Hi IL,
where are those rules for airbase or port?
I don’t know them since I play only on 1941 and 1942?
Thanks,
Posts made by baron Münchhausen
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RE: Lets talk Bunkers/Pillboxesposted in House Rules
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RE: Lets talk Bunkers/Pillboxesposted in House Rules
If we combine both later suggestions bunker and reinforced defensive position:
for 3 IPC you can have an ART or an INF on an island having DEF 3 and takes 1 hit before losing unit.
If their is 2 INF (or 2 ART, or 1 INF and 1 ART) on a given island, and pay 6 IPC,
this will give 2 units with DEF 3 and be able to soak 2 hits before taking damage.The advantage is that you don’t have to move any other unit to upgrade a given defensive position:
but 2@3+ 2 hits is quite as powerful as 4@2 (4 INF defending same cost: 2 INF + 6 IPC/2 INF).Maybe it is still too much and must be limited to 1 Bunker/pillboxes and 1 reinforced position per territory.
What could you say?
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RE: Lets talk Bunkers/Pillboxesposted in House Rules
Instead of bunkers/pillboxes,
I call it reinforced positions: Att 0 Def +1 Mov 0 Cost 1, gives +1 to any INF or ART on defense, as long as it did not move.Must be built on a territory owned at the start of your turn (like IC) and, if its an island, the sea-zone is not enemy-occupied, also required a minimum of 1 INF or ART on the territory and no more than two reinforced positions per given territory can be built (if you have 2 INF or ART, or 1 INF & 1 ART at the start of the turn).
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RE: Lets talk Bunkers/Pillboxesposted in House Rules
Hello,
my suggestion: bunkers/pillboxes: att 0 def 0 move 0 cost 2. Can take 1 hit. Can be rebuilt at cost of 1, if the territory is not conquered.Must be built on a territory owned at the start of your turn (like IC) (and, if its an island, the sea-zone is not enemy-occupied), also required a minimum of 1 INF or ART on the territory and no more than two bunkers per given territory can be built (if you have 2 INF or ART, or 1 INF & 1 ART at the start of the turn).
Advantages: it can soak any one hit during a battle (just like BB).
Can be rebuilt: cost 1 IPC, if you still owned the territory at the beginning of your turn and their is still 1 INF or ART alive.What do you think?
Too unbalancing in favor of the Axis and specially Japan?
Must be combined with Marines or Elite units to counterweight it? -
RE: Do you want US Marines ?posted in House Rules
Hi, everybody,
How about an elite unit (marine, commando, SS, guard, etc.) the same ability for every country?Elite unit: Att: 2 Def: 2 Move: 1 cost: 4, give +1 att. to one artillery or one tank, on the second round of an assault (amphibious or terrestrial). Think of it like the time to get used to the environnement and the geography of the terrain, or being able to reach and pass the shore to fight inland.
For example, if a marine unit paired with an artillery survived his first round of landing assault; on the second round, it attacks at 2, but artillery attacks at 3, instead of 2.
It is the same if it was teamed up with a tank. On first round, the tank attacks at 3, and on the second round it attacks at 4.
In summary, it works like artillery but gives better punch on costlier unit.What do you think?
Should we raised the cost to 5? Because their will be no more inf (cost 3)+art (cost 4)?
It seems that I borrowed some of these ideas from Pjor in Two units threads:
Now to the point, new units and models.
First; Veteran infantry. A:2 D:2 M:1 cost: 5.
This unit is supposed to represent elite soldiers of each power. They are better trained, equipped and have a higher morale then the normal infantry. For example the SS Stormtroopers, British Commando or U.S Rangers. Special rules for the Veteran infantry is that if teamed up with a arty the attack value will rise to 3.P.S. Sorry for my approximate english (not my native tongue)…