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Memoir '44» Forums » Variants

Subject: Occult WW2 rss

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Greg CZ
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Anyone brainstormed any new units for an alternative WW2 setting?

Games like Incursion, Secrets of the Third Reich, Tannhauser have plenty of cool units.

mecha, sturmzombies, walkers, droptroopers, dark magic...

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Phil McDonald
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OK, we nominate YOU to do the brainstorming
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Greg CZ
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someone started...

http://www.boardgamegeek.com/thread/452122
 
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Jake Waltier
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Taking a page from the BattLore rules, you could have spells or other special abilities on a separate deck of cards. You have chips that are earned when you roll stars on the dice to pay for those cards. Every turn, either draw a spell card or take a chip. Don't take too many cards, because they cut in on your command card limit. Maybe those spells are tied to an in-game unit, such as Rasputin or a Nazi necromancer or something else wacky, where the caster has to be within range of the spell's target (or +2 cost if beyond the caster's range).

As for special units, the above-mentioned sorcerers would be central. Losing them would prevent you from casting any more spells this battle. You can embed them with other units such as armor or infantry by replacing one figure, also granting the unit the ability to ignore the first flag rolled. You could have Nazi zombies (5 figures, counts as infantry, must ignore all flags, may move 0-1 and battle, close assault only for 3 dice), Russian werewolves (4 figures, counts as infantry, may ignore first flag, may move 0-2 and battle, close assault only for 3 dice), etc.

Good starting point?

Edit: Of course werewolves should ignore terrain -based movement restrictions. Running through forests and bounding over town fences and through windows should be natural. Maybe they should also roll an extra die vs. infantry. I want to stick to conventions established by existing M44 expansions, so the close assault bonus of IJE infantry is a good match, though werewolves don't need to have all 4 figures to enjoy the benefits.
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Greg CZ
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Rasputin as magic user is ideal. Russian werewolves also. I was thinking about making the units on cardboard. Like in Wizard Kings the unit's life can be indicated by turning the unit.
 
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Jake Waltier
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A cardboard piece that you turn is certainly a viable method, but it clashes visually with the rest of the pieces. You could use damage tokens like destroyers and aircraft carriers use - just stack them behind or under the unit and remove them as damage is taken. For sorcerers, you could treat them as heroic leaders (or whatever they are called) in the Terrain Pack (rules downloadable for free on daysofwonder.com).

I don't know why I didn't think of it before, but mecha could be represented by Inner Sphere mechs from Battletech; most of them are sufficiently bulky and clunky-looking so as to match fictional WWII mad science. They are activated as armor . When ordered, they move like armor but ignore terrain movement restrictions (though they cannot enter terrain impassable by armor.). They may battle as either armor or artillery, taking benefits or penalties of whichever they choose for that roll. Mecha may perform armor overrun only after battling as armor. They are hit and damaged as a destroyer, taking three hits before being removed from the table. They may ignore the first flag rolled against them. Because of their size, they do not benefit from protection offered by terrain such as hills or forests. Terrain that blocks line of sight still blocks line of sight to or from mecha.

This is fun! We should create a whole series of alternate history scenarios.
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Jake Waltier
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leaxe wrote:
Anyone brainstormed any new units for an alternative WW2 setting?

Games like Incursion, Secrets of the Third Reich, Tannhauser have plenty of cool units.

mecha, sturmzombies, walkers, droptroopers, dark magic...

Alright, we covered mecha and zombies, and went over the framework of dark magic, but what are walkers and droptroopers?
 
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Greg CZ
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by walkers I meant mecha. Walkers like is SW (AT-AT, AT-ST etc.) and dreadnoughts like in WH40k

Found some good examples

http://wk.frothersunite.com/sc/pulp/wwwaw.htm

http://surbrook.devermore.net/superpics/machines/machines.ht...

 
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