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 AHF Gold-Rated Trader
Posts: 83

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Post subject: Stats and Card for a 203mm Russian Artillery piece?
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Hello All,
I'm looking for some help with a Russian piece. I have a 203mm soviet gun, but I need some suggestions for stats. I figrued it would have extended range, "large" for stacking reasons, and "tall silhouette". But I'm not quite sure about stats or cost. Also, I was thinking about some bunker busting SA since that's what it was used for. Suggestions would be greatly appreciated. Thanks. |
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Mon Jun 29, 2009 9:17 pm |
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Posts: 668

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| It would be something more powerful than the 150mm guns in the game. But I think it would not be suitable in the game, since this piece is likely to be under the control of higher HQs. |
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Tue Jun 30, 2009 4:52 am |
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The Panzer Collector

Posts: 1315

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Do you have any real-life data for us? Designation, Date, Placement...? _________________
If pro is the opposite of con, then isnt progress the opposite of Congress?
Trade thred here: http://aaminis.myfastforum.org/about5286.html |
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Tue Jun 30, 2009 4:38 pm |
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 AHF Gold-Rated Trader
Posts: 83

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Here's some info below. I mostly plan on using it in a Battle of Berlin scenerio, where they were often used to decimate strogholds. I know it wouldn't be as mobile as other guns, but I still think it's a cool piece.
Range: 17,500m
Calibre: 203mm
Rate of Fire: 1 round every three minutes.
Weight: 15,800kg
Crew: 15
This gun was introduced in 1938. The guns were initially held in the GHQ artillery reserve for use on desiganted Fronts, but from late 1942 were incorporated into the artillery Divisions to form Heavy Howitzer Brigades. The gun was mounted on a tracked carriage but suffered from poor mobility due to its weight. It was an accurate weapon. Mounted on an unpowered tracked chassis, which would be towed into position by a tractor. The gun featured a piston operated breech mechanism and a small crane on the left hand side of the weapon to manouver the ammunition into the breech. |
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Tue Jun 30, 2009 11:05 pm |
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Posts: 668

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Here is my try:
Cost: 18
Type: Soldier-Artillery
Speed: 0
AI: 13/12/11
AT: 13/11/9
Enhanced Range 16
Indirect Fire
Bombardment
Blast
The Relocate SA is not appropriate for such a large gun, I think. Since it is immobile, the cost should not be too high. |
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Wed Jul 01, 2009 2:40 pm |
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Posts: 108

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| tw252 wrote: | Here is my try:
Cost: 18
Type: Soldier-Artillery
Speed: 0
AI: 13/12/11
AT: 13/11/9
Enhanced Range 16
Indirect Fire
Bombardment
Blast
The Relocate SA is not appropriate for such a large gun, I think. Since it is immobile, the cost should not be too high. |
Is it invulnerable?
3/3 def right just like all other arty. |
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Wed Jul 01, 2009 8:57 pm |
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Posts: 668

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| I forgot the defence......Yes, 3/3 as for other soldier-artillery units. |
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Thu Jul 02, 2009 4:36 am |
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Posts: 47

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Okay cool card and it would be a neat figure . However A&A Minis is a tactical level game . I'm not real comfortable with using any artillery that was meant to fire shells over several KILOMETRES . Generally if the gunners were firing over open sights at the enemy things would be pretty bad . Lets face it but the MINIMUM range for Germ/Rus rocket arty is 2000-3000 meters.
I'm thinking of suggesting that you you buy the artillery card(s) they are offboard and you can fire them 1-2 times per game if you have an oficer or F.O. aviable to call in fire . The spotter SA Spotter applies to artillery as well as aircraft .
Neat stats for the the 203mm though . _________________ Always playtest the dumb strategies , because if it works it's not dumb !!! |
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Sun Jul 05, 2009 2:41 pm |
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Posts: 668

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| You are right, but the 105mm and 150mm pieces in the game are able to fire at targets 10,000 m away. |
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Mon Jul 06, 2009 3:47 am |
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AHF Bronze-Rated Trader
Posts: 1048

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yeah, I really dont see the problem here, they guy asks for a card and suddenly all is like "oh no you cant use that in AAM, It would'nt be realistic"...IT'S AAM!!! SINCE WHEN HAS THIS GAME BEEN TRUe TO REALITY!?! FFS we already got Hummels, Wespes, Priests, nebels and stalinorgans! And btw the army building is totally unrealistic! I could take a King Tger and some infantry and call it an army, but guess what, King Tigers were regimental assests, and here we use it with a couple of soldiers and an ammodump who somehow makes the our units more accurate. Face it: this game is not realistic AT ALL, therefor I really dont understand why there's such a fuzz about a guy asking for a particular unit, so instead of yapping about that fact that YOU dont want it then either make a card for it or say you dont wanna do it, and everything else does'nt matter
ps. sorry for my crappy spelling _________________
WKFC
IJNCVLF needs YOU! join the crusade; sign up TODAY! |
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Mon Jul 06, 2009 9:54 am |
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Posts: 17

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If the gun only fires one round every three minutes, and a turn is three minutes, shouldn't it get some kind of SA to slow it down?
Here's my attempt at it:
SLOW RELOAD (If this character attacked last turn, it cannot attack this turn. |
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Tue Aug 25, 2009 3:02 am |
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