I will give it a shot,ima play a game soon,i will tell ya how it went :D
Oh btw,i voted useful,but it was an accident,when i pressed the vote button then i saw it was on useful i was like Ah shit and it was 2 late.
Pardon me :)
I will give it a shot,ima play a game soon,i will tell ya how it went :D
Oh btw,i voted useful,but it was an accident,when i pressed the vote button then i saw it was on useful i was like Ah shit and it was 2 late.
Pardon me :)
Seriously,when can Japan afford more Battleship then the 2 starting one?making them 5/5 would be fine…3hit Battleship is good 2.
Thanks dread,now i got another question then:Lets say im bombing germany,and theres a jetfighter in germany,what happens?
As for the AA guns,thats pretty much what i tought
Alright here i go
Techs:
JetFighter:I don’t understand much this one:So basicly Fighter are AA guns(on a tactical bombing run),but without opening fire.
Example:English Bomber goes by WesternEurope to go Tactical bomb Germany.Theres a jetfighter in WesternEurope.So basicly it intercepts the bomber,fighter needs a 3 and it kills the bomber,while the bomber needs a 1.Lets say no one killed no one,combat is over,Bomber keeps going to germany and Tact bomb? SBR = Supported Bombing run Or Strategial Bombing run?I need a little clarification here
Rockets:Thats cool.
SuperSubs:Thats cool 2.
Long-Range Aircraft:Anyone ever got this?I don’t see the point of getting it…You might wanna make one over(what about AC being able to have and/or carry AA guns o=)
Super Destroyers:i suggest you keep the usual Tech,Shore Bombardment(i think),its strong enough,no need for 3 move
HeavyBombers:Thats all cool.
National Advantages
Soviet Union
Russian Winter:cool
Nonaggresion Treaty:real fine
GuardTankRegiments:thats cool 2
Conscripts:smart (-=
Katyshua Rockets:Thats just me,but i don’t really like complicated stuff,so i would just put it ur artillery attacks on a 3 for the first round
TransiberianRailway:Thats fine.
Germany
U-Boat Program:Hella smart,forcing Germany really to stay historical by going subs o=
Atlantic Wall:Fine
PanzerGrenadiers:Thats hella smart,since panzerblitz wasent so useful
Wolfpacks:as i said,force germany to stay historical,real good
TigerTank:Kinda complicated…,i like to keep it simple (-=.
since they were so strong(everyone heard those stories of 1tiger vs 52424243 tanks bla blabla),what about 2hit tanks?Since 2hit tanks would unbalance the thing, i guess you could put a downfall to it(tanks now cost -7-8,a little bit like your heavy tank tech u had before)
Fortress Europe:thats cool.
UK
Radar:fine
Joint Strike:fine
Enigma Decoded:fine
British Commonwealth Troops:real smart,muc better then mideast oil
French Resistance:fine
ColonialGarrison:fine
Japan
Tokyo Express:fine
Kamikaze:Again,keep it simple.It attacks on a 3,in opening fire sequence,hit or not,it is remove when the opening fire sequence is over(the sequence after that would be the attackers rolls).However,keep the cant hit subs rules.
Floatplane Fighters:nice.
Dreadnoughts:Even tho this ability is nice, i think you should stick with the 5/5 ability.
Dug-in Defenders:fine
Banzai attacks;fine
US
Lend-Lease program:fine
Chinese Divisions:fine
Marines:fine
Mechanized Infantry:fine
Liberty Ship program:smart o-=
Superforteress:I understand the first part,its the 2nd i dont understand:
An enemy antiaircraft gun can roll one die against only each attacking fighter.
AA guns usully do that…Aa gun gets 1 roll for each fighter…How does Superfortress affect fighters anyway?
I played a game with your old ones,and at roun 4-5 we kinda lost track of it.These sound even better then the others,i need to give it a shot.
When ur done,i wouldnt mind at all making a BattleBoards for these NA’s+tech,so it dosent get 2 confusing and players can remember everything.
You might want to slow down movement to 1,since heavy armor didnt go that fast…
Well, 3/3 tanks ON the AH board makes things better,cause theres more territory,and those 2 movement are really useful.In the Original,3/3 tanks would be damn strong,cause theres less territory,and your much more likely to get a counter attack when you counter a territory.I think 3/3tanks makes things better,makes the infantry stacks less probably.
This is my idea on the whole AH new boarD(including the 3/3tank rule)
i played a few games on the AH board(with AH rules),and this is what i noticed:
Germany is the big winner in the 3/3tanks,because Russia can’t counter,and tanks are much more useful in the AHboard,cause a mix of inf-art takes 3turn to attack caucasus,while tanks takes 2(4turn to get to russia,while tanks are still 2 if u control west russia).Getting a Factory in India is really good,cause u can get 3 tanks per round who defend at 3.
Russia kinda benifits from this,cause he has 4 tanks at beginning of the game.