Need to come up with some stats to depict this vehicle for my Operation Plunder / Varsity Scenario. Any suggestions, ideas or thoughts?
Centaur Dozer:
As Allied armies advanced through Europe, the armored bulldozer was found to be too slow—there was a need for well-armored, obstacle clearing vehicle that was fast enough to keep up with tank formations. This need was met by the Centaur Bulldozer—a Centaur tank with the turret removed and a bulldozer blade fitted. Centaur bulldozers were still in use with the British Army at the time of the Korean War.
Vehicle being depicted is from Operation Plunder's crossing of the Rhine river during the March 23 /24, 1945 time frame. This unit will be used to break though river dikes, prepare roads and deal with obstacles. I don't expect this unit to eliminate pillboxes or bunkers. But it should be able to deal with barbed wire and possibly mines.
Dozer - This unit destroys barbed wire on any hex sides that it crosses. This unit may attempt to remove a minefield or breach a dike in its hex. To do so, you must make a successful movement roll with a +1 bonus. This unit gains +1 to movement rolls when entering forest. If this unit spends an entire turn (movement and assault phases) in a hex, and does not attack, it may build a road section in that hex.
Did this have any armament?
Could it also have a chance of removing tank obstacles?
Been busy so I didn't have time to respond but here is my $0.02
Year available: 1944 Cost: 13 Speed: 3 Defense: 6/4 AI: -/-/- AV: -/-/- Dozer AVRE SA
Cost synopsis - A Cromwell is similar to the M4 Sherman, an M4 Sherman is similar to a Canadian Kangaroo less the turret. A Kangaroo is 10 points plus the blade of roughly 2 points make a total of 12 points.
Armor synopsis - A Cromwell which seems to be what the chassis was based on has an armor of 5/4, add the front blade for an extra 1 front armor and we have 6/4, no superior armor.
Speed synopsis - A cromwell speed is 4 and a AVRE speed is 2, considering the blade would slow down the Centaur but its base speed is faster that the Churchill it should be speed 3 with no Vanguard.
Armarment synopsis - It does not appear to have any guns so I would say it has zero attack ability.
Dozer AVRE SA - Add one point for a modified AVRE SA and the total cost would be 13 points. Liimits is abilities to Minefields, Tank obstacles and barbed wire.
I would agree with ober here as that makes the most sense. Another option would be add low silhouette(this vehicle had cover in clear hexes and gets cover on a roll of 6) as it is very low to the ground which would bring its points up to 15.
I would agree with ober here as that makes the most sense. Another option would be add low silhouette(this vehicle had cover in clear hexes and gets cover on a roll of 6) as it is very low to the ground which would bring its points up to 15.
That would work too. I would have a very low profile even in the open, especially once it begins to plow up soil on its blade.
When you go home, tell them of us and say, For your tomorrows these gave their today. ~J.M. Edmonds
Thanks to Ober, Thor711 and CptHellCat for your input. Let me give you some insight as to what this unit will be doing.
This scenario is a combination of a river crossing and an airborne landing. It will be depicted as two separate battle boards that are adjacent to each other but divided so as to make handling of game pieces easier. So I will refer to them as north map (primarily where the airborne landing will occur) and south map (where the river crossing will occur.) The Allied (Mostly UK) ground force starts south of the Rhine River. It's airborne (Combo UK & US) forces begin the game off board. Axis(German) forces start with one third of their force on the north side of the Rhine River. The rest of their force starts off board and comes in as reinforcements.
The Rhine River snakes across the southern map flowing roughly east to west and is one hex wide. There are no bridges across the Rhine. The Allied team will have to bridge it. The northern map also has a river running east to west , but it is merely hexside terrain. Its' name is the Issel River. Historically there were 9 bridges running across this river which the airborne force had to seize and hold . For my scenario I'm depicting 4 bridges.
As of now, my Allied victory condition is that they must control two of the four Issel river bridges and have a completed pontoon bridge constructed across the Rhine River by the end of the scenario. Another condition is that they must show at least one clear roadway / pathway from the Rhine River pontoon bridge to either of their controlled Issel River bridges. This is where the Centaur Dozer comes into play.
Historically at this point along the Rhine River it is lined with 5 meter high dykes on either side. Obviously, their main purpose is flood control, but they aloso act as a barrier that the Allied force must deal with. They were not easily transversed by vehicles. So the dyke must be breached on both sides of the river to allow for quick passage of road traffic. The Allied player will not have to worry about the "home bank" side of the river. That side begins the game with a breach already completed. The Allied team starts the game with Sherman DDs which will assist the LVTs carrying the initial river crossing force. Once they have crossed the Rhine there is one hex of clear and then they will encounter dyke terrain which runs along the hex side edge much like hedges. Vehicles will need to make a movement roll to cross it. Once a pontoon bridge has been set up, one of the first vehicles across should be the Centaur Dozer. It will use a special ability to breach the dyke and make it passable for vehicles without having to do a movement roll. In addition to this task, the Dozer may need to clear rubble from shell holes or ruins in town hexes.
So I need to come up with a special ability that would allow this Dozer to : breach a dyke, fill in shell holes or clear a path through rubble so that a clear path can be constructed from the Rhine River pontoon bridge to one of the Issel River bridges. For now, I don't anticipate that the Dozer will need to remove obstacles, but I might as well add an SA for that as well. Default would be to simply use the AVRE SA.
As for the proposed stats by Ober. I would bump the speed up to 4. Most Sherman tanks are speed 4 and I would like to have this unit be able to keep up with them. The proposed defense of 6/4 is fine with me. It doesn't need any armament. Its' main task is an engineering one.
