Please note, that this document may be in a state of flux, so all of this is at the time of writing. I will do my best to update anything that changes!
ALL ABOUT STEAM TANKS
I am very thankful for this update, as my biggest annoyance with the game was that the point costs and unit stats didn't jive with the models. Thankfully, I e-mailed Ernie and he explained that the units were designed before the plastic kits were tooled, so it eased my mind a bit. But now, I have to worry no more! All of my tanks are "historical" and everything is in its place. I'm really not OCD, I promise. Follows are the official Steam Tank stats:
Mk II Steamer Tank Unit: 3 elements. Points Per Unit: 165 | ||||
Type | Speed | Defense | Armor | Special |
Tank | 6" | 4 | 8 | - |
Main Weaponry | Range | Power | Special | |
1x 4" Gun | 30" | +2 | - |
Mk IIt Gun Tractor Unit: 1 element. Points Per Unit: 40 | ||||
Type | Speed | Defense | Armor | Special |
Tank | 6" | 4 | 8 | Tow, Light Wrecker |
Main Weaponry | Range | Power | Special | |
1x HMG | 30" | +2 | - |
Mk II Interim Tanks
With the two "basic" chassis, out of the way, we get to some of the tanks I have! The Mk IIb Interim steamer is armed with 2 sponsons (either MGs or 4" guns), and a hull MG. Note their reduced speed as their chassis is supporting all it can! These units are also rare, and can only be represented by one unit for every 2500 points included. Additionally, these are both heavy tanks, meaning anytime they drive through Difficult Ground, they must make a bog check- rolling a 1 means they are immobilized for the remainder of the game!
Mk IIb Interim Steamer Unit: 3 elements. Points Per Unit: 240 | ||||
Type | Speed | Defense | Armor | Special |
Tank | 3" | 4 | 8 | Rare, Heavy Tank |
Main Weaponry | Range | Power | Special | |
2x 4" Guns 1x HMG | 30" 20" | +2 +1 | Sponsons Rapid Fire 3 |
Mk IImg Interim Steamer Unit: 3 elements. Points Per Unit: 180 | ||||
Type | Speed | Defense | Armor | Special |
Tank | 4" | 4 | 8 | Rare, Heavy Tank |
Main Weaponry | Range | Power | Special | |
3x HMGs | 20" | +1 | Rapid Fire 3, Sponsons |
Mk III Tanks
Having an all new power plant, these tanks do away with the slow speed and overloaded chassis. The MkIII is a match for anything the martians can throw at us! The Mk III Infantry Support Steamer is a "Rare Armored Infantry Support" option, meaning you can only buy one tank (note they operate independently) for every unit of US Armored Infantry.
New Command Tank Options
Finally, there is a solid rules addition for a MkIIc Command tank that I really love. The MkIIc is a purpose built command vehicle, and has 3 abilities:
Local Commander: Command Vehicles effect only the elements in the unit or units it is attached to. This must be determined before the game begins and cannot be changed during the game. A command vehicle can be attached to a maximum of 6 units whether they consist of single or multiple elements. It can rally troops that have failed morale tests, but must be within 6 inches of said troops to do so. This is in addition to the designated Field commander. Note that Command vehicles do not issue orders like Field Commanders unless the vehicle is indeed the Field Commanders vehicle.
I like that these can be additional subcommanders or be the vehicle of the overall field commander. Love it!
Command Relay: A Command Vehicle can relay orders from a Field Commander. A Field Commander may issue orders to units out of its line of sight, an exception to the Filed Commander rules on page 63 and 85, if the Field Commander can draw a direct line of sight to a Command Vehicle and the Command Vehicle can draw a line of sight directly to the unit being issued orders.
Field Commander: A Command Vehicle can be the vehicle that contains the Field Commander for an additional 30 points. All the rules governing Field Commanders on page 87 then apply.
I am very happy with this PDF, and can't wait to play some more All Quiet! Remember that HMGs CANNOT fire at the same time as main guns, unfortunately!
Mk III Steamer Tank Unit: 3 elements. Points Per Unit: 225 | ||||
Type | Speed | Defense | Armor | Special |
Tank | 6" | 4 | 8 | - |
Main Weaponry | Range | Power | Special | |
3x 4" Guns 1x HMG | 30" 20" | +2 +1 | Sponsons Rapid Fire 3 |
Mk IIIs Infantry Support Steamer Unit: 1 element. Points Per Unit: 75 | ||||
Type | Speed | Defense | Armor | Special |
Tank | 6" | 4 | 8 | Rare Armored Infantry Support |
Main Weaponry | Range | Power | Special | |
4x 4" Guns | 20" | +1 | Sponsons, Rapid Fire 3 |
New Command Tank Options
Finally, there is a solid rules addition for a MkIIc Command tank that I really love. The MkIIc is a purpose built command vehicle, and has 3 abilities:
Local Commander: Command Vehicles effect only the elements in the unit or units it is attached to. This must be determined before the game begins and cannot be changed during the game. A command vehicle can be attached to a maximum of 6 units whether they consist of single or multiple elements. It can rally troops that have failed morale tests, but must be within 6 inches of said troops to do so. This is in addition to the designated Field commander. Note that Command vehicles do not issue orders like Field Commanders unless the vehicle is indeed the Field Commanders vehicle.
I like that these can be additional subcommanders or be the vehicle of the overall field commander. Love it!
Command Relay: A Command Vehicle can relay orders from a Field Commander. A Field Commander may issue orders to units out of its line of sight, an exception to the Filed Commander rules on page 63 and 85, if the Field Commander can draw a direct line of sight to a Command Vehicle and the Command Vehicle can draw a line of sight directly to the unit being issued orders.
Field Commander: A Command Vehicle can be the vehicle that contains the Field Commander for an additional 30 points. All the rules governing Field Commanders on page 87 then apply.
Mk IIc Command Steamer Unit: 1 element. Points Per Unit: 85 | ||||
Type | Speed | Defense | Armor | Special |
Tank | 6" | 4 | 8 | Command Vehicle |
Main Weaponry | Range | Power | Special | |
1x 4" Gun 1x HMG | 30" 20" | +2 +1 | - Rapid Fire 3 |
I am very happy with this PDF, and can't wait to play some more All Quiet! Remember that HMGs CANNOT fire at the same time as main guns, unfortunately!