Or maybe noting zombie kills per nation and for every X number of kills tech is achieved.
Sea Units House Rules
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What are your ground unit values.
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Does your Carrier get 2 hits ? Your sub to strong. Need to raise cost.
12 subs C48 A24 D12 A 36.00 D 18.00
3 BB C48 A24 D24 A 5.88 D 5.88 -
trench 0/1/0 2HP, repair, AA, only one can be placed per territory/per turn, no factory requirement. 3Pu
infantry 1/2/1, AA, artillert supportable 3Pu
artillery 2/2/1, AA, +1 attack bonus to infantries. 4Pu
armour 3/3/2, AA, can blitz. 5Pu
No Tech.
Sub should be more cost effective at sinking ships than fighters because fighters are alredy very versatile units. There would be no reason to buy them if they had the same cost with fighters.
Submarine was 25% cheaper than destroyer in AA50 whereas in here they are 33% cheaper, just slighly more cost effective.
Carrier has 1 HP.
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Wheres your Mechs ?
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@Navalland said in Which is the best sea unit?:
trench 0/1/0 2HP, repair, AA, only one can be placed per territory/per turn, no factory requirement. 3Pu
infantry 1/2/1, AA, artillert supportable 3Pu
artillery 2/2/1, AA, +1 attack bonus to infantries. 4Pu
armour 3/3/2, AA, can blitz. 5Pu
No Tech.
Sub should be more cost effective at sinking ships than fighters because fighters are alredy very versatile units. There would be no reason to buy them if they had the same cost with fighters.
Submarine was 25% cheaper than destroyer in AA50 whereas in here they are 33% cheaper, just slighly more cost effective.
Carrier has 1 HP.
Your Destroyers were your fodder pieces in war not your subs to a certain point if your Germany. Your rules but you have no Tacs or Mechs in game which you should. IMO
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My map isn’t heavily distorted to fit too many kind of units. I am favour to add new units if only absolutely needed. But Italy and China have units with similar Mech stats to diversify their options.
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