Visually, these look awesome! The artwork and units look fantastic they could easily be passed off as official.
From a balance standpoint, these look VERY strong and would take some playtesting to balance. There are a few other things that seem strange to me.
The Brad Pitt hero seems to have two different recruitment tiles? One with the white bands for 40 points that just gives you the hero and then another recruitment board where he is in a Pershing? The Pershing recruitment board doesn't seem to have a point cost… The backside shows it is worth 8 victory points indicating he is worth 80 points maybe? This seems low for a Pershing tank that gives you two orders!
The Michael Wittman Tiger Platoon seems comparable but even that is 30 points more. Granted it has quite a few more slots for recruitment options.
You have a strange way of using the white band recruitment slots. These are used for individual items associated with just one character or hero. Usually, it's something like a weapon or a trait that only applies to that character. Very odd to have a hero in that recruitment slot.
The B-17 is cool and all but was never providing air support at a platoon level like in Heroes of Normandie. They were off bombing factories and rail lines in Germany well behind the front lines. The only time I can think of where they were used on the frontlines was during Operation Goodwood where a large scale bombing of the front lines was done by strategic bombers. It wasn't that effective, which is why the Allies never really did it again.
100 points seems reasonable for the powerhouse stats you have given the B-17 but I'd be afraid if my opponent has a 20mm AA gun or worse. That might be a very short-lived 100 points spent!
I won't make any comment on the B-17 cards since I can't seem to read them with the current image files. How do they get added to your deck? Is there an upgrade? Do they come with buying the B-17 command recruitment upgrade?
How do the radios work? If a unit with the radio symbol activates then everyone with a radio symbol can activate? And they can spend the radio token to get the radio symbol? Seems pretty powerful to have 3+ units activate at once for 15 points! I suppose there are a few other abilities that do something similar but usually they have restrictions like they all have to be tanks or heavy weapons units that are in a couple of squares of each other.
What kind of order token does the "Elite" command upgrade give you? Is it a regular order? A special order token? If it is a special order token there is an existing command upgrade for that and it costs 30 points! If it is a regular order is this any different from the Planning command upgrade? 1 order for 10 points?
The BAR is for just one character? Your rules text for it makes it sounds like it's for the whole force. Again, the white bar upgrades are always used for just one character so this makes it kind of odd. Typically upgrades that affect the entire force are command recruitment options. (the red white and blue colored bars for the Americans)
The Bayonet is again a very neat idea but 10 points is just too cheap since it is for the entire force. Consider ammo tokens that give you 3 +1 rolls for the same cost. Again it's an upgrade that goes on a platoon board but affects the entire force? Seems to me this should either be a command upgrade that costs quite a bit more, probably around 30 points, or should be an equipment upgrade that gives you 3 tokens you can spend to give a unit the assault ability for one assault.
Cigarettes are also very powerful and seem very undercosted for what they do. You could give yourself 3 extra orders in one turn by passing all 3 of them out the same time not to mention what initiative do these extra activations go in? Are they like special orders you can choose when to use them during initiative? If they are that's VERY powerful! That's like handing out 3 special order tokens! For just 10 points!!! Let's compare this to the Heroic upgrade which is similar enough to be comparable. This gives you three tokens you can use to let a unit activate twice in a row and this upgrade costs 30 points! Heroic also gives your unit a suppression token after each extra activation so it has a downside.
Dynamite looks cool. I love the idea of giving the US more anti-tank options even if they are unreliable. However, the rules you have written it doesn't do anything to light vehicles? That's fine I guess but seems odd considering most if not every anti-tank option in the game is usable against both light and heavy vehicles.
So that's my two cents. You have some great looking stuff here and some really cool concepts. A good place to start would be to compare them to existing upgrades from Devil Pig and ask why you would take one of your new ones over a similar one. What are the advantages? Disadvantages? Are the costs comparable? I think a lot of this you would find very quickly with some play testing. Keep revising! These are very cool!
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