Lonecat Nekophrodite
Emperor
- Joined
- Jan 10, 2019
- Messages
- 1,642
1. If Stacking is used. what should Antitanks and Antiaircraft arsenals (and rules) Be?
1.1 as a unit in any Army stack
1.2 as 'Tech Upgrades' (availables automatically after certain reserach that readjust unit combat capabilities when fighting against respective unit types these two countermeasures are made for)
1.3 as purchaseable Ancillary (Similiar to Heroes of Might and Magic 3 'Wargear' if anyone ever played that game before)
2. IF 1UPT is used. neither of the two can be separate units since none of such units exists that way IRL. there are two alternatives.
2.1 as 'Tech Upgrades' (availables automatically after certain reserach that readjust unit combat capabilities when fighting against respective unit types these two countermeasures are made for)
2.2 as purchaseable Ancillary
Note that in case of Antitanks. there are 'lights' (bazookas, Panzerfausts / RPG (actually means Antitank weapons in Russian, not 'Rocket-propelled Grenades') and 'heavy' (Anything that is eligible to be formed as Artillery Battery, and even have SOME firesupport quality IF NEEDED BE, including AT Field guns.. which too bad these didn't last past two decades post WW2).. mmm what should there be 'rules' and 'unit lists' in this case since 'Antitank Regiments/Divisions' never exists IRL, the biggest AT unit possible might be either Battery or Battalion .... note that Antitank Guns were generally organized like 'Artillery' especially with the earliest specimen being light QF Guns (some even have naval origin, like the 37mm, originally made to equip Torpedo Gunboat / Torpedo Destroyers.... to be big enough to sink any torpedo boat and yet much faster to reload since these guns use metal cartridges similiar to personal weapons, unlike bigger artillery)
1.1 as a unit in any Army stack
1.2 as 'Tech Upgrades' (availables automatically after certain reserach that readjust unit combat capabilities when fighting against respective unit types these two countermeasures are made for)
1.3 as purchaseable Ancillary (Similiar to Heroes of Might and Magic 3 'Wargear' if anyone ever played that game before)
2. IF 1UPT is used. neither of the two can be separate units since none of such units exists that way IRL. there are two alternatives.
2.1 as 'Tech Upgrades' (availables automatically after certain reserach that readjust unit combat capabilities when fighting against respective unit types these two countermeasures are made for)
2.2 as purchaseable Ancillary
Note that in case of Antitanks. there are 'lights' (bazookas, Panzerfausts / RPG (actually means Antitank weapons in Russian, not 'Rocket-propelled Grenades') and 'heavy' (Anything that is eligible to be formed as Artillery Battery, and even have SOME firesupport quality IF NEEDED BE, including AT Field guns.. which too bad these didn't last past two decades post WW2).. mmm what should there be 'rules' and 'unit lists' in this case since 'Antitank Regiments/Divisions' never exists IRL, the biggest AT unit possible might be either Battery or Battalion .... note that Antitank Guns were generally organized like 'Artillery' especially with the earliest specimen being light QF Guns (some even have naval origin, like the 37mm, originally made to equip Torpedo Gunboat / Torpedo Destroyers.... to be big enough to sink any torpedo boat and yet much faster to reload since these guns use metal cartridges similiar to personal weapons, unlike bigger artillery)