First I would like to say hi to everyone and thanks for taking the time to look at my house rule. This is my first house rule and it has not been play tested yet, so be kind in criticism and I am open to suggestions to help balance things. I don’t see this as being that complicated of a house rule, but I may have overlooked something.
So this house rule will take the tanks in G40 and broaden the range a bit. By that I mean instead of just having “Tanks” that represents all classes of tanks, this will have 4 classes of thanks: Heavy, Medium, Light, and Tank Destroyers. You will need to either improvise a way to distinguish tank classes from one another or get new sculpts(I will include a list of sculpts I plan on purchasing). I will be getting my sculpts from HBG. I tried to stick to historical accuracy as best I could for the sculpts but that proved to be quite difficulty due to some nations not really having, for example heavy tanks during WW2, and limited sculpts. I will talk about these situations individually when I get to them.
With that being said you may be asking, “If different classes of tanks are now available, then what about starting setups?” Well, I believe for ease of use and balance reasons, keep the numbers the same and make all starting tanks Medium Tanks.
If you are playing G42 then there is no need to wait till round 3 to buy Heavy Tanks and Tank Destroyers. That is for G40 only.
A quick note on pairing: You cannot pair things that are already paired with something else. For example, if you go into a fight with 5 Infantry, 3 Artillery, 8 Light Tanks, 3 Medium Tanks, and 2 Tactical Bombers, you will need to plan out your pairing. If you pair 2 of your Medium Tanks to boost the attack of your Tactical Bombers, then you only have 1 Medium Tank left to pair with. Alternatively you could use all three Medium Tanks to boost 3 of your Light Tanks, but then could only boost 1 Artillery. If any clarification is needed on this subject, please ask.
Heavy Tanks:
Slow: Cannot blitz
Heavy Armor: Absorbs 1 hit each per battle, kinda like capitol ships but this damage doesn’t persist outside of the battle, in other words you won’t have to worry about repairing them like you do with capitol ships
Research and Development: Heavy Tanks cannot be bought until the 3rd round
Draws Attention: Can be paired with Tank Destroyers, 1 to 1, to increase Tank Destroyers attack from 3 to 4
Cost: 8
Attack: 3
Defense: 4
Move: 1
Sculpts
Germany: Tiger 1
Russia: IS-2
Japan: Shares Germany, Orange Tiger 1. Japan had very few heavy tanks deployed from what I could tell, and I couldn’t find sculpts of the ones they did deploy so they will have to share sculpts with Germany.
US: Pershing
UK: Matilda, which is their standard piece
Italy: M15/42, this is their standard piece, and based on research I did, this tank was far from a heavy tank, but again sculpts and lack of historical heavy armor from Italy forces me to use this as heavy tanks
ANZAC: Grey Churchill
France: I could not find any sculpt to represent French heavy armor. Game play wise, I find it OK to not allow France heavy armor, considering they won’t really be able to use them and historically speaking, France was behind in tank technology
Medium Tanks
Main Armor: Can blitz
Armor Support: Can be paired with Mechs 1 to 1 to allow Mechs to blitz
Ground Focus: Can be paired with Tactical Bombers 1 to 1 to increase Tactical Bombers attack from 3 to 4
Mixed Armor Tactics: Can be paired with Light Tanks 1 to 1 to increase Light Tanks attack from 2 to 3
Armor Support: Can be paired 1 to 1 with Light Tanks to allow Light Tanks to blitz
Cost: 6
Attack: 3
Defense: 3
Move: 2
Sculpts
Germany: Panther, their standard piece
Russia: T34, standard piece
Japan: Type 97
US: Sherman, standard piece
UK: Valentine
Italy: Panzer III
ANZAC: Shares UK, Grey Valentine
France: Shares Russia, Blue T34, standard piece
Light Tanks
Fast Movers: Can move 3 but only during non combat and all territories you plan on moving through must be controlled by you, allied control territories will halt the movement
Light Armament: Cannot blitz alone, must be paired with blitzing Medium Tanks, 1 to 1 pairing
Infantry Support: Can be paired with Infantry or Mechs, 1 to 1, to increase Infantry or Mechs attack from 1 to 2
Mixed Armor Tactics: See above Mixed Armor Tactics in Medium Tanks
Scouts: Can be paired with Artillery, 2 Light Tanks to 1 Artillery to increase Artillery’s attack from 2 to 3
Cost: 5
Attack: 2
Defense: 2
Move: 2 to 3
Sculpts
Germany: Panzer II
Russia: T26
Japan: Type 95, standard piece
US: Stuart
UK: Shares US, Tan Stuart
Italy: Panzer 38t
ANZAC: Sentinel, standard piece
France: 7TP(I know this is a Polish tank but I saw that I could get it in blue and took the opportunity to give France their own piece for once in this game :-D)
Tank Destroyers
Research and Development: Cannot be bought until 3rd round
Opportunists: See above Draws Attention in Heavy Tanks
Targeted Fire Ability: First let me say that in my personal opinion, a special ability, especially in strategy games, needs to have three base things to be balanced. A pro, a con, and a way to negate it. Think of this ability kinda like the Submerge or Surprise Strike of subs.
