@toblerone77:
@SS:
Ok. They were used more on defense than attack. Attack at 2 and defend at 3. Pick the land piece on a roll of 1 for attack and defend and blitzing because they were used on front lines too. So might have to change in my games do to being to strong on attack. Like barabossa game has them at ( 12d die ) attack at 7, defend at 5, pick piece on 2 or less on attack and defend and can blitz.
Well If we convert these stats to D6 attack would be D6@3.5 defense would be D6@2.5, I still resist using D12 but the advantage is clear in that you can essentially roll 1/2 PIPs in the A&A dice mechanic. I’m not saying “go with my stats”, but trying not to stray too much from OOB stats and cost I chose to give the TD a matched cost to SPA. Just IMO I see the TD as more as an offensive weapon, a lighter or medium tank but with a big gun.
However, looking at the stats you could put the TD in the “classic tank” cost bracket of 5 A3/D2/M2 and SPA A2/D2/M2/C5 SPA basically same as ART but can move another space.
Now The reason I gave TDs the stats A3/D1/M2/C5 is because I use light tanks @ A2/D1/M2/C4 these are offensively balanced against OOB MINF and OOB ART
Essentially in a 4IPC cost bracket light tanks give mobility and offense. MINF give mobility and defense. OOB art give a balance of defense and offense at the cost of mobility.
Paying one more IPC (5 price bracket) the TD gives firepower and mobility (A3/D1/M2) but at a cost of lighter defensive capability. The SPA gives a balance of firepower, defense, and the addition flexibility of supporting infantry. Defensive score of 1 if using light tanks.
Finally in my HRs I allow anything that land-based that move two spaces (other than empty transport trucks) to blitz.
This post was just how I reasoned my cost/combat structure given the pieces I intend to use with a D6 system.
When you say:
in my HRs I allow anything that land-based that move two spaces (other than empty transport trucks) to blitz.
are you including Mech Inf in itself?
Your way of seeing SPAs, is clearly within the most popular way of using them.
On the other part, your way of reasoning TD is original and needs to be emphasized.
Instead of just giving a specific value to TD in itself, you have a more larger scope.
It give a more specific tactical values to TD inside a set of other units:
Essentially in a 4IPC cost bracket light tanks give mobility and offense. MINF give mobility and defense. OOB art give a balance of defense and offense at the cost of mobility.
Light Tank A2D1M2C4 + TD A3D1M2C5 = A5+1D2M2C9
vs
Mech Inf A1D2M2C4 + SPA A2D2M2C5 = A3+1D4M2C9
Both paired units keep 8 A/D pts for 9 IPCs. Which seems at first glance quite balance.
Mech Inf+ SPA are a balance pairs on offense and defense: A4/D4
But clearly TD+LightTk are far more dangerous on offense: A6/D2
And your historical way of seeing TD units seems the exact opposite of Knp7765 TDs:
@knp7765:
@SS:
How about attack at 3 defend at 2 and choose any land vehicle as its target on a roll of 1 for attack only. Cost 5 and can blitz.
I think tank destroyers were more of a defensive weapon – ie. laying in wait for attacking armor to come to it.
So I would think attack 2, defend 3 and the roll of 1 allows it to target when defending, although I think the targeting ability should be on attack and defense, but if I had to choose one I would choose defense first.
On an historical accuracy point, still don’t know which aspect should get the better hand to define more accuratly TD:
Bigger gun, often used as support for Light Tank and less armor than a Tank: A3D1
+1A when paired to Light Tank
Stay within OOB paradigm.
vs
Almost same armor than a Tank, but no turret which mean less offensive manoeuvrability: A2D3.
Or a A2D2 with some Tank Hunter ability mostly on defense. Or, as Knp7765 pointed, the Tank Hunter capacity, even on offense, is in itself a defensive capacity.
But the “1” rolled targeting casualty of the Tank Hunter capacity is outside AAA paradigm rules.
This was my general analysis.
Now I want to rise a question of game balance and units optimization and specificity:
With such an offensive power A6 with 2 units,
the blitzing capacity
and the low cost: 4+5= 9 IPCs
It seems to me that Medium Tank becomes a non-sense buy.
2 MdTk get same A6 for 12 IPCs.
With LTk+TD you get an additionnal Inf for the same cost of 2 MdTk.
This means:
LTk+TD+Inf= A7D4C12, 3 hits vs 2MdTk A6D6C12, 2 hits
Because A&A gives an advantage to the attacker when it comes to where and how it chooses to attack: this combination of LTk and TD 2A3 moving 2 spaces seems powerful even if it cannot hold the conquered ground with a 2D1 as MdTk 2D3 (which is far less important than the first attacking assault).
I think it needs a little cost adjustment and/or A/D modif. to fix it.
Because, at 9 IPCs it should keep a 8 A/D pts total to be equal match to Mech Inf+ SPA.
Option A:
Maybe just giving TD A2D2M2C5, +1A to LTk when paired with.
So LTk+TD= A5D3M2C9
Option B:
Or rising the defense and cost of LTk A2D2M2C5.
So LTk + TD A3D1C5 = A6D3C10
These will keep the interesting tactical defence vs offence difference between these 2 paired units:
MI + SPA vs LTk + TD.
Option A) A4D4C9 vs A5D3C9
Option B) A4D4C9 vs A6D3C10
Here is the scaled progression of paired units moving at 2.
Based upon B) LTk A2D2M2C5 & TD A3D1M2C5 vs A) LTk A2D1M2C4 & TD A2D2M2C5
1 MInf +Art = A4D4C8M1
2 Mech Infs = A2D4C8
1 MI+ LTank = A3D3C8
2 LightTanks = A4D2C8
1 MI+ LTank = A3D4C9
1 MI+ TankD= A4D3C9 1 MI+ TankD= A3D4C9
1 MInf+ SPA= A4D4C9 1 LTk + SPA = A4D3C9
1 LTk + TD = A5D3C9
2 LightTanks= A4D4C10
1 LTk+ SPA = A4D4C10
1 TD + SPA = A5D3C10 1 TD + SPA = A4D4C10
2 TankDests= A6D2C10 2 TankDests= A4D4C10
1 TD + LTk = A6D3C10
1 SPA+MdTk= A5D5C11
1 LTk+MdTk= A5D5C11 1 LTk+MdTk= A5D4C10
1 TD+MdTk = A6D4C11 1 TD+MdTk = A5D5C11
2 Med Tanks= A6D6C12
My preferred choice is option A, on the right.
Because, when a Tank is present you get the same offensive edge for a lower cost.
And keeps the best attacking value A6 to 2 Medium Tanks.