02-21-2018, 07:34 AM | #1 |
Join Date: Jan 2007
Location: Rio de Janeiro, Nova Brasília
|
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. |
|
|