Hoi,
In juli zou the rising sun uitkomen: early war Jappen en Russen.
grz
Johan
The rising sun
-
- Chapter Master
- Posts: 637
- Joined: Sun Aug 05, 2012 12:18 pm
The rising sun
guildball: butchers, alchemists, morticians
AoS: nighthaunt
star wars imperial assault, legion
dark souls boardgame
AoS: nighthaunt
star wars imperial assault, legion
dark souls boardgame
Re: The rising sun
haha super ^^For the Empra ook in het oude japan ^^
GrandMaster of the Sanguine Angels Blood Angels Succesor Chapter
Archon of the Götterdämmerung Traitor Guard Regiment
ArchMage of the Pointy Ears High Elves army
Coach of the Short Jokes dwarf bloodbowl team
Grand Vizier of mutatawwi'a
(\__/)
(='.'=) This is Bunny. Put him on your
(")_(") signature to help him on his
way to world domination
Archon of the Götterdämmerung Traitor Guard Regiment
ArchMage of the Pointy Ears High Elves army
Coach of the Short Jokes dwarf bloodbowl team
Grand Vizier of mutatawwi'a
(\__/)
(='.'=) This is Bunny. Put him on your
(")_(") signature to help him on his
way to world domination
-
- Chapter Master
- Posts: 637
- Joined: Sun Aug 05, 2012 12:18 pm
Re: The rising sun
http://www.dakkadakka.com/s/i/at/at2/20 ... _16689.jpg
Some info from lastest WI
- Japs
Tank Coy - FV
Cav Coy - FT ?
Inf Coy - FT
- Soviets CC
Heavy tanks (no KVs)
Light tanks T-26s
Fast tanks BTs - 315 for 7 BT5/2
Cav
Motostrelkovy
Strelkovy
- Finnish
Inf
Fort. Inf
Jaakari
Guerilla
All Japs special rules are detailed. Major ones are Auto attack if they want with Dawn Assault,
Seishin (if they fail morale they drop to rifle teams - tanks and indeps are destroyed, and go to the objective in move and shoot. Have to assault and so on),
No Surrender - when morale company failed, all platoons get Seishin (tanks destroyed rest goes to rifle)
Banzai - go for broke (niesei rule),
Standards (1+ for pin also for flamers and templates), reg. standard - pass all mot. tests (2iC with big banner),
Kendo - commands hit on 2+ but not tanks,
Human bullet - special AT Teams that auto pass def fire and tank terror and dish out 4 attacks agains tanks per team. AT 4 improv. tank assault,
Duty to the end - tanks that are bogged/bailed fight in assault, shoot mgs and count toward team count in platoon,
Hip shot full ROF while moving and shooting close range,
Fire burst - 2 guns act like 3,
70 mm guns reroll first attempt of ranging in (mortar style).
13 stand inf platoon costs 255 pts FT incl 3 mortars.
Some info from lastest WI
- Japs
Tank Coy - FV
Cav Coy - FT ?
Inf Coy - FT
- Soviets CC
Heavy tanks (no KVs)
Light tanks T-26s
Fast tanks BTs - 315 for 7 BT5/2
Cav
Motostrelkovy
Strelkovy
- Finnish
Inf
Fort. Inf
Jaakari
Guerilla
All Japs special rules are detailed. Major ones are Auto attack if they want with Dawn Assault,
Seishin (if they fail morale they drop to rifle teams - tanks and indeps are destroyed, and go to the objective in move and shoot. Have to assault and so on),
No Surrender - when morale company failed, all platoons get Seishin (tanks destroyed rest goes to rifle)
Banzai - go for broke (niesei rule),
Standards (1+ for pin also for flamers and templates), reg. standard - pass all mot. tests (2iC with big banner),
Kendo - commands hit on 2+ but not tanks,
Human bullet - special AT Teams that auto pass def fire and tank terror and dish out 4 attacks agains tanks per team. AT 4 improv. tank assault,
Duty to the end - tanks that are bogged/bailed fight in assault, shoot mgs and count toward team count in platoon,
Hip shot full ROF while moving and shooting close range,
Fire burst - 2 guns act like 3,
70 mm guns reroll first attempt of ranging in (mortar style).
13 stand inf platoon costs 255 pts FT incl 3 mortars.
guildball: butchers, alchemists, morticians
AoS: nighthaunt
star wars imperial assault, legion
dark souls boardgame
AoS: nighthaunt
star wars imperial assault, legion
dark souls boardgame