Post by groggyfroggy on Sept 18, 2015 14:36:32 GMT 1
my first post. Just got the game and all expansions. Taking in a lot of info and reading rules and online resources.
In the game I found a few things I wanted to add; Krad (Sd.Kfz. 2 – Kleines Kettenkraftrad) Scout Infantry and some variants of the SPW 251: 2,8 cm sPzB41 and "HMG" variant. The art of giving units the correct "cost" is not straight forward. I might be tempted to make "technicals" - as I once did in MBT (*).
I usually design my own scenarios based on something I see in a movie or on the news. Or just the will to experiment with new ideas and see if two very unbalanced forces can match one another (like superior training and Pumas versus little trained KV-1 and hoardes of green infantry - pretty much a bloody draw ).
And the units:
Krad (scout) infantry was straight forward: just use rules and additional points (base +2) as per motorcycle inf, but movement 6H10-13, just like SPW250/1. Seems fair, if M/C is a fair cost.
SPW 251/sPzB41 was also straight forward: Based on the SPW250/1 (MG) and 250/11 (sPzB), the SPW 251/sPzB would be 17 points. Seems OK; The 3,7 cm PaK / KwK 251 is 23 points, and is a much better weapon. sPzB41 was not fielded after 1942, of 2 reasons: lack of tungsten and lack of power. But I like the innovative weapon, and it is useful against any lightly armoured vehicles, even beyond long range.
However, with the SPW 251/1 HMG variant, I am lost. Both for cost and GP value. Wiki states that the SPW 251/1 "usually" fielded 2 MGs, one front and one rear AA. This would be a nice "broadside" of fire in-game. So the unit is plausible.
BUT #1, GP point-wise, you could throw an eye on PzKw IB: dual MG34s. 13 pts cost, and at P range 4 GP, whereas the 251/1 has 3 GP at P range. Seems odd? The Pz IB is armoured, tracked, but can't transport anything under cover, and is, as I see it, quite cheap (or cost effective).
BUT #2, an HMG section on foot, costs 10+15=25 pts, and has a GP value of 12 at point blank range.
Anyone for a scenario with 2 Pz IB versus 1 HMG section? Not very in-game balanced, but point-wise balanced...
Question 1: Is foot HMG section that expensive because it can assume full cover and hide in any terrain?
Question 2: Foot HMG GP factor equals that of the Flammpanzer III (cost 32 pts) at P range, plus a coax MG. Is HMG section GP overrated?
Question 3: What would the cost be for adding an MG to an SPW 251/1? Would the Pz IB values be OK, or, as I see it, too low. It is way less tiring firing X number of MGs from an armoured turret, than lying on the ground firing a single MG (**).
Summary: I would like to have a SPW 25X/HMG/Dual MG/Quad MG (!?), but can't figure out how to "price" them, or give them proper GP values. Help.
Edit: Regarding points and "mounting" guns on a platform/vehicle, there is more info on the Maultier Prime Movers: the heavy one, Tr:3-3, 11t, Movement 4H, is 13 points. If it wields :-) a 3,7 cm FlaK it is 17 points (6 GP), or the FlaK Vierling (4x2cm FlaK) it is 31 pts (11 GP).
Assumption: Roughly 2 pts per 3 GP could be a start. So an SPW with a HMG or dual, or more MGs, with 9 GP would cost 19 pts. Less then Pz IIC and SPW 222 2 cm KwK, and USSR M17MGMC GP 10, 28 pts. If the weapon doubles up as an AA weapon, add an extra, or two, points.
(*) In MBT I just placed the e.g. USSR quad 23 mm AAG on a truck with doctrine (they could not separate, *0.8 base points, or usually *0.6 pts poor) that was able to fire transported, and hence I got a "useful" technical at a reasonable price. Simulated a lot of African skirmishes, among them the Libyan civil war. Technicals can also be used in IDF.
(**) Own experience