View Single Post
Old 02-21-2018, 07:34 AM   #1
Macunaima
 
Join Date: Jan 2007
Location: Rio de Janeiro, Nova Brasília
Default Alternative infantry Units

Following up on my Heavy Weapons thread, I would like to get people's ideas for alternative infantry units.

Now, here are the stipulations iof the conversation...

I am mostly doing this for my Ogre variant rules called Luftpanzer. One shouldn't feel that the units have to make sense in canonical terms.

That said, however, I don't think that the units should break the game system, nor should they be overly fiddly.

We've already talked about alternative Heavy Weapons units. From that conversation came one unit I found very interesting: the "Sniper". I'd call it a Smartgun Team, however. This is a dedicated anti-infantry unit with an extended range:

Smartgun Team
Att 2 Anti-personnel
Def 1
Rng 3
Mov 2 (INF for terrain)
Costs 2 points

A unit that trades off anti-armor attacks for increased firepower and range against infantry. It will allow you infanty units to get a first attack against enemy infantry.

Another unit is the alternative Heavy Weapons unit:

Heavy Weapons (II)
Att 1 (Does not double in overruns)
Def 1
Rng 4
Mov 2 (INF for terrain; cannot fire at more than range 1 while being transported)
Costs 4 points

Think of this as a mortar or railgun-equipped unit. It has excellent range, but does not get infantry's usual overrun bonus, nor can it be turned into a faster version of the Missile Tank through transportation

Finally, here's dreadnoughts/heavy gear/assault power armor. Not sure about this one, yet, as it is a bit fiddly.

First weapon: Att 3 Rng 3, not doubled in overrun
Second weapon: Att1 Rng 1, AP, doubled in overrun
Def 3
Mov 2 (INF for terrain)
Costs 9 points

Cannot be transported except truck (one per truck). Treated like a vehicle for combat purposes. Is only DOUBLED on defence in forests. Otherwise, moves and defends like infanty.

Heavy power armor or light walkers for infantry back-up.
Macunaima is offline   Reply With Quote