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  • 17 16 15 14 12

    @Uncrustable:

    This die is rolled for every round the battle continues.

    What do you think? (I added some wording)

    Also i assumed that a garrison would roll each round of the battle (but would never extend a battle), am i right?

    Also maybe +1 is too much, just roll for the value of the territory.
    Either make the minimum 1 (zero IPC territories would still roll at 1), or just leave zero IPC territories with no garrison.

    Yeah that sounds right.  I was thinking they wuld just roll in the first round but you could have them roll in each round until all the defenders units are gone.  You could make them hit on whatever the IPC value is, or on a 1, whichever is greater.  I would like to see islands and territories with no IPC value hit on a 1.


  • I’m not sure I like the idea of losing a tank straight off to a garrison; besides, a last-ditch defense garrison is not necessarily going to have the anti-tank equipment that an army supplied infantry division might. So perhaps if a garrison hits a lone tank, the blitz fails, but the tank is forced to stop in that territory. If it was the second territory in a blitz, then the tank is forced back to the first territory it entered. Of course, you could bring along a mech to guarantee you take the second territory, but if the second garrison hit, you would lose the mech. I don’t know how you would handle double tank blitzes with this, however.

    A question though-when do empty territory garrisons roll? I would think you record the movement and treat it like a battle, because otherwise if the first blitz failed you could try again (like sending planes over AAA in revised).


  • Yeah that sounds right.  I was thinking they wuld just roll in the first round but you could have them roll in each round until all the defenders units are gone.  You could make them hit on whatever the IPC value is, or on a 1, whichever is greater.  I would like to see islands and territories with no IPC value hit on a 1.

    A question though-when do empty territory garrisons roll? I would think you record the movement and treat it like a battle, because otherwise if the first blitz failed you could try again (like sending planes over AAA in revised).

    Im thinking it would work similar to naval mines in 1914. (That is you move, then check/roll dice)

    Im also starting to think that we need a number system to determine what territories would roll at, as currently it is a bit high.
    such as:
    0-2IPC roll at 1
    3-5IPC roll at 2
    6IPC+  roll at 3

    Critical areas (Russia, Germany, Italy, France) are rolling at a 2 or less.
    While the major areas (UK, Japan, USA) are rolling at a 3 or less.
    All the minor areas are only rolling at 1, and all territories get a roll.

    You will never have a greater than 50% chance of killing a unit with a garrison alone.

  • 21 20 19 18 17 16 15 14 Customizer 13 12 11 10

    My only suggestion would be to call it something other than “garrison”.  The units you’ve listed are all basically irregulars, guerillas and resistance groups of one sort or another, ranging from the formal (Home Guard) to the informal (partisans).  A garrison refers, I think, to the regular military personnel who are assigned to man a fixed facility such as a fort, so it’s not the same thing.  I’d suggest using “irregulars” as a blanket term.


  • Irregulars sound really silly, not to menti

    Home Gaurs would work too


  • Irregulars sound really silly, not to mention making no sense

    Home Guard would work
    It is self explanatory

  • 17 16 15 14 12

    If they will roll on every round of battle you would want to reduce their odds of hitting. I was thinking they would only roll once like AA but either way should work.

    You could call them:
    “la resistance” for France
    “volksturm” for Germany
    “partisans” for Russia
    “home guard” for UK/ANZAC
    “homeland security” for USA
    “mafioso” for Italy
    “fanatical civilians” for Japan
    “communist insurgents” for China
    “headhunters” for Dutch colonies (as per the video above  :-) )

    What the heck, let’s just call them terrorists.

  • 21 20 19 18 17 16 15 14 Customizer 13 12 11 10

    @Uncrustable:

    Irregulars sound really silly, not to mention making no sense

    http://en.wikipedia.org/wiki/Irregulars


  • @CWO:

    @Uncrustable:

    Irregulars sound really silly, not to mention making no sense

    http://en.wikipedia.org/wiki/Irregulars

    To those who don’t know, (most people) it sounds silly
    Home Guard however would make sense to most people
    It’s self explanatory

  • 17 16 15 14 12

    “Irregular” is correct I guess but it sounds like they might have some kind of bowel problems.  I guess eating prunes is good for that.

  • Mod 2026 25 24 23 22 21 20 19 18 17 16 15 14 13 12

    I hate prunes. But, for the record, I am very regular.

  • 17 16 15 14 12

    keep up the good work Wittmann


  • @variance:

    If they will roll on every round of battle you would want to reduce their odds of hitting. I was thinking they would only roll once like AA but either way should work.

    I just don’t like the idea of garenteed hits
    No unit without technology rolls higher than 4

    0-2 at 1
    3-5 at 2
    6+  at 3
    Simple and not too powerful

    Either way though it’s a good idea

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