@linkler Here’s some adjusted stats for the A9/A10 (the Actual name) “Amerika Rakete”
A9/A10
Attack: literally the same as the V-2
Range: 8
Cost: 5
Move: 1
@linkler Here’s some adjusted stats for the A9/A10 (the Actual name) “Amerika Rakete”
A9/A10
Attack: literally the same as the V-2
Range: 8
Cost: 5
Move: 1
In the The Napoleonic Wars, for quick and decisive victories, Napoleon had corps, which had infantry, cavalry and artillery, which lived of the land. I have an Idea for GW1936 corps, which have anti-tank, artillery, and infantry. Because they lived “of the land”, they would go Really fast. Here’s the stats.
Regular Corps:
Attack: 1 d12@ 2, 1 D12@ 1(first strike), 1 D12@ 1 (Target selection vehicle class units)
Defense: 1 d12@ 4, 1 D12@ 1(first strike), 1 D12@ 1 (Target selection vehicle class units)
Move: 2 (can blitz)
Cost: 5
SPs: In order to move 2, there can only be that much Corps units as there is IPPs in a land zone.
Any thoughts?
@chris_henry Well, we’ll see then.
@chris_henry Andalusia is the only Spanish home territory that isn’t mountain, which could be with not much difficulty taken, of course depending on the player. I is also home to one Major Port.
@delaja That’s what I meant. This could end a lot of the lend lease for NS. just bomb the shipyard in Catalonia and take Andalusia and most support is gone.
In real history, airborne destroyed bridges, railways, to delay reinforcements. What about on a separate roll (normal game rules, not my battle logistics) from the attack roll, if you roll a 1-10, you delay one unit of your choosing for one round of combat. But, if that unit gets a hit, it goes on the airborne.
@chris_henry For me, there are two way to play with germany, Naval boss or land boss. Going back to the other topic, it may be close, but I think it would be an axis victory
@trig
@Chris_Henry
That means that the Republicans could destroy nationalist factilities
I think that it is unreasonable that Infantry defend the same against Heavy armor and militia. I was thinking of a vs. stats. This is a little like target selection, but you’ll see later on.
Battle Logistics: positioning
There are 3 flanks: center, left, right. The flanks, by default (when defending) are divided evenly among the three flanks. The artillery is in the rear of the flanks, also spread out evenly. The attacker chooses what units go after which flank, and which unit of that flank (except for artillery, which can only be attacked when the units in front of that flank aren’t paired to the artillery 2:1) The attacker must send at least one unit to each flank (unless there isn’t enough units to do so). After the first round, both players can rearrange their positions, but can move around a maximum of 4 slower units( the ones with a move of one) and an infinite number of faster units. But, there has to be at least one unit in each flank that wasn’t moved. when the center or both left and flanks are destroyed, the other flanks are surrounded and get a -1. Here are the stats for infantry.
Infantry.
attack
infantry:2 Artillery:6 (this is an OP (artillery) unit, but is REALLY vulnerable) Cavalry: 3 Lightly-armored units(LA, mororized, Tank destroyers): 1 Heavily armored units: 2 1s (though not totally sure on this one).
defense
Inf: 4 Art: NA (artillery are a support unit, so they don’t attack directly) Cavalry: 3 LAU: 2 HAU: 1
@chris_henry But what if the Comintern is at the Gates of Berlin? Naval Power doesn’t help you with the might of the Russian Infantry.
@delaja Battleship guns could reach that distance (33 km). Also is the territory only representing Rome, or is it representing the urban areas around it?
@delaja Explain. Militia already could move within the home country. If Italy doesn’t declare war, nations can’t attack them (except if you are commie). On you wish, Rome is literally 33 km from the coast. while there might be some accuracy to block it from SZ151, in history, they went past rome and then into the Northern Italy.
@trig I forgot about the Fort and Coastal Gun! I was earlier thinking in a case when it is underdefended and you could easily walk in the area and that if it would take 2 turns, then I would do it in a scenario when the ships are far off. Technically, UK could just defend the stuff from a land perspective and near the end they could just go into the med with the ships