First everyone, I would like to congratulate everyone with a passed Victory Day, could've written this a day ago, but had a Uni assignment that needed urgent attention. One the 9th May, Soviets crushed the last of Nazi resistance in Berlin and forced them to sign the peace treaty and so ended the long and very bloody war in the Eastern Front. I am sure some of us play Germans, but we should all be grateful to all the heroes of the war that gave the mighty blow to Nazism, and that it did not win over this world, for if it did, it would be terrible indeed. Thank you to all the veterans of all countries that combated the Nazist darkness, and may grateful memories of them live long in our hearts.
Ok, so now to the T70 - another tank of the victors of the war, and my dedication for Victory Day 9th May. I thought for a very long time, how could I make tankettes and light tanks work for Tanks!. So I thought, zero defence sounds good and feels right, but games wise? However, they have a low profile, and if moved a lot, they would be harder to hit than normal tanks, right? So that is where the notion of the "dashing" rule came in - it gives extra dice for defence from movement - a reward for those that play it mostly aggressively with very erratic moves. This is what I will be using for the Type 95 Te Ke and for the Carro Velocce tanks (stay tuned for those, they are coming soon!)
Next, the gun, 45 mm Model 1932/38 20-K gun, had penetration values very similar to those of the main gun of the BT-7:
100m - 94mm
500m - 64mm
1000m - 40mm
Ok, maybe a bit better, but only so slightly which the granularity of the gun effects will not be affected by. So, the firpower rating should be the same as the BT-7 I developed earlier. A higher initiative is given - T70 was a recon tank, it relied on keeping the initiative to survive, hence it really should have a very good and solid initiative. Hence, the card:
Now, 20 points may sound like a lot, but remember that the "dashing" rule gives extra dice. Yes, if it does get hit, the chances are that it goes, but first try to hit it! Very glass cannon. Suggestions are all welcome and eagerly awaited for.
Ok, so now to the T70 - another tank of the victors of the war, and my dedication for Victory Day 9th May. I thought for a very long time, how could I make tankettes and light tanks work for Tanks!. So I thought, zero defence sounds good and feels right, but games wise? However, they have a low profile, and if moved a lot, they would be harder to hit than normal tanks, right? So that is where the notion of the "dashing" rule came in - it gives extra dice for defence from movement - a reward for those that play it mostly aggressively with very erratic moves. This is what I will be using for the Type 95 Te Ke and for the Carro Velocce tanks (stay tuned for those, they are coming soon!)
Next, the gun, 45 mm Model 1932/38 20-K gun, had penetration values very similar to those of the main gun of the BT-7:
100m - 94mm
500m - 64mm
1000m - 40mm
Ok, maybe a bit better, but only so slightly which the granularity of the gun effects will not be affected by. So, the firpower rating should be the same as the BT-7 I developed earlier. A higher initiative is given - T70 was a recon tank, it relied on keeping the initiative to survive, hence it really should have a very good and solid initiative. Hence, the card:
Now, 20 points may sound like a lot, but remember that the "dashing" rule gives extra dice. Yes, if it does get hit, the chances are that it goes, but first try to hit it! Very glass cannon. Suggestions are all welcome and eagerly awaited for.