Finished them up right before I left for a Southwest hike/bike/drink-beer-with-friends trip.
The A-9 didn’t have a power turret, and both A-9 and A-10 had a variety of mechanical problems. The question I’m mulling is how to reflect that in the Tanks rules without starting down the slippery slope of too much chrome.
Instinct is to have a die roll if the tank moves more than 1 move in a turn. Roll of six, tank breaks down, and must be repaired in the appropriate phase. Maybe use the Bail-Out card, in which the crew abandons the tank and no firing that turn. It’s an idea.
Here’s a hasty photo of them. The two A-9s in the front.