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Absolute Victory: World Conflict 1939-1945» Forums » Rules

Subject: Mech Tech rss

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Michael Fuller
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Not sure if the Mech Tech rules are already completed. Or if the idea is just to limit the tech to firepower/fortitude improvements. But FWIW, I've brainstormed some ability ideas.

Air Command: Chance to serve as Air Bases for 2 planes for a TacAir Strike. Maybe 1 in 10 or 1 in 6.
Amphibious: Negate Combat Effects from attack across Russian River Hexside.
"All-Weather-1": Rain and Snow hex only costs 1 MP.
"All-Weather-2": As "All-Weather-1" plus, Mud and Blizzard hex costs 2 MP.
Anti-Air: If d10 die roll from an attacking by plane during a TacAir strike against the tank is a 0, then plane is shattered.
Anti-Tank Buster: Negate advantage of a Tank Buster plane attack made against the tank.
Artillery Support: Each tank with this ability can provide artillery support to one 1-firepower infantry unit. A supported infantry unit increases its firepower from 1 to 2. Not sure if increasing a 2-firepower infantry to a 3-firepower would be too powerful.
Command Capabilities: couple ideas how to implement. After Combat modes are revealed:
option 1: each tank has a chance to be moved from reserve to front or vice-a-versa.
option 2: randomly roll how many tanks could be moved from one place to another. Maybe 1d3 or 1d6.
Fuel Efficiency: If tank is selected to be flipped due to rule 62.0 Oil, there is chance tank is not flipped. This non-flip still counts towards required number of flipped units. Maybe 1 in 10 or 1 in 6.
Mobility: has 5 MP.
Well Built: If tank is destroyed, roll a d10. If die roll is 0, tank is shattered rather than destroyed.
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Robert Madison
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I'm happy to go with a Mech Tech discussion!

The main idea behind Mech Tech is that the combat strengths (firepower/fortitude) of the countries' tank units would change over time -- not so much the special abilities that you suggest. Although there is plenty of room for maneuver in the rules you've suggested! There is a proposed Mech Tech grid showing the changing strengths of units over time here:

https://boardgamegeek.com/filepage/144741/mech-tech-grid
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Michael Fuller
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I was thinking each time a nation's Mech Tech increases the player rolls on a nation specific table to see what tech they acquired. Example

USSR:
1-3 Air Command (3)
4-8 Amphibious
9-16 All-Weather (2)
17-21 Anti-Air
22-29 Anti-Tank Buster
30-41 Artillery Support
42-44 Command Capabilities (3)
45-56 Firepower (5)
57-72 Fortitude (5)
73-77 Fuel Efficiency (3)
78-82 Mobility
83-100 Well Built (2)

While Germany might have increased chance for Command Capabilities and Firepower and decreased chance for maybe All-Weather, Fuel Efficiency, and Well Built. I would remove Amphibious from other nations has it would not really provide any game related benefit. Unless one could think of another benefit besides Russian rivers.

(#) the number of times that ability could be acquired. Each time Air Command, Fuel Efficiency, or Well Built was acquired it would increase chance of ability coming into play.

Command Capabilities: After Combat modes are revealed, (#) is the number of units that could be moved.

If player roles an ability that is already maxed out, he can increase his choice of Firepower or Fortitude.

The biggest drawback I see with this is luck could introduce a disproportionate effect in such a large scale game.
 
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