Okay - I ran a dozen or so mock battles last night to test the Blockhouse/Fortress unit, and found it to be very powerful. The attackers mainly consisted of 5 Inf, 1 Art, 1 Tank, 1 Ftr, 1 Bmbr. The defenders mainly consisted of 4 Inf, 1 Tank, 1 BH. In most battles, the attacker managed to capture the territory with just the tank remaining! I liked the BH having the Surprise Strike at 3 as it gave a it 50/50 chance of knocking out an attacking enemy land unit, before that unit even got to fire.
However, I looked at the scale of the main game and compared it to A&A D-Day, where the official BH piece was first introduced. In D-Day, the BH fired upon the beachhead spaces with a targeted attack (the BH picks the enemy unit to be destroyed), and hit on a 1-3. However, that was done during a special step in the game as D-Day was not played within the regular phases of the main game. But when the BH was involved in a land combat in its own space, it defended on a 1. So, I started to consider reducing the Surprise Strike down to 2, in order to simulate that not all fortresses have a height advantage. I did not like the targeted attack as I felt this was just too powerful, but am still open to the idea so long as the strength of the defence roll is reduced… How about that?
Also, I was testing the outcome of battles where the BH could not be hit by air units. This worked just fine for the defenders. But I thought that this still made the BH a bit too strong. So, to counter this I thought: ‘hits from attacking air units cannot be assigned to a defending BH unless there is a land unit(s) friendly to the air units present in the battle.’ By this I implied that fighters and bombers needed land units on the ground to spot the BH, enabling it to be fired upon by the aircraft. That could work… making a combined land+air strike all the more worthwhile.
I also tried out giving the BH ‘two hits to destroy’ and found this worked very well indeed! It kind of made the ‘chosen last’ ability a bit redundant (as most players would want to keep a unit that gets surprise strike every round and can take two hits in the battle, for as long as possible). It came to my attention that the BH could now defend a territory all by itself against a small force; and in that case it wouldn’t necessarily need any friendly units to help defend the BH, but obviously the more the merrier.
So where does it all leave us? Time to look at the Pros and Cons…
Pros…
Defend: 2?
Surprise Strike: This unit rolls its defence die during the opening fire step of every combat round, and on a roll of a 1-2, a casualty is selected (targeted?) from the invading force and removed from play. Combat then resumes as normal, with the attacker rolling for all their units first, etc.
Cannot Be Hit By Air Units: Hits scored by attacking air units cannot be assigned to a BH unless there is a land unit friendly to the air units involved in the battle.
Two Hits To Destroy: This unit takes to hits to destroy.
Cons…
Cost: 10?
Move: 0
Attack: 0
Cannot Hit Air Units: Hits scored by a BH cannot be assigned to attacking aircraft.
Cannot Hit Sea Units: This unit cannot hit sea units as they are not placed on the battleboard in a land combat. This unit cannot be chosen as a casualty by the owner as a result of shore bombardment.
That’s where we are for the moment. I look forward to reading your comments and observations. Thanks everyone! :-)