we spent some time tonight going over our backstory force-composition and existing vehicles... what we wanted to do was to see if the existing force structure form our 'verse would fit into TW gaming mechanics. We also wanted a first-look at vehicles and vehicular combat.
We found it very easy to slot the GOT figures and vehicles into TW, the vehicles especially so. The only changes we needed to make to the figures was in how we organised our units - previously we would have each 4-man section with a different weapon type (Gauss, Laser, Plasma {energy} and ACR) - as this would cause issues we simply unifed each 4-man section into a weapon type.. i.e. 4-man laser, 4-man Gauss etc etc.
GOT has a seperate "brick" (4-men) for Heavy-Weaps and squad-support is vehicular ... so the Bear jeeps went into Light Vehicles with a 50-cal equivalent gun, the scout-APC (warthog) gets dual-dual AP energy turrets(but only AT1), the monowheels get laser-AP and AT comes from the a-grav Vampires (big flying grav-bikes) plus the one-man Hyper-Rifle who rides about on a single jet-bike...sort of a sniper also:
so a "typical" force for the Peace Enforcement Agency is:
4-man + lt vehicle (Bear Jeep + 50cal analogue) X 2 (crew 1)
4-man + Med Scout APC X 2 (crew 1 Med Vehicle)
2-man Scout-Wheel X 2 (soft)
2 x 1-man Vampire AT grav Bikes (dunno yet?)
1 x 1-man Sniper/AT
1 x Armoured Car/APC with the Lt and any spec-ops attachments to a maximum of 3 other people. (md vehicle with Hvy AT gun)
First thoughts are Tech level 3, TQ D8, Morale D10, High Confidence.
"Standard" armour is unpowered +3 def dice with auto-medic
Then some +2 def powered armour (recon) on the specialists in the heavy-weaps brick.
The only heavy-armour and/or elite troops might be the specialists in the command group in the armoured car/apc
Which gives us a starting point now to game some more and see how things work out.
So far we have to say that its very encouraging how little effort it has required to slot the GOT 'verse into the TW rules.
In general terms the T-PEA is cutting-edge technology, well trained but with limited financial reserves and short on manpower (they are spread wide and thin!) ... we havent gotten around to looking at supply implications yet, so no idea what that influences....?
We're looking to test these against my oppos Pig-Iron troops which we are making into 5-man squads with ACR's, TQD8, Morale D8, confidents and TL2: thus the Pig Iron troops are one tech-level down, but have larger squads and slightly lower morale, otherwise pretty even as we're going with +3 def dice on their armour.
So far it looks to be a good fight.
