@armedace
Those are some pretty cool ideas, I’ve thought about incorporating marines and how to do so-your ideas seem good. I also like the idea of interceptors at 2, more realistic and makes you think about SBR more. Although I’m not so sure about reducing air bases costs and increasing their ability to scramble to nearby land-seems OP.
Super Tech Rules
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How does Underground Production sound?
A tech that reduces effectiveness of SBR and rocket attacks.I like that. Could be a Decentralized/Underground production thing, each successive roll of this would allow for a greater reduction of effectiveness of the SBR/Rocket attacks. Thanks!
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that stuff is all from AARHE… you will get alot of ideas from it.
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OK All,
I have finished the tech rules, I have a cool 25, so a d100/4 could be used.
Also attached is an errata file.
Working on getting the map I plan to use up, it’s a modified version of Flashman’s killer Feb. 1940 map.
Linky will be up in a sec…
Chris
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Ok, here is the modified map.
I need to work on initial unit placement next.
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i like the first one. I still dont like the second.
The infantry values are too high. Infantry hitting on 7 out of 12 is like a tank.
id expect values of 2-5 with china at 2 and Germany at 5 and the rest in between for infantry
Tanks range from 4-9 with japan and italy at the low end and germany/ USSR at the other
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@Imperious:
i like the first one. I still dont like the second.
The infantry values are too high. Infantry hitting on 7 out of 12 is like a tank.
id expect values of 2-5 with china at 2 and Germany at 5 and the rest in between for infantry
Tanks range from 4-9 with japan and italy at the low end and germany/ USSR at the other
Infantry starts at a base 2 attack on the d12. A player would have to get a ton of the infantry boost techs to get up to that level…I doubt a game would go that long.
There is no focused research. You can’t choose to get the infantry techs only, which should balance things a bit.
The way I think it works out, battles will turn into annhilation for both sides.
Maybe I can cap the infantry attack at 6, with a defense of 8. Armor and other units would have no cap…or add something that gives land units 2 HP, toward the end of the tech tree…
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Check out my national advantages/techs…
does simple things like split long range aircraft into long range fighters and long range bombers -
I wish these were streamlined… far too many exceptions making these rules akin to learning another rulebook.
IN nearly every case you got paraphrase:
roll d6 hit on a 6, you get +1 for the first round, on the second round, you roll 2 dice hitting on 5-6, but if you roll 4 subtract 2 ipc and if its Germany attacking add one to the second round die… yikes!!! its way too convoluted IMO>
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If your using d12 dice you can’t role a one.
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It’s d12 not 2d6 so yes you can get a 1 :wink: a d12 is in the shape of a dodecahedron, twelve little pentagons :-)
Anyway, how the heck to you keep track of who has what with all these tech rules in an actual game?