• It’s the only possibility with the addition of mech infantry. If tanks had still cost five, why on earth would you ever buy mech infantry for 4 IPCs if you could have a 3/3 unit that can Blitz rather than a 1/2 unit that cannot blitz for a mere 1IPC less? :mrgreen:


  • @Koningstiger:

    It’s the only possibility with the addition of mech infantry. If tanks had still cost five, why on earth would you ever buy mech infantry for 4 IPCs if you could have a 3/3 unit that can Blitz rather than a 1/2 unit that cannot blitz for a mere 1IPC less? :mrgreen:

    But I have 5 IPC"s left, I want to buy a tank!  :cry:  :cry:  :cry:


  • it is strange…nothing costs 5 IPCs


  • @pusfilledwart:

    it is strange…nothing costs 5 IPCs

    Nothing costs 1, 2, 9, 13, 14, 15, 17, 18, or 19 ipcs either.


  • Yes but I when you do wind up with 5 ipcs it would be nice to spend it evenly


  • @fanofbond:

    Yes but I when you do wind up with 5 ipcs it would be nice to spend it evenly

    You’ll have to make different buying choices. If you used to buy say two tanks for 10 IPCs, you’ll now buy a tank+ mech ibnfantry or 3 infantry and have one IPC left. If you do end up with 5 IPCs left over, you could save them for next turn and perhaps then buy a few tanks etc.


  • Just buy a mech and save the rest.


  • I think fighters are too expensive comparied to tanks. loose all your fighters, they are hard to replace.


  • @pusfilledwart:

    it is strange…nothing costs 5 IPCs

    Well I guess a Sub if you get improved shipyard is.


  • @calvinhobbesliker:

    @pusfilledwart:

    it is strange…nothing costs 5 IPCs

    Nothing costs 1, 2, 9, 13, 14, 15, 17, 18, or 19 ipcs either.

    You can save 1 or 2 IPC’s to spend next turn.  Every other number there can be broken down into different combination of units. 5 is the only denomination where you are guaranteed to have to save (or waste depending on what rules/house rulles you play by) either 1 or 2 IPC’s.


  • @Seven_Patch:

    @calvinhobbesliker:

    @pusfilledwart:

    it is strange…nothing costs 5 IPCs

    Nothing costs 1, 2, 9, 13, 14, 15, 17, 18, or 19 ipcs either.

    You can save 1 or 2 IPC’s to spend next turn.  Every other number there can be broken down into different combination of units. 5 is the only denomination where you are guaranteed to have to save (or waste depending on what rules/house rulles you play by) either 1 or 2 IPC’s.

    No. 1 and 2 force you to save 1 or 2.


  • @calvinhobbesliker:

    No. 1 and 2 force you to save 1 or 2.

    No what?  If you only have 1 or 2 IPC’s left then you save them if your playing by rules that allow you to save 1 or 2.


  • @Seven_Patch:

    @calvinhobbesliker:

    No. 1 and 2 force you to save 1 or 2.

    No what?  If you only have 1 or 2 IPC’s left then you save them if your playing by rules that allow you to save 1 or 2.

    Exactly. If you have 2 ipcs, you save 2. If you have 5 ipcs, buy an inf and save 2


  • @calvinhobbesliker:

    @Seven_Patch:

    @calvinhobbesliker:

    No. 1 and 2 force you to save 1 or 2.

    No what?  If you only have 1 or 2 IPC’s left then you save them if your playing by rules that allow you to save 1 or 2.

    Exactly. If you have 2 ipcs, you save 2. If you have 5 ipcs, buy an inf and save 2

    Okay  :-D  My point is that if something cost 5 then in theory you would never need to save 1 or 2 IPC.  Of course circumstances usually require players to buy specific units in which you would end up saving 1 or 2 IPC’s.


  • I just had an Idea, what if you could spend 1 IPC to upgrade an Infantry unit to Mech Infantry?

    The rule would be that the Infantry can not have moved during combat or non combat and is located on a territory with a IC.


  • @Seven_Patch:

    I just had an Idea, what if you could spend 1 IPC to upgrade an Infantry unit to Mech Infantry?

    The rule would be that the Infantry can not have moved during combat or non combat and is located on a territory with a IC.

    Not a bad idea, but still just a house rule. Maybe you can get Larry to rubber stamp it in his optional rules for LH endorsement. I would come up w/some thing better then I have a few bucks left over and want to spend it though.


  • You could always buy a research token… Those are 5 right?


  • To be honest I think tanks should be 7.

    Example:
    Infantry                has 1 for attack                has 2 for defense                                                          =3 (RWJ)
    Mech Infantry        has 1 for attack                has 2 for defense              has 1 extra movement            =4
    Artillery                has 2 for attack                has 2 for defense                                                        =4
    Tank                    has 3 for attack                has 3 for defense                has 1 extra movement            =7


  • I prefer a 5 ipc tank but I can see the reasoning of 6 since we now have mech infantry. But a 7 ipc tank would be way too much at that point you should just get a man and an art. since they would both hit at a 2 and can absorb two hits as opposed to the tank that hits on a 3 and can only absorb 1 hit. I am okay with 6 ipc tank.


  • I can see Dylan’s point on the cost though. Also makes 6 that much more justified in my eyes. 5 Was way too cheap, remember when they had 2 defense!? And they were still a bargain back then. Make them Defense 2 and I can get behind 5 IPC’s again.

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