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Any house rules out there for gliders?
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Hey guys we got a bunch of the 3D printed gliders from hbg any rules out there for these things ?
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Completely off the top of my head:
Gliders cost X IPP (cant decide on a price). They have no movement, they can however be paired 1-1 with a Air Transport to conduct an airborne assault.
A glider may carry any infantry unit or may carry an artillery (only normal artillery, advanced is too heavy), AAA gun or light tank. Like a amphibious assault, non infantry only participate on the second round if a landing is established.
If the air transport it is paired with is destroyed on the first round, the glider and its contents are eliminated as well. The glider is destroyed after use and can not be taken as a casualty.
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@insanehoshi super good. Do you think 2 or 3 IPPs would be unreasonable since it’s a one time use ?
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Glider: Cost 1 and transport 1 inf
Larger Glider: Cost 2 and transport art, AA gun or light tank.Use same glider. Just adjust cost.
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@linkler I was leaning towards 4 or 3. Maybe make it 3 and limit its production to two a turn?
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@insanehoshi I could see 3 for the big one for me it’s hard to tell I think we might play test it with the little gliders at 1IPP and the big ones at 2 I could see where someone might think thats a bit light though