key word would not help here...we need these vehicles to have a better chance of shooting first...as they should! I would also give these vehicles the cautious key word.

In this way, they are not dominant beasts when moving around the battlefield, but they are powerful when using good ambush tactics. Turreted tank destroyers stay as they currently are. Of course, the problem is the SU-85, SU-100, Stug IIIg and other cards are already out there. One solution might be to create this card as a tactics card or some such that can only be added to certain vehicles?

If you search the forum for the topic Cracking The Code, you can see I tried to hash out some numbers for the Archer and came up with too low a points total based on the formula. Now I am going with only deducting 1 point for slow, and adding 2 points for the Ambush code. I came up with a 17 point Archer using that method. That seems reasonable. It is one point less than an Achilles and has poor initiative when it moves, but is an efficient killer when lying in wait in ambush!

Edited by user Sunday, January 1, 2017 7:13:03 AM(UTC)  | Reason: Not specified

Axeman  
#2 Posted : Sunday, January 1, 2017 8:59:57 AM(UTC)
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I like your idea of an 'Ambush' keyword with varying initiative levels.

The German tanks destroyers such as the Jagdpanther and Hetzer were specifically designed as ambush vehicles. I'm sure TDs from other nations were also used in this way.

Zerstorer  
#3 Posted : Monday, January 2, 2017 6:07:22 AM(UTC)
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Originally Posted by: Axeman Go to Quoted Post
I like your idea of an 'Ambush' keyword with varying initiative levels.

The German tanks destroyers such as the Jagdpanther and Hetzer were specifically designed as ambush vehicles. I'm sure TDs from other nations were also used in this way.



I made cards for the Hetzer and the Archer using my Ambush key word concept.

I have the Hetzer at 3-5-1-4, Blitzkrieg, Assaukt Gun, Ambush, Cautious, 24 points

I have the Archer at 4-6-0-3, Semi-Indirect Fire, Assault Gun, Ambush, Cautious, Slow, 17 pts.


Axeman  
#4 Posted : Monday, January 2, 2017 6:31:21 AM(UTC)
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It will be interesting to see how 'Ambush' changes things in a battle. I think maybe all existing Tank Destroyers should have the option to take 'Ambush'
JagdWehrwolf  
#5 Posted : Monday, January 2, 2017 9:10:03 AM(UTC)
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Originally Posted by: Axeman Go to Quoted Post
It will be interesting to see how 'Ambush' changes things in a battle. I think maybe all existing Tank Destroyers should have the option to take 'Ambush'


Or maybe, instead of keyword, introduce a blanket rule for all Assault Guns (turreted Tank destroyers excluded, as they are o.k.) called Ambush. This way StuG and SU would benefit too.

Edited by user Monday, January 2, 2017 9:10:36 AM(UTC)  | Reason: Not specified

Tally - Ho  
#6 Posted : Wednesday, January 4, 2017 3:27:35 AM(UTC)
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I am not sure how the ambush tactic would work in this type of game.
It seems to me that the format for this game is based on smaller sized battlefields where the forces are pretty much already engaged. Add to this the fact that once any unit that is waiting in hiding has started shooting it typically has lost the element of surprise then it would no longer have the ambush advantage so I am not sure how this tactic would work.

The only way I think it would make sense is that if any units that had the ambush keyword had the ability to shoot one time at the beginning of the game before starting the regular play. That way your Achilles has a chance to cripple a Tiger before the battle is joined.

I am concerned about making up new keywords or special rules in order to come up with Initiative Ratings that we like. Especially since we will probably never be able to accurately predict what the stats should be because we do not have the formulas that the designers do. I do however like the idea of keywords that better reflect the flavor and characteristics of certain types of units. Assault guns were not necessarily designed to be used as Tank Destroyers. I think that would be reflected in their numbers. I also think that a keyword/rule to reflect their abilities against bunkers and other fortifications could improve the flavor of the units. Also some units while good for one type of use; were pretty much useless in others.
Richard  
#7 Posted : Wednesday, January 4, 2017 3:51:02 AM(UTC)
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Then perhaps the best solution might be to have it as an upgrade card: 'Ambush Tactics' - Discard this card to give +2 Initiative, +1 Attack in the Shooting phase (or something like that), only useable by Tank Destroyers. Alternatively as a commander crew card 'Ambush Specialist' for a permanent addition.
CmdrRook  
#8 Posted : Wednesday, January 11, 2017 1:16:18 AM(UTC)
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Fortunately, they already have specialized doctrine cards, so your idea wouldn't be much of a stretch, if utilized as doctrine. The US "Seek, Strike, Destroy" only effects Cautious rolls; Brits "One Foot on the Ground" only works while stationary. Why not a global doctrine; IE:

Ambush: 2 pts, No affiliation
"This Assault Gun gets +2 Initiative in the Shooting Phase while Stationary. Discard this Doctrine when this tank attacks."

There are considerably better ways to improve the performance of stationary tanks, but they already exist, for the most part. Otto Carius and camouflage netting, for starters. I agree that assault guns need love, too.
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