Thanks for the ideas!
AAMRE: Axis and Allies Modern Revised Edition
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what do you suggest? What special abilities?
I got them as a special attack as navy seals which can be landed by a sub and make a direct 1 to 1 attack against any targeted unit. Other than that i dont have any special functions for them.
BTW the map comes back on thursday. on friday ill post pictures.
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@Imperious:
I got them as a special attack as navy seals which can be landed by a sub and make a direct 1 to 1 attack against any targeted unit. Other than that i dont have any special functions for them.
Thats good, but how about they can also sneak in to enemy territory and attack IPCs or prevent movement. plus if you have a peice that can be used as an air transport, they could parashoot into combat.
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IL, were are the pics?
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The printer didn’t get it done. Ill get a hold of him on Monday.
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@Imperious:
The printer didn’t get it done. Ill get a hold of him on Monday.
Is he a lazy a$$ or just stupid.
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They are basically jugheads. They hire monkeys to do the grunt work and what comes out is chimp work.
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Well thats cool I guess, but not really.
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ok here are some pics: First job was to get rid of France. Notice it has radiation tokens and also that the two territories have been reduced by atomic bombs to zero (city with 2 chips equals the value of each territory- no city means full potential)
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http://www.mediafire.com/imageview.php?quickkey=5s25uzyzrhj&thumb=4
http://www.mediafire.com/imageview.php?quickkey=4ydby1iwyhj&thumb=4
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those are nice pics, but I need setup cards to playtest
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working on it. I just made those pics with random pieces… i wasn’t playing. I should have the setups done in a week.
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cool
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IL, are those setup cards coming anytime soon.
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sorry its me this time… very lazy… ill get to it soon.
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Like the thinking on Poland.
Churchill and Stalin uprooted it and plonked it down a few thousand miles west.
You picked it up in your mighty fist and put it back again.
Leaving room for…greater East Germany!
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That map is drawn directly from our AARHE map. Its supposed to look similar to revised. Also, some territories are gonna be larger so i can fit the pieces (like a key territory known as east Germany.)
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Hmmm, is there a particular date? I’m working on a C.1962 map; let you have a look soon. But there’s really no need to add more inaccuracies to the many already present in the Hysterical, sorry Historical edition. I’m doing a 1939 map and while I use the 1940 map as a basis, I have to change the borders to accomodate the Bastard of Europe, still extant at this time. I have to say it’s no wonder Poland’s neighbours wiped it off the map so many times - it’s an absolute pig to draw.
I have Warsaw Pact, China, NATO and SEATO as major blocks; this of course splits USA in half as some have proposed for A&A. -
Great pics
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the map is 1962…even though it has north and south Vietnam… i wanted to make it playable for other years
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here’s my suggestions. bombers are the only units not on here and i will do missile warfare latter( special units)
Unit: Cost: Move: Attack: Defense:
Infantry:
Militia 2 1 0 1
guerrilla warfare. militia can submerge just like submarines. submerged militia do not contest the ownership of a terrtory.Infantry 3 1 1 2
an infantry can be match up to only one armored unitElite 7 2 3 2
this unit has preemptive strike in an attack. a country can only bring two of these units into an attack.Armor:
Artillery 4 1 2 2
this unit has preemptive strikeHovercraft(sea unit)* 8 2 2 0
this unit and the infantry its carrying have a preemptive strike. if used in an assault this unit returns to the last seazone it was in during noncombat.Tank 6 2 3 3
blitz: this unit can make a secondary attack after the first if the 1st combat lasted 2 or less rounds.Infantry fighting vehicle( call an apc or jeep if you like) 4 2 2 2
transport: this unit gives infantry preemptive strike on a 1 to 1 match up. it also can transport 1 infantry.Self- Propelled ( SPA) 5 2 2 2
this unit can raise an infantry’s attack to 2 on a one to one basis.Laser Tanks* 10 3 4 4
the owner gets to decide which ground unit this hit is taken on.Air:
Helicopter 7 4 2 2
this unit may transport, 1 armoured unit or 2 infantry. if it does transport a ground unit other than an infantry, elite or artillery the unit cannot engage in combat during the first round.Naval fighter 8 4 3 3
this unit must land on a carrier on the end of its turn. this unit also dogfights and scrambles.Fighter 10 6 3 3
this unit dogfights and scramblesNaval:
Carrier* 16 2 2 4
can carry 1 naval fighter and 1 helicopter or 2 helicopters.battleship* 24 2 4 4
shore bombardment, 2 hits to destroy and can carry 1 tactical missiledestroyer 12 2 3 3
same as revisedSubmarine* 8 3 2 2
same as revised (your sub tech was all present t in subs in the early 60’s) plus
Level one- Submarines can enter Sea Zone 4 and on the following turn enter Sea Zone 62 or 63 (or vice versa)
Level two :submarine can be allocated to transport an elite infantry unit for a special attack. They can make a landing on a coastal territory and make a selected attack on one non- armored enemy unit. This combat will only be between these two units. If the elite infantry wins the battle it returns to the submarine. the sz must be uncontested to do this.
Level three- Subs can launch tactical nuclear weapons. They can carry one eachTransport* 8 2 0 1
this unit may transport,1 infantry and 1 other unit . if it does transport a ground unit other than an infantry, elite or tank this unit cannot engage in combat during the first round.