So any ideas for a dyke breaching / road clearing SA? How much would the full AVRE SA add to the unit compared to a limited AVRE SA that takes out Pillbox removal?
Centaur Dozer Vehicle - Dozer Year available: 1944
Cost: ? Speed: 4
Defense: 6/4
AI: -/-/-
AV: -/-/-
Dozer AVRE SA - Limited to clearing Minefields, Barbed Wire and Tank Obstacles
Dozer Blade- in your assault phase if this unit doesnt move or attack it can breach a dyke or fill shell holes. This unit can move through forest hexes as though they were clear hexes.
ok, that is a good start for a Dozer Blade SA. Now a question....
* Should breaching a dyke, filling in a shell hole, clearing rubble or forest be something that the Dozer automatically succeeds in doing or should there be a die roll? If a die roll, then what should it be? 4 or higher on a 6d?
Dozer AVRE - This unit destroys Barbed Wire that it crosses. It destroys Tank Obstacles and Minefields in hexes that it enters.
Dozer Blade - In your assault phase, if this unit doesn’t move it can breach an adjacent river dyke or it could fill a hex with shell holes or rubble and make it clear terrain.
As Allied armies advanced through Europe, the armored bulldozer was found to be too slow—there was a need for well-armored, obstacle clearing vehicle that was fast enough to keep up with tank formations. This need was met by the Centaur Bulldozer—a Centaur tank with the turret removed and a bulldozer blade fitted.
I would cost it at 12. I have a spreadsheet that calc's AAM & WaS unit costs with pretty good accuracy. Regarding how easy it is to clear terrain, that depends on your scenario and its use while balancing accuracy and playability. Realistically, clearing a 100m hex in 1 turn isn't going to happen, but it probably needs to for a scenario to work. It probably depends on how many of them you have in the game - if there are more, the probability can be less. If there are only a few, it may need to be automatic. I prefer a die roll b/c units do this just to move thru difficult terrain, and Demolition requires a roll to remove a bridge or obstacle. Changing a terrain type (at least enough so that it is passable) is pretty much comparable to clearing an obstacle. Setting charges to blow a bridge wouldn't happen in a turn either but it works for game play.
In my earlier post that's what I meant by adding a road section - essentially making a passable route thru the hex, but not changing the entire area of the hex to clear terrain. It would be a path thru the shellholes or rubble, but the shellholes and rubble would still be in the hex for units to take cover in.
Where/when are you going to run this?
P.S. using your card templates right now to make units for a Guadalcanal campaign!
Thank you CptHellcat for your response & input. You make an excellent point about changing an entire hex's terrain verses simply clearing a path through it. I like the idea of simply creating a passable lane through either a river dyke, shell holes or rubble. For scenario purposes that works much better. So I would create a Special Ability that clears a path for vehicles and soldiers, but keeps the underlying terrain. It would go something like this:
1.During the movement phase the Dozer moves adjacent to the hex it wishes to affect.
2. During the assault phase it uses its Dozer SA in one of the following ways:
A. Breaches a hedgerow or a river dyke. This is hex side terrain. Dozer crosses over the hex side it wishes to breach. Counter is placed over hex side indicating this hex side is now passable without a movment roll. B. Clears a path through a hex with shell holes, forest, jungle or rubble / ruins. Dozer moves into hex it wishes to clear. Counter is then placed onto the hex to indicate it can now be crossed by vehicles at normal speed.
Base terrain remains the same. The cleared path is not a road, so no road bonus or High Gear SA can be used if a vehicle passes through the hex side or hex affected.
Here is my proposed wording of this Special Ability:
DOZER BLADE
During the assault phase, this unit can clear a path through either one hedge or dyke that it crosses. It can clear a path through one forest, jungle, shell hole or rubble hex that it enters.
The idea of the wording is to limit this clearing ability to one hex or hex side per assault phase. It would also be automatic much like the AVRE Special Ability. This ability would be separate from its' obstacle clearing ability which would be worded this way:
DOZER AVRE -
This unit destroys Barbed Wire that it crosses. It destroys Tank Obstacles and Minefields in hexes that it enters.
Dozer AVRE - This unit destroys Barbed Wire that it crosses. It destroys Tank Obstacles and Minefields in hexes that it enters.
Dozer Blade - During the assault phase, this unit can clear a path through either one hedge or dyke that it crosses. It can clear a path through one forest, jungle, shell hole or rubble hex that it enters.
Flavor Text: As Allied armies advanced through Europe, the armored bulldozer was found to be too slow—there was a need for well-armored, obstacle clearing vehicle that was fast enough to keep up with tank formations. This need was met by the Centaur Bulldozer
Last Edit: Apr 24, 2017 17:59:17 GMT by SgtFury: correcting misspelling
This past Saturday I had four friends over to do a play test of my Bounce the Rhine scenario. I used a small paper counter to represent the Centaur Dozer. After the British Engineers laid down a pontoon bridge over the Rhine River, the Centaur Dozer quickly followed behind some of the initial vehicles making the crossing. It breached the River Dyke during its' assault phase and allowed vehicles to cross over it immediately. We stopped the play test before the scenario ended, but my guess is that the Dozer would have breached the Dyke at least one more time and then would not have much more to do. So I'm thinking it would be better to make it an automatic thing rather than have to do a die roll.
SgtFury, I was just over on your site after updating the url over on the Underground. I noticed that your link to the Forumini was to the old site, you might want to change it or put a link to the new forum also. On the Underground I put links to both the old Forumini and the new Forumini, assuming the old one will still be visible for a while.
When you go home, tell them of us and say, For your tomorrows these gave their today. ~J.M. Edmonds