FMG COMBAT UNITS - Rules: HEAVY ARMORED UNIT


  • Sorry IL, by “nation specifics” I meant the type of units that end up being manufactured by FMG. I believe some might get an extra variant of tank, mech etc. By all means make the same units have the same stats.


  • I’d keep the regular armor the same and give Heavy tanks the following stats

    Move: 2
    Attack: 4
    Defense: 4
    Cost: 10 ipcs
    Special: can blitz

    At 10 ipcs the would cost about enough that I don’t think there would be a need to place a limit on the purchases per turn.


  • I agree with dannyboy. That seems like a good system.

  • '14

    @The:

    Maybe we could change the type of dice we use so that we have larger gaps between heavy and light tanks. Maybe we could use d8 or 10

    We are using a D12 system and it works really good!!

  • '10

    I like the idea of the light TANK being like Classic AAA (3/2/2 5 IPC)  and the Heavy TANK representing the New rules (3/3/2 6 IPC)

    Some times you just have that extra IPC!  It has been said on this forum that the 6 IPC tank was the death-nell of Armour in AAA.  This may save it?


  • These rules seem pretty good I really like Dannyboy’s ideas I was wondering thought where the heavy tanks would start on the map?

  • '10

    @spartan:

    These rules seem pretty good I really like Dannyboy’s ideas I was wondering thought where the heavy tanks would start on the map?

    This has really turned into a “Light Tank” rule, rather than a “Heavy Tank” rule.  This gives an option for a less expensive less powerful Tank.  All starting Tanks would be considered Heavy.


  • I dislike the idea of having the heavy tanks simply have the stats and cost of tanks. The point is they are better than normal tanks.  I think the 8 IPC 4/3/2 is a good idea, and they should be unlocked by a tech.  Starting all tanks as heavy tanks is not historical.  The Italians and Japanese never really deployed heavy tanks, and the allies did not use them until the end of the war.  In 1940 the Germans were not using heavy tanks and, I may be wrong on this one, neither were the Soviets.

  • '14

    @dadler12:

    I dislike the idea of having the heavy tanks simply have the stats and cost of tanks. The point is they are better than normal tanks.  I think the 8 IPC 4/3/2 is a good idea, and they should be unlocked by a tech.  Starting all tanks as heavy tanks is not historical.  The Italians and Japanese never really deployed heavy tanks, and the allies did not use them until the end of the war.  In 1940 the Germans were not using heavy tanks and, I may be wrong on this one, neither were the Soviets.

    I agree…


  • Yea light tanks should be: 3-2-2-5, Regular 3-3-2-6, and Heavy 4-3-2-8

    another option is your heavy tank is a SPA or tank destroyer so allow it to ‘hunt’ enemy land units ( if it hits the targeted unit, it is removed)

    You should be required to buy a number of tanks of each type before you go to a higher level. You start with light tanks, and if you build say 5, you can then build regular and after buying 5 more of these , can buy heavies. not tech dependent, just build dependent.


  • @Imperious:

    Yea light tanks should be: 3-2-2-5, Regular 3-3-2-6, and Heavy 4-3-2-8

    another option is your heavy tank is a SPA or tank destroyer so allow it to ‘hunt’ enemy land units ( if it hits the targeted unit, it is removed)

    You should be required to buy a number of tanks of each type before you go to a higher level. You start with light tanks, and if you build say 5, you can then build regular and after buying 5 more of these , can buy heavies. not tech dependent, just build dependent.

    I like this idea, but what pieces are you using for light tanks?  I have both sets of 1940, 42, and I ordered FMG Italy and plan to buy all the nations but it looks like light tanks are not being produced for some nations.


  • I agree with the Light, Medium, and Heavy Armor rules, however, the heavy armor of WWII were as their name implies: Heavy.  This meant that they were very slow moving and were mainly used as a defense by Hitler.  Therefore, I think that their stats should be 4/4/1/8, and they take 2 hits of damage and can be repaired at a friendly IC. 
    Also, I think that all nations but Germany should start the game with Light tanks as the placement.  Italy’s tanks were so inferior that Rommel was disgusted with them.  The Japanese and Americans needed light tanks to go through the tight jungle terrains.  The UK and French tanks were easily overwhelmed during the German invasion of France in 1940, as they were lightly gunned and intended for close infantry support.  The Russians had to adapt their tanks into what was considered the best medium tank of the war.  But that was not until like 1941, during the German invasion of Russia.


  • light tanks should be: 2-3-2-5, Regular 3-3-2-6, and Heavy 4-3-**(1)**2-8  ( note: correction)––SPA can be 3-2-2-5

    Right, in addition heavy tanks cant blitz in combat.

    This may mean a reduction in cost back to 7, but that is unclear.

    I would make all but a few France tanks LIGHT.

    Most of the German tanks would be MEDIUM, or if they are light i would give them +1 attack for the first two turns representing advanced tactics.

  • Customizer

    I agree with King of Aces on the Heavy Tank stats: 4-4-1-8. Not sure about the 2-hit idea, but it sounds interesting. I suppose you could simply put a damage marker under it like you do with Capital ships that take the first damage hit but survive the battle.
    Also interested in IL’s idea that Heavy Tanks can move 2 in NCM only.
    Light tanks should be 2-2-2-5. Giving them 3 on defense is too much.

Suggested Topics

  • 2
  • 9
  • 208
  • 11
  • 3
  • 25
  • 19
  • 15
Axis & Allies Boardgaming Custom Painted Miniatures

25

Online

17.0k

Users

39.3k

Topics

1.7m

Posts