@Navalland said in Artillery to defend at 3?:
Just trying to figure out the most balanced unit set up and wondering if +1 defense to artillery would be good idea. Probably better to leave it as it is right now.
Ya I would for now.
@midnight_reaper said in Avoiding Infantry blobs. Change their Cost to 3.2!:
Another, even bolder way to avoid Infantry blobs - hard limits.
Let us build a system where infantry stats are the same, but a power can only have so many of them. I would think that using the same number for all powers would not work right, so different levels it is. The following numbers are just for example, using A&A 1942, 2nd Ed. In this case, I will take starting infantry and gave the allies x3 and the axis x2. This is most likely not the best system, just the one I came up with.
USSR: 21x3=63
Germ: 29x2=58
Japan: 25x2=50
Unit.K: 15x3=45
USofA: 14x3=42Whether this is better system or worse would need to be tested. But I think it would give that rare synergy between historically appropriate and game balancing.
-Midnight_Reaper
Yes Midnight I’ve played 2 other ways in games where you have cap buys for inf at factories and a limit per turn buy per country. Think close to this stat. Can buy only per turn.
G-11
J-7
I-4
F-3
C-6
UK-5
US-8
R-12
But of course play test
@general-6-stars said in Avoiding Infantry blobs. Change their Cost to 3.2!:
Yes I was involved in that d8 game. Some guys weren’t happy with inf being to weak on defense @2.
If 25% is too weak when it’s “2 on a d8” then I have to imagine it’s still too weak when it’s “3 on a d12”… right?
That’d be my basic justification for going with “3 on a d10” – it’s a decrease from “2 on a d6” but not all the way down to that 25% mark.
You had mentioned that a d10 sub @ A4/D3 seemed “pretty strong”; did the rest seem ok at least?
@the-janus said in Avoiding Infantry blobs. Change their Cost to 3.2!:
@general-6-stars said in Avoiding Infantry blobs. Change their Cost to 3.2!:
Yes I was involved in that d8 game. Some guys weren’t happy with inf being to weak on defense @2.
If 25% is too weak when it’s “2 on a d8” then I have to imagine it’s still too weak when it’s “3 on a d12”… right?
That’d be my basic justification for going with “3 on a d10” – it’s a decrease from “2 on a d6” but not all the way down to that 25% mark.
You had mentioned that a d10 sub @ A4/D3 seemed “pretty strong”; did the rest seem ok at least?
Ya on your 3 for d12 is to weak.
Rest stuff was pretty good. Just my suggestions above were if playing with Tacs and cruisers.
The sub at a cost of 6 with A4 D3 May get spammed.
Down below is what I use in my game with d12
If your interested.
FWIW My context is A&A Classic (IMO transports function as the naval fodder/intermediate surface ship in that game) where subs are still the cheapest unit, but rather than 6, they cost 8 – the same price as a transport.
Janus
I moved this discussion to a new thread. Classic using d10 dice topic in house rules.
@ everyone
After thinking about this on and off for months I have come up with an idea that introduces zero new components!
No changing costs or stats. Instead change the casualties.
When picking casualties, you cannot pick the same unit type 3 times in a row. So instead of killing 3 inf you would kill 2 and the 3rd would have to be something else. And if no other units are left then u kill 2 inf on the 3rd hit every 3rd hit
@grinchveld Would you be interested in playtesting this over a facetime/etc game?
@hengst YES
have you used table top simulator? I have not used it for axis and allies yet but i think that might be easier than facetime.
@grinchveld I have not—I’ve admittedly got a soft spot for the tactile. Also I think we’re going to have to be synchronous anyways, because of the OOL changes. I can already foresee situations where you want to start dipping into your tank reservoirs early to avoid having to take planes later.
That’s one of the problems with games is everybody banks there planes. My own game at least has it where u can lose planes in naval and ground when u don’t want to. If there’s a bonus plane kill u have to take one as a casualty