@hengst This house rules forum is full of ideas. To avoid scripted games you need a varaiety ways to win or lose a game in a reasonable amount of time ,eg 8 to 12 rounds.BBR and 3G40 are rulesets that encourage you to win by achieving various victory objectives.(not just victory cities)
3G40 changes turn order,merges Anzac into UKPacific,and sticks pretty close to oob rules.BBR is more complex than oob and is real popular.Both are designed to play in 1 day and to be able to declare a winner.
Airship house rules
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Adding a house rule when I play next for airships. I was thinking setting it’s attack at 3 and defense at 1 with a movement of 1. any thoughts?
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I was thinking about airships too, my idea:
Cost: 4 (I am not sure about cost)
Move: 1
Attack: -
Defense: -It can provide air supremacy for Arty, it can not participate in dogfight, it can not strafe land units. All airships in a territory are destroyed when there are enemy fighters in that territory after the “Determine Air Supremacy” phase is over.
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Why move @ only 1?
These things could travel great distances; certainly far enough to bomb England and land back in Germany.
Or are you talking about these:
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Yes, I was talking about those, I was also thinking about their role in sea battles (against Subs):
Unlike fighters, they don´t need to end their move in a territory with friendly Inf, but they can move max 3 spaces away from a territory with friendly Inf
If there is an Airship involved in sea battle then:
Enemy submarines can not submerge and they can not surprise attack
Airships roll one dice against enemy Sub, hitting it at die roll of 2.