So first, the presence of 1 or more enemy Tactical Bombers negates this ability. If they have 1 Tactical Bomber and you have 20 Tank Destroyers, this ability is negated and cannot be used.
The pro is that you get to choose what you hit.
The con is that its limited in when you can use it, can only be used once per battle, doesn’t boost stats, the Tank Destroyers that use this ability cannot be paired with Heavy Tanks, and cannot hit aircraft.
Both attacker and defender can use this as long as they are not negated. This must be used during the first round of combat, with one exception. If Tactical Bombers were present during the first round of combat but were later all destroyed, you can then use this ability at the beginning of the next combat round. Otherwise, you must use this at the start of the first combat round.
Before any dice are rolled, attacker announces first, call out if you will be using this ability and how many Tank Destroyers will participate. The attacker then rolls one die for each participating Tank Destroyer, hitting on a 3 or less. The attacker then assigns hits instead of the defender. Heavy tanks still absorb one hit. Aircraft cannot be hit. These units are placed behind the casualty zone(if you use it) and will get to return fire in normal combat. The defender then does the same. From then on continue combat as normal; you cannot use this ability more than once per battle. If you are able to use it at the beginning but don’t use it then, you cannot use it later.
Cost: 7
Attack: 3
Defense: 3
Move: 2
Sculpts
Germany: StuG III
Russia: SU-76
Japan: Type 3
US: Hellcat
UK: Shares US, Tan Hellcat
Italy: Shares Germany, Brown StuG III
ANZAC: Shares US, Grey Hellcat
France: Shares US, Blue Hellcat
That’s it. If you have any questions then I will try to answer them the best I can. If you have suggestions to make this better or more balanced then I would love to hear them, as long as there suggested politely. I am also open to suggestions on alternate places to get sculpts, but I haven’t yet found a place much better than HBG. Again, thanks for taking the time to read about my first house rule for this game, or ever for that matter. Is this house rule necessary? No, but loving history the way I do, I just would like having the different classes of tanks represented, like the different classes of air units that are already in the game. Besides I think it would be neat to see all of these sculpts on the board. Of course, if you have a game coming up, you can use it, just please let us know how it goes and your thoughts about how it works in game, as play testing would be the best way to find problems. I thank you in advance.
EDIT: I took out the Tank Hunter Ability and replaced it with Targeted Fire. I feel like this will be a lot less complicated but still make Tank Destroyers a special unit. I also believe that it is balanced as best as I could without trying it in a few games first. As a result Light Tanks lost the Search trait because it is no longer relevant. Also, after much thought, I feel like the Light Tank stats are fine the way they are, but there could be a better way, so I’m still open.
EDIT #2: I changed the pairing ratio of Light tanks to Medium tanks for 2 to 1 to an easier to remember 1 to 1. I feel as if when someone buys Light tanks they will buy them in bulk. With that being said I kept the pairing of Light tanks and Artillery at 2 to 1. In efforts to reduce the number of pairing options, I removed the ability the pair Light tanks and Mechs so Mechs cannot move 3. I removed the ability allowing Tank Destroyers to blitz in efforts to help balance them. I also added the note to make sure people know that Heavy tanks still absorb one hit from the Targeted Fire ability.