• Imperious Leader is opting for coastal battery can only target incoming land units (in reality landing crafts) not actual ships.

    Coastal guns at 8kms would be outranged by destroyers and battleships.
    But 40kms only some battleships would outrange them.

    But who would operate at maximum range anyway…low accuracy shots?

    A complex rule could be that coastal batteries can hit the ships. But ships can choose to stay out of range…still do coastal bombardment but can’t support invading troops.

  • Moderator

    The 40 Km guns were the “big boys” 350 mm shells, probably not the best in our description of a coastal battery since we are opting for “amphib” killers…

    Yeah, obviously they can support and stay out of range… But I wouldn’t say they had low accuracy, and I wouldn’t say they had the best (hence my hit on 2)… They weren’t “bombard” weapons, you actually targetted ships with them, but naturally your artillery ranging in so you aren’t the best “shot”…

    That is why I have what I have listed… perhaps target 3? and make them 5?

    GG


  • you don’t mean 3 rolls hitting at 5 or lower do ya?

  • Moderator

    um no… 3 units targetted coastal bombardment costs 5


  • I think this may be worthwhile. only cost is 5 because it should also be more than just coastal defense… it that infrastructure defense thing right?

    lets just have one idea covering all these items. The Anti aircraft gun is both for AA shots against planes, and coastal defense ( AKA “guns of Navarone”)


  • yeah if we have this coastal gun thing it’ll be under the ID game piece replacing AA game piece

    I wasn’t talking about costs though

    I was talking about how many hits , hitting on what and the dice value.


  • I was talking about how many hits , hitting on what and the dice value.

    ++++ it should be probably the same whether as anti-air or against naval targets…

    under AA roll 1, roll again 1=hit, 2-3 plane goes back.

    how bout under coastal batteries in the selected territories (against naval targets) roll 1, then roll again 1-3 =hit, 4-6 nothing

    When an invasion occurs:

    1. these units get to roll once on planes and once against the naval targets.

  • proposing a rule for repair of damaged Battleships…

    Damaged BBs are repaired at sea zones adjacent to friendly territories. They are repaired at the beginning of your next turn.

    (We could even limit it to friendly territories with an IC or VC.)

  • Moderator

    BB’s were very complex and took massive workshops to repair back to fighting conditions (not like refitting at sea…) Next to VC’s or IC’s…

    GG


  • Yea this is correct: “Next to VC’s or IC’s.”


  • ok adding to draft


  • IC (industry complex) gets 3 IDs built-in
    VC (victory city) gets 1 ID built-in

    I feel its too powerful
    its making people build IC when they don’t really want one (just for the 3 free IDs)

    I am thinking of reducing it to 2 or even 1 IDs built-in per IC


  • or perhaps the cost of IC should go up?

    I suppose 2 is fine.

    but remember the 3 represents the number of rolls total. so if you bring in 5 planes only 3 get rolled on.


  • yeah each ID only targets one


  • make a list of changes as we go along or we will forget something.


  • actually I’ve been adding them to my “phase 3” copy

    I resume my compiler job right?


  • yes indeed!… get back to work! :-D


  • In AARHE INF (infantry) are built at VCs. Other units like ARM (tank) are built at ICs.

    This was to stop massive infantry build and infantry stack at ICs.
    We also have a cost model with INF costing between 2-4 IPCs.

    Now we introduced PARA (paratrooper) and MECH (mechanized infantry).

    *where to build? need to stop them being massed in one turn in one spot?
    *cost?  US/UK INF (infantry) at minor VC costs 4 IPC already

    I propose…

    PARA: build at VC, cost “INF + 1”
    MECH: build at IC with VC, cost “INF + 1”

    But then its weird if PARA or MECH becomes 5 IPC at some point.


  • Why not use the rules that we had in that other thread regarding paratroopers….?

    It was the same one that had the bit about transport planes… about a month ago?

    Also mech infantry is more like another armor unit. It should not fall into the limitations of infantry builds.

    Its its own thing. The original idea should be kept

    I think it was attack at 2, defend at 2 cost 4, move 2… can be allocated as armor hit when a tank or artillery would normall take the loss.

    I think it should be boosted with artillery +1 at 1/1… this would give it the power in the game to be a needed unit. It would also allow for combined arms

    they would also be able to blitz like tanks

    on transports they count as armor.


  • Why not use the rules that we had in that other thread regarding paratroopers….?
    It was the same one that had the bit about transport planes… about a month ago?

    PARA (paraptrooper), MECH (mechanized infantry) and TP (transport plane) are all in

    yes MECH is 2/2 move 2 cost 4
    I only make it to blitz when matched 1-to-1 with tanks though
    I mean should mechanized infantry cut through butter the way tanks do?

    Also mech infantry is more like another armor unit. It should not fall into the limitations of infantry builds.

    oh I was thinking mechanised infantry is still mostly infantry
    have you got some stats about how many % infantry in mechanized divisions and tank divisions?

    so PARA built at VC right?
    costs?
    INF (infantry) at US/UK minor VCs are 4 IPC alright
    without changes only PARA would come out of minor VCs lol

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