• @techroll42:

    5 hp

    5 is better now that i think about it:

    airbases/naval bases and minor ICs have 6 hp but anything 3 or above takes it out of service. Thus a maxed damage base or minor takes 4 IPC to bring it back online.
    Any damage to a railway renders it inoperable, so a maxed damaged Railhead is going to cost 5 IPC to bring back online.
    Railheads cost more (though not too much more) to fix than an airbase, naval base, or minor IC, becuase rather than a single structure in a single place, a railway is vast, covering many miles, and tunnels/bridges will likey also need repaired to get the railroad back in working condition after a SBR.

    Anymore than that (5) and SBR would be too stong

  • Liaison TripleA '11 '10

    I don’t know about those railhead rules…

    You can basically rail from Soviet far east to poland in a single move, if you control everything? Please.

    Either make it a maximum of 3, OR Make Rail Cars their OWN units. I’ve done this before.

    The railroad, becomes like a transport, but on the ground. It moves 3, and can carry a certain alotment of units. (3 inf, 1 inf 1 art, 1 inf 1 arm, etc). But it is subject to capture like aa guns from the old days, or destruction by SBR.

    It also can’t blitz.


  • Just limit that noncombat movement ability to 3 units per railhead one way

    So you could ship 6 units from East Russia to Ukraine (3 each way)


  • Yes railroads +1 movement to land units…… But, Land unit, Air, Naval, and Armor units.


  • @empireman:

    Yes railroads +1 movement to land units…… But, Land unit, Air, Naval, and Armor units.

    since when is an armor unit not a land unit?

    also im not sure what your saying anyway lol


  • @Uncrustable:

    @empireman:

    Yes railroads +1 movement to land units…… But, Land unit, Air, Naval, and Armor units.

    since when is an armor unit not a land unit?

    also im not sure what your saying anyway lol

    a new class of units!!!


  • @empireman:

    @Uncrustable:

    @empireman:

    Yes railroads +1 movement to land units…… But, Land unit, Air, Naval, and Armor units.

    since when is an armor unit not a land unit?

    also im not sure what your saying anyway lol

    a new class of units!!!

    I couldnt be more against this. :P


  • I agree with uncrustable.


  • what ever :-P so do we have a winner?

  • '18

    Empireman, are you saying there is a difference between land units and armor units?  You are wanting two different classifications? Naval units are on sea, Air units are in the air, land units are on land, and armor units are on ___?


  • @Field:

    Empireman, are you saying there is a difference between land units and armor units?  You are wanting two different classifications? Naval units are on sea, Air units are in the air, land units are on land, and armor units are on ___?

    The moon ?

    Or…the fifth dimension ><


  • Railhead

    WINNER

    Cost: 12
    HP: 5
    Any SBR damage renders that railhead inoperable until repaired. Pay 1 IPC to repair 1 damage marker.
    Each railhead has built in AA. (Similar to ICs and naval/air bases)
    Each ground unit starting in a territory with a Railhead gets +1 movement in either combat or nonconbat moves. (Similar to air and naval bases respectively)
    During non-combat move only; Up to 3 ground units may move from one undamaged friendly Railhead to another (one way), provided that there is a direct land route of friendly territorys between them.
    One could move 6 units total between two Railheads during noncombat move. (3 each way)


  • So with a railhead in Germany and East Poland I can get infantry from Berlin to Bryansk in 2 turns?


  • 3 INF per turn per railhead to any other railhead one way


  • @Field:

    Empireman, are you saying there is a difference between land units and armor units?  You are wanting two different classifications? Naval units are on sea, Air units are in the air, land units are on land, and armor units are on ___?

    I said never mind with that@Uncrustable:

    Railhead

    WINNER

    Cost: 12
    HP: 5
    Any SBR damage renders that railhead inoperable until repaired. Pay 1 IPC to repair 1 damage marker.
    Each railhead has built in AA. (Similar to ICs and naval/air bases)
    Each ground unit starting in a territory with a Railhead gets +1 movement in either combat or nonconbat moves. (Similar to air and naval bases respectively)
    During non-combat move only; Up to 3 ground units may move from one undamaged friendly Railhead to another (one way), provided that there is a direct land route of friendly territorys between them.
    One could move 6 units total between two Railheads during noncombat move. (3 each way)

    Yah thats a winner!
    How about anti tank unit winner?


  • No antitank unit for me. It is splitting hairs. An armor division would include plenty of antitank vehicles.

    Play A&A Miniatures

  • Customizer

    I think these would be good values for a tank destroyer unit:
    Attack = 2
    Defense = 3
    Move = 2
    Cost = 6
    Special ability = on a roll of 1, enemy vehicle MUST be a mech infantry or tank.

    So far I think we have 2 tank destroyers available to us thanks to HBG: the StuG III from his Axis Minors sets which will work for Germany and Italy (once we get the brown ones) and the M-18 from his US Supplement set. Of course, we will be getting more soon for France, Russia and Japan.


  • I see the idea of TD/SPG as filling a gap between tanks and mech infantry (ie a unit that moves 2 but attacks and defends like artillery and is cheaper than a tank).  Instead of adding a new type of unit, would the mechanics of the game be sufficiently tweaked by just using the rules for the Improved Mech Infantry tech (ie all powers are given this tech):

    Improved Mechanized Infantry: Each of your mechanized infantry units that are paired up with a tank or artillery now has an attack value of 2. Also, your mechanized infantry may now blitz without being paired with a tank.

    Some ramifications would be:

    • Each one has to be paired with a tank so people couldn’t just buy a stack of these attack 2, move 2 units.

    • Germany would have an easier time doing a fast Barabrossa with mechs to give extra punch.

    • Russia would likewise have an easier time going after Berlin after a sea lion scenario.

    • Japan could chase down the Chinese infantry stack with mech/tank/tac trios

    • UK could build tank/mech combos in South Africa and keep Egypt secure

    • USA would not need to build artillery for the first wave of an amphibious force.  They could use the 4 mechs they start out with as heavy units instead just boat fillers.  8 transports with 8 inf, 4 inproved mech, 4 armor would be as good as 8 inf, 8 art because after the 8 inf die in the first dice roll the remaining 8 units fire 4@2 + 4@3 instead of 8@2.

    • Italy could do more powerful can opener moves with mech/armor


  • Or if we want to keep it simple we can have inf/art/tank and a “mechanized improvement” (+1 move, +1 IPC) for inf/art…


  • I would like to see some sort tech (or additional unit) for artillery to keep up with mech and armor…

    I dont think artillery should be able to move more than one space in combat move however,
    I feel this would be historically inaccurate.

    Noncombat move only artillery should be able to be paired with mech (1 to 1) to move 2 spaces.

    Maybe researching improved mech inf would allow this

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