I have posted many ideas on house rules, some good, some not so. But, at a minimum, do this…
Setup: Add 1 GE CA in SZ26 - represents German presence in Indian Ocean. Setup: Add 1 GE AR in GEA - represents gun boats on Lake Tanganyika (can also add rule this unit cannot move). Setup: Change GE AR in SWA to IN. Setup: Add 1 GE IN in KAM. Setup: Add 1 FR IN in FEA. Setup: Add 1 GE SS in SZ18 - represents German presence in Mediterranean. Setup: Change 1 OE CA to TR in SZ20. Setup: Change 1 RU CA to SS in SZ21. Setup: Change UK TR to SS in SZ2. Switzerland is impassable. Mobilization territories: Following can mobilize max of 2 x IPC value, plus restrictions. Bombay: Min. build 1 unit; Cannot build ships or tanks. Munich: Infantry, artillery only. Ottawa: Min. build 1 unit; Cannot build warships. Tatarstan: Infantry, artillery only. Marseilles: No restrictions. Mines vs. Transports: Allow mine hits to absorbed by loss of a load.New Naval rules
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Lets face it, A&A naval combat is plain and expensive.
So I took a hint from Imp Games East&West A&A Variant(Game is horrible, but it has a lot of new ideas)Â and adapted them for A&A RevisedDestroyers cost 8, defend at 2 and attack at 2, however when they are in a territory with enemy subs, the subs can not submerge or sneak attack(first strike)
Carriers cost 14
Battleships cost 22New Unit!: Cruiser: cost 10, defends 3 and attacks 3, moves 2(as always)
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does it take one hit or two?
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one hit
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I suppose if the cost of a crusier was sixteen you could have it take two hits though.
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Id say from AARHE:
destroyers stay at 10 2/2
cruisers take 2 hits cost 15 3/3
Battleships take 2 hits (preemtive) cost 20 4/4
Carriers take 2 hits cost 16 1/3
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That works too
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I was also thinking maybe transports could carrymoney to other nations.





