Aaron Day wrote:
>
> >
> >I would "bend" the e40k rules a little more, like give the infantry
> >2 for armor, instead of 3.
>
> Well, I don't want infantry to be dying all over the place, thus allowing
> some shooting matches but 1-6 doesn't give you much room to maneuver. I'll
> have to play it both ways first.
>
Infantry shot at in the open dies. Infantry tries to not be in the open
much.
> >to make up for this, let soft cover(woods,etc) give them +1 armor,
> >or if they are in hard cover(stone wall, building) give them +2 armor.
>
> I like this alot
>
Ditto
> >the FP for the tanks main gun is a little low. also, rather than just
> >using the barrel size in MM, you may fudge this to represent stuff like
> >low velocity guns shooting HE were more effective the the hi-vel guns.
>
> I was under the impression the 75mm HE was the same reguardless of what shot
> it, also, I am afraid to make tanks too effective and too deadly to try and
> keep the kill ratio down.
>
Ah, no. The amount of HE you can put in a low velocity gun is greater
than you can put in a hi-vel gun, do to the needed thickness of the
shell walls.
> >I would raise some tanks (elephant, tiger2)armor up to 7, so the only way
> >they would get hurt is by AT shots or close assault.
>
> I gave them a save to represent reduced effectiveness of AP rounds. I wish
> there was some way of representing immunity to small weapons fire to make
> lightly armored vehicles more survivable to infantry shots (it would work
> better if I used SM/TL)
>
I would go with the save, not armour 7.
> >also, bring back the old rule on rear armor, has a lesser value than
> >front.
> >
>
> Hmmm
>
Good idea, if a bit hard to do in the epic system.
> >maybe use "deathray" to represent panzerfausts and tungsten ammo
> >PF, range 10cm, 3+ deathray
>
Panzerfaust et al aren't that good. Go with AT, not death ray.
> I consider all things like PFs, Bazookas, Piats inherrent in all infantry
> squads, thus explaining how they can kill tanks at all.
>
Ah, again nope. At close range they are doing nasty thing with grenades
and what not. At range, yeah, assume some sort of AT weapon.
> >I would double all ranges, if the unit has not moved(had time to aquire
> >target) this goes for arty also, but use the foward observer stuff
>
Nope. Don't muck about to much with the infantry and tank ranges. They
are with in rational given the speeds of the units. Artillery, well see
my last thousand or so posts. Quadruple, at least their ranges.
> Maybe increased range on Overwatch in lew of rerolling misses (which will
> also serve to lower kill rates in shooting matches)
>
> >
> >the increased range isn't a problem in europe, and would represent
> >some of those long range shooting matches in the east and in the
> >western desert--like can the Honeys charge in fast enough to shoot before
> >the 88mm tear them apart?
>
> I never have enough terrain to have much effect in my EPIC battles.
>
You need more terrain then.
> >give the later german tanks an higher assault factor to represent that
> >"close in defence launcher"-- however you say it in german, plus all
> >tanks should have the assault value raised by 1, maybe 2 if the tank
> >had the AA machinegun
>
> I agree. Actually I intended to but never got around to finding out which
> tanks actually had it. I dissagree about AA guns though, few tankers (except
> Audy Murphy) would be not buttoned up at that range.
>
1) the German grenade launcher thing was not all that good.
2) It had smoke rounds loaded most of the time any way
3) Murphy was an Infantry officer.
4) At close range German tanks were WORSE than Allied tanks vs
infantry. Don't be fooled by Sgt. Rock comics.
> >I would give rocket arty and flame throwers "disrupt" as well as the FP
>
Good idea.
> I want to use disrupt for things like chemical (White Phosphorous) mortors
>
WP is a smoke round. While I would not want to be in the burst area of
it, it is MUCH less dangerous than a HE round of the same size.
Received on Sat Feb 21 1998 - 03:31:31 UTC
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