Well, here goes some basic information, based on a mix of historical stuff,
playability and generalization
Movement:
keep Epic like movement rates (i.e. infantry 10 cm.)
Save:
Roll on 1d10 instead. A jeep or truck would get a 8+ save, 7+ for
halftracks, 6+ for Sherman M1, 3+ for Panther, 1+ for K�ngstiger
CAF:
Perhaps use two values? One versus armor and one versus infantry. Tanks
would only have one value as i dont think they usually assault each other.
Roll what in CC? 1d10+CAF, 2d10+CAF or what?
I have assumed 1d10.
Unit (infantry assault / armor assault)
Rifleinfantry +2 / +0
SMG infantry +4 / -1
SS with panzerfausts +3 / +3
etc.
Range:
Rifle 50 cm.
SMG / carbine 25 cm.
Bazooka 35 cm.
MG 75 cm.
Most cannon fire 100 cm.
Attacks:
1 for most infantry units and cannon
2 SMG, machinegunners
3 very rapid firing stuff like tanks with multiple machin guns or MG42
support units.
To-hit:
Around 7+ ?
Save modifier:
0 small arms, mortar shells
-1 grenades, .50 Browning M2, large mortars
-2 Small artillery
-3 Panzerschreck
-6 The much feared "88"
Morale:
use a d10 as well.
6 Standard
7 Russian infantry (late war)
8 Volksturm
5 SS, fallschirmjaegers
What you guys think????
_________________________________________________________________________
Get Your Private, Free E-mail from MSN Hotmail at
http://www.hotmail.com.
Share information about yourself, create your own public profile at
http://profiles.msn.com.
Received on Tue Sep 05 2000 - 07:05:22 UTC