oldsalty,
I used the same set up charts prepared by Deaths Head and added set up ideas for the Cruiser, Mechanized Infantry and Fortification units. It’s really just a small addition to his version.
The stats and set up location for these additional units are largely based on a number of posts from the contributors of this great site - so I don’t expect any karma points for being original. :-D
Basically, the idea was to add a few additonal “impact” units to the already great base that has been established here without messing up game balance or playability.
In summary:
Cruiser:
Cost - 15 IPC
Move - 3
Attack - 4*/3 (*Attacks on a “4” during 1st round of combat); (no shore bombardment capability - leave that for the Battleship)
Defend - 3
Still only 1 hit to destroy
So the Cruiser adds some addiotnal 1st round firepower with extended movement vs. other naval units.
As a result of adding the Cruiser unit, I modified the Destroyer unit:
Cost - 10 IPC
Move - 2
Attack - 2
Defend - 2
So the Destroyer becomes a little more cost effective and offer submarine detection capabilites as always.
Mechanized Infantry:
Cost - 4 IPC
Move - 2
Attack - 2
Defend - 3
Can transport 1 Infantory or 1 Artillery
Fortification:
Cost: 6 IPC
Move: -
Attack: -
Defend: 3
Two key benefits for this unit:
- Roll 2 dice at 3 or less per Fortification during 1st round of Amphibious Assault against attacking land units
- For each Fortification, increase 1 infantry defense to “3”
Other rules:
This unit cannot be destroyed and can be taken over and used if the terrirtory is taken by the enemy.
Stacking is allowed up to the respective IPC of the territory
I recreated the set up charts using MS Excel/Powerpoint (2007 version), but file size is ~60MB, so I’ll convert to a lighter format (like PDF) and post later/tomorrow. Again, style is same as Deaths Head with unit set up for added for the units listed above.