Here are couple rules
Ships at Port:
When moving to a friendly sea zone, ships can choose to enter a friendly territory. While not at sea, the ships are not subject to combat nor do they interfere or add with any other ship movement, combat, or amphibious assaults. Movement into the territory is free, but costs 1 MP to leave. If the territory is captured while ships there, then they are lost (scuttled). Land units may move to a territory and finish their move on a transport that is also in port. At that point the transport can sail loaded to the adjacent sea zone. Once a transport is in the sea zone it can unload as normal. Ships must leave by the sea zone in which they entered the territory.
Mines vs. Transports: Mine hits on transports can be absorb by loss of a load.
Commanders unit house rules
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Hi people, I have done a bit of research on this topic but I’m curious about people’s experience on play tested house rules for commander units.
I’m aware of HBG expansion which is interesting and play tested and I have no issue with it. I’m just a little curious if there are any other tried and tested rules that build on this and work well.
Regards
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I have a list of commanders that we use in my game. Been using them for over 3 years now.
I can post list if you want to see it. Couple names need to be removed to maybe another name. -
@GEN-MANSTEIN yes please my email is mcaldarola@golder.com.au
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You get e mail ? At least its an idea for ya.
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@GEN-MANSTEIN cheers got it thanks
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What you think of it ?
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Mine is ebacherjulian@gmail.com
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I prefer the idea of draw chits whereas you pull from a cup for each nation a random leader and can use it only on that turn, then draw another next turn.
The information would have his picture plus a number–the higher the better.
In combat, the number and or type of unit is boosted +1 that first round only in one battle.
Example: turn 2 you draw Rommel as Germany. His leadership rating is 5. The first combat round in one battle, up to FIVE Artillery and Tanks get a +1
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@GEN-MANSTEIN yeah sounds good from the point of influence but not overpowering the unit. I will definitely be using this rule and see how it plays.
Cheers -
@Imperious-Leader interesting take on the general unit, a bit like having a random event card.
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Well they would be counters for each nation in a cup that you draw randomly. say 1 inch wooden chits with a decal on it. Icons of say a tank or Battleship if the commander effects those. If you draw a chit and don’t own that piece, you just lost that advantage that turn. The next turn you draw another chit. The used chits stay out of the jar, so the design features will balance in total for both Axis and Allies…or not. Depends on the game played…





