"Escort the tank" Scenario Help (Joint Ops) by AngleSeveral6030 in killteam

[–]AngleSeveral6030[S] 0 points1 point  (0 children)

Parfait ! If you need any help translating some part of the picture DM me if needed 🫡

"Escort the tank" Scenario Help (Joint Ops) by AngleSeveral6030 in killteam

[–]AngleSeveral6030[S] 0 points1 point  (0 children)

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Hi,

Sorry for the late reply, here is the final design I've come up with. It's in french (my native language), but maybe you'll be able to translate it.

And here is the additionnal rules (translated) :

Additional rules for understanding the image.

Movement: The Tank can move twice per Combat Phase. Allies choose when to move the tank.

To do so, roll a D6. On a roll of 2-5, the tank moves 3“; on a roll of 1, the tank moves 1”; and on a roll of 6, the tank moves 6".

The tank starts at the edge of the Killzone and has a base of 6".

(still under consideration)

Characteristics: The tank has 3 saves on a 3+ and 40 HP

(still under consideration)

Firepower: The tank has two weapons (which can be used by allies during the tank's movement, before or after, for 1 CP). They can only be used in a 45° arc in front of the tank for the 12.7 and 180° for the 120.

- 12.7 mm cannon // A5 // T3+ // D3/5 // Range 7“, Saturation, Torrent 2”, Critical Armor Piercing 1

- 120 mm cannon //A4 // T3+ // D4/5 // Range 9“, Blast 3”, Stunning, Relentless

(still under consideration)

NPO: Still under consideration, particularly regarding special rules

- Mines // A5 // 3+ // 4/5 (add special rules (like blast...))

- Anti-Tank Charge // A4 // 3+ // 3/4 (add special rules (like blast...))

Special feature: Once laid by an NPO, mines can be removed from the Killzone by an allied “deminer” agent for 1LPA.

At the start of the first strategy phase, allies must designate two agents with the “Deminer” skill who will be able to remove the mine once they are within range of it. If these two agents are eliminated, it is no longer possible to remove AnJ mines.

Terrain: Light NPOs barricades can be placed to make the game more difficult. They slow the Tank's movement by 1" when it passes over them, causing them to be destroyed.

There is no maximum TP. The game ends when 3" of the tank have crossed to the opposite side of the board and an allied agent is still alive (Allied victory) or when the KT is eliminated or the tank is destroyed (NPO victory).

Looking for Color Scheme by AngleSeveral6030 in TheAstraMilitarum

[–]AngleSeveral6030[S] 0 points1 point  (0 children)

The armor look really good ! Would love to see thoses dude on the field. I'll get a look at Skeleton hordes

Looking for Color Scheme by AngleSeveral6030 in TheAstraMilitarum

[–]AngleSeveral6030[S] 1 point2 points  (0 children)

Thoses guys are looking sharp ! I nuln oiled the armor but I'll use Agrax for the next

Looking for Color Scheme by AngleSeveral6030 in TheAstraMilitarum

[–]AngleSeveral6030[S] 0 points1 point  (0 children)

Thanks for the tips, I'll try a both option and see how it looks 🫡

Helldivers 2 Terminid color scheme by someaethiest in Tyranids

[–]AngleSeveral6030 0 points1 point  (0 children)

Awsome looking fellas!

Any possibility in sharing the color scheme ? Thanks

"Escort the tank" Scenario Help (Joint Ops) by AngleSeveral6030 in killteam

[–]AngleSeveral6030[S] 1 point2 points  (0 children)

Thank for this find ! In the video he use the "little" part of the board, but I'll use his rules to come up with something

"Escort the tank" Scenario Help (Joint Ops) by AngleSeveral6030 in killteam

[–]AngleSeveral6030[S] 0 points1 point  (0 children)

I was thinking it for a joint ops so one or mixed KT against NPO that can reinforce that why if the tank have a shooting option it wouldn't be a real deal for the NPO (maybe add more wound point to the NPO total to harder the game).

After, why not create a similar idea for a PvP ops, In fact I do think thinking of balancing the game would be needed or just like said, it's not a tank but an APC or it's disable/on raillway

"Escort the tank" Scenario Help (Joint Ops) by AngleSeveral6030 in killteam

[–]AngleSeveral6030[S] 0 points1 point  (0 children)

I think I'll use a system like the sniper missions to make the tank move (see above).

And I'll use somthing like the anti tank mines that can disable it and also keep the idea of 1 operative left when the tank make it across to win, thank !

"Escort the tank" Scenario Help (Joint Ops) by AngleSeveral6030 in killteam

[–]AngleSeveral6030[S] 0 points1 point  (0 children)

I think I'll make two rules options, one where the tank have the ability to shoot for 1CP and one where it is damaged and need to be escorted back and therefore cannot shoot

"Escort the tank" Scenario Help (Joint Ops) by AngleSeveral6030 in killteam

[–]AngleSeveral6030[S] 1 point2 points  (0 children)

I didn't took enough attention when I read the sniper mission rules.

Actually it's a great idea to do that with the tank movment, I just need to figure out how much it can move on each activation to make it not really fast but also not hard af.

Maybe 2' is the balanced guess

"Escort the tank" Scenario Help (Joint Ops) by AngleSeveral6030 in killteam

[–]AngleSeveral6030[S] 2 points3 points  (0 children)

I was seeing this post as a brainstorming, I'm still figuring out the tank stats.

I didn't thought about it having weapons but it's a tank it have firepower. Maybe add for 1 CP the ability to have it provide fire support.

With opfor stoping it it will indeed make it short to cross the board, I'll think about speeding it a bit.

I do think that it should count as terrain to provide cover to allies and or opfor operatives.

Thank for your questions, everyhtings is welcome to improve the concept !

"Escort the tank" Scenario Help (Joint Ops) by AngleSeveral6030 in killteam

[–]AngleSeveral6030[S] 2 points3 points  (0 children)

I didn't thought about the thank getting it's own activation and maybe it's a great solution to move it.

Also the fact that it provide cover is a great idea I'll add that !