* Heavy Towing SA - How do you create a recovery vehicle that can function within the "one vehicle per hex" rule in AAM? I addressed this by creating the Heavy Towing special ability. AAM rules allow vehicles to pass through hexes containing another vehicle as long as you keep moving and exit the hex. Otherwise, you will have an over stack situation. So my way around it is to say the recovery vehicle enters the hex of the vehicle that needs towing, hooks up to it, drags it one hex and then exits to an adjacent hex to finish its' movement. * Tank Repair SA - This special ability assumes the damage on the tank is relatively minor like a broken track. As written now, this SA could possibly be used in the same turn as the Heavy Towing. For example, the Bergepanzer begins its' turn adjacent to a damaged tank. During its' movement phase it tows the damaged tank one hex. Then during its' assault phase, it attempts to repair the damage down to a disrupt. Does this seem fair?
Heavy towing seems like it could be abused and used against your opponent in the right circumstances. Damaged with a face-up disrupt move into your opponents' hex, tow them into an adjacent hex with your infantry, and have your infantry close assault them, in that order, maybe reword to only affect your allies' vehicles. Plus it seems like a lot to perform in a small amount of time, roughly 1 minute per turn.
Tank repair maybe once per game or maybe they have a set amount they can try to repair during a game.
Heavy towing seems like it could be abused and used against your opponent in the right circumstances. Damaged with a face-up disrupt move into your opponents' hex, tow them into an adjacent hex with your infantry, and have your infantry close assault them, in that order, maybe reword to only affect your allies' vehicles. Plus it seems like a lot to perform in a small amount of time, roughly 1 minute per turn.
Tank repair maybe once per game or maybe they have a set amount they can try to repair during a game.
Yes, I could see amending the Heavy Towing SA to say you can only tow friendly vehicles, not enemy vehicles. Good point on that.
You make a good point about the AAM game turn only being 1 minute as they defined it. Personally, I have long since abandoned that measure of time per turn. So, I'm not too worried about that.
I debated on making the repair SA a once a game SA, but realistically I can't see them being able to perform more than 2 or 3 repairs during the course of a single game. Chances are it would be targeted and destroyed before it had a chance to do very much. Plus, if disrupted, it can't use any of its' special abilities, just a few shots from enemy infantry would keep it pinned down doing nothing.
Yes, friendly tanks only. It wouldn't make sense to tow an enemy. Besides I expect that they would fire at you with everything they have if you tried to hook-up.