FAQ up on Macedonia:
Q: Is Yugoslavia adjacent to Thessaly?
A: No, Macedonia is between.
Based partly on some of my own ideas and partly after having listened to most of Wintermuteās videos with Jinx, Iāve come up with some adjustments to existing units and a (hopefully) interesting Armored Car implementation. None of this has been playtested at all, these are just ideas at this point.
Light Armor:
Self-Propelled Artillery:
Cavalry:
Armored Car:
Motorized Infantry:
In general Iām also considering making terrain movement penalties irrelevant for non-combat movement, the idea being that if youāre making a non-combat movement you likely already control the road infrastructure and can ignore the actual terrain.
Thoughts?
@rellhaiser very cool! Iād try those rules I think with a few little tweaks like 1ipp upgrade fr light tank to tank destroyer, 2 for SP artillery still seems like tank destroyers never get built enough, at least in our games. Love the idea of non mobile anti tank guns! What if your armoured car rec. ability was you could instead pair with artillery for a +1 attack for artillery first round only? And to be honest would keep the non combat movement the same as it is I think that would be a big change, maybe it would be alright though. Just some opinions, for what itās worth. What would your anti tank gun stats be like?
@rellhaiser also I think motorized still not good enough think mech infantry cost the same and itās way better. You can always use the railroads to move your artillery up 99% of the time. But a step in the right direction
Try giving your Armored Cars a retreat ability - so they can run when theyāre under attack.
Cavalry Withdrawal: After one round of battle the Defender may withdraw one surviving Armored Car unit to any adjacent friendly territory. After the second round the Defender may withdraw a second Car unit to any adjacent territory (this can be a different territory from the first round). The Armored Car unit always gets its defensive shot in before it withdraws. If it withdraws it must do so before the Attacker starts the next round of battle.
I originally wrote up these rules for my variant rules for Classic A&A, available here.
-M_R
@linkler said in Land Unit Adjustments:
@rellhaiser very cool! Iād try those rules I think with a few little tweaks like 1ipp upgrade fr light tank to tank destroyer, 2 for SP artillery still seems like tank destroyers never get built enough, at least in our games. Love the idea of non mobile anti tank guns! What if your armoured car rec. ability was you could instead pair with artillery for a +1 attack for artillery first round only? And to be honest would keep the non combat movement the same as it is I think that would be a big change, maybe it would be alright though. Just some opinions, for what itās worth. What would your anti tank gun stats be like?
In general I still think non-combat movement should be unaffected by terrain penalties though.
@rellhaiser I would say on a 10-12 All Calvary are forced to retreat during a battle, both attacker and defender, but no limit on purchases. They are not limited to 2. This gives them a little risk bringing them into battle.
@rellhaiser š @Adalwolf like that idea too someone might call you out on that though like what is that based on did Calvary units retreat a lot?
@adalwolf said in Land Unit Adjustments:
@rellhaiser I would say on a 10-12 All Calvary are forced to retreat during a battle, both attacker and defender, but no limit on purchases. They are not limited to 2. This gives them a little risk bringing them into battle.
The idea was that you could retreat one of your Cavalry / Armored Cars every turn you battled in that territory - this just gave you a way to have some units slip out from a losing battle. Thereās nothing saying you couldnāt have a set of rules that allowed a player to retreat all of their Cavalry / Armored Cars any turn they liked - I just wrote a different set of rules. You do you.
-M_R