Author Topic: TACTICOOL - Act I [4 spots left!]  (Read 9924 times)

Yes you were. Sorry for not mentioning. Also I suppose you could keep the shotgun. How it got there could be a matter of question, but crews are given weapons for self-defense anyway.
ah. thanks bro
someone could bring up the shotgun. it'll be a good conversation piece

4 Positions to fill. Gojira is working on shells. I'm working on tank progression.

Just give me maximum pen values and I can get those names done quicker
I had an idea

i cant wait to field modify a stug

what will the rules for field mods be, anyway

i cant wait to field modify a stug

what will the rules for field mods be, anyway

Don't go modifiying it right away, because the characters can't gage the effectiveness of their enemies tanks yet. They still believe the armor is sufficient.

On the rules, you can only manage to fit a ton to two tons of extra weight. The drawback is that your engine, transmissions, final drives, suspensions, and tracks will suffer. Germans referred to the fact that "vehicles issued are close to their maximum carrying capacity as-is," and that adding more armor would harm the vehicle. Your fuel efficiency (though not important) will also suffer, as well as speed.

The add-on armor will have more of an effect in the RP than it did IRL though.

Im debating wether it's logical for the military to issue upgraded parts that you can put in your tank to help with the extra weight, or wether they will crank out tanks that will have a higher load capacity knowing that crews will modify them endlessly.

Perhaps I'll allow for vehicle tuning as well. Something similar to War Thunder's part upgrade texts.

EDIT: You'll get your parts from tanks being cannibalized for parts because of damage, or the husks of destroyed vehicles. Maybe I could come up with a quartermaster character that everybody can piss off asking for parts and stuff, even though I don't know much about the structure of tank companies, or if they had QMs or not.
« Last Edit: January 09, 2015, 12:53:40 AM by Mr. Hurricane »

Medium starting tank will be Panzer IV Ausf. F1

totes gonna put schürzen on my tiger

totes gonna put schürzen on my tiger

It will compound the mechanical pain in the ass the Tiger already is.

-common sense snip-

The add-on armor will have more of an effect in the RP than it did IRL though.

Im debating wether it's logical for the military to issue upgraded parts that you can put in your tank to help with the extra weight, or wether they will crank out tanks that will have a higher load capacity knowing that crews will modify them endlessly.


EDIT: You'll get your parts from tanks being cannibalized for parts because of damage, or the husks of destroyed vehicles. Maybe I could come up with a quartermaster character that everybody can piss off asking for parts and stuff, even though I don't know much about the structure of tank companies, or if they had QMs or not.

what are the rules about captured tanks? or field mods that change the armament, not the armor?

what are the rules about captured tanks? or field mods that change the armament, not the armor?

Captured tanks are returned to higher command echelons for study. It is unlikely you will be able to use them, because there are no spare parts, technical knowledge of how they work, or manuals in a recognized language.

I am thinking about allowing Columbian and SIR lend-lease type vehicles.

 Armament field mods are a possibility. Depends on if there is compatibility between the weapon and turret in question, these will follow more realistic historical guidelines. This is subject to change.

The only field mods I was thinking of weapon wise would be mounting MGs where there are no mounts, twin linking them, perhaps adding flamethrowers as well.

It is also coming into consideration changing the Light tank section over to an engineering section, the only issue is that Hiemat would have to use either lend-lease engineering vehicles, or fictionalized German engineering tanks, i.e. a Panzer IV with a mine flail. The Germans, to my knowledge, had no such vehicles.

UPDATE:
TIGERFIBEL

Tiger crew are required strongly advised to read. (NSFW ish)

Also shows what a pain in the ass interleaved road wheels are.

Tigers are in production ahead of schedule. The first heavy tank will be the Panzerkampfwagen VI H Tiger.
« Last Edit: January 09, 2015, 05:06:13 PM by Mr. Hurricane »

banner done



that panzer was a huge pain in the ass to vector trace, but i think it was worth it. i'll try to start working on the map tomorrow night

forget, that's awesome NoZoner.

I'm considering starting early even if not all positions are filled, so that at the least we get this moving.
« Last Edit: January 10, 2015, 02:00:48 PM by Mr. Hurricane »

forget, that's awesome NoZoner.

I'm considering starting early even if not all positions are filled, so that at the least we get this moving.

that'd be somewhat historical really, since it's not like everyone got assigned a position at the same time and sent to war

that'd be somewhat historical really, since it's not like everyone got assigned a position at the same time and sent to war

The 505th is a new battalion. the 500th was split into 5 different entities. 501, 502, 503, 504, 505. All battalions are at least 50% under-strength. The problem isn't machines however, it's manpower. There are hundreds of tanks waiting for crews.

If we are not full by tonight or tomorrow afternoon, we're starting.

The 505th is a new battalion. the 500th was split into 5 different entities. 501, 502, 503, 504, 505. All battalions are at least 50% under-strength. The problem isn't machines however, it's manpower. There are hundreds of tanks waiting for crews.

If we are not full by tonight or tomorrow afternoon, we're starting.

that's exactly my point, though i'll admit that i worded it poorly