, @Imperious:
Not sure, I provided my input and requested machine guns with two soldiers ( the gunner and the ammo holder with no earth or sandbags)
Here are the entrenchment rules:
Basically Infantry that does not move or engage in combat and is not in a contested area, may elect to entrench and that will increase their defense to three. So you do this in areas where you want to hold. If they defend in battle or continue to remain in place, they will always have this +1 benefit.
Infantry: Attack at 1, Defend at 2, Move 1, Cost 1.5
Infantry move 1 and are better on defense than offense. They may entrench if they did not move during their turn. While entrenched they will have a strike first advantage. Entrenched troops are represented with a machine gun. As long as the unit does not move it remains entrenched. It loses this ability if it moves.
Land combat sequence:
This, like naval combat, must be performed step-by-step.
Part A � Note: Planes are only hitting other planes
- Air combat takes place and the survivor gains air superiority. These extra planes may boost land units in the first round by aerial spotting. Either side may retreat all their planes after any round, first the attacker and then the defender.
- Once the sky is cleared of enemy planes, plane hits can go against land units (and vice versa).
Part B � Note: After each step the loses are removed
- The attacker conducts gas attacks (defender can adjust the damage if they have �gas mask� technology). The defender can reply if they have �gas shells� technology.
- If the attacker has artillery (including rail guns that are in an adjacent space) or aircraft he can fire them preemptively. These units may be boosted by planes using aerial spotting.
- If the defender has any artillery (including rail guns that are in an adjacent space) or aircraft he may fire them preemptively. These units may be boosted by planes using aerial spotting.
- Attacking Storm Troops attack preemptively.
- Defending entrenched troops fire preemptively.
- The attacker and defender then fire with all their remaining units including air units.
- The attacker has the option to retreat. He may retreat all units back to his territory or he may remain in the space and contest it with all. If the attacker does not retreat then the defender may retreat to friendly or allied territory. If not then proceed with step 3.
IL,
––Thanks again for the pics of the entrenched troops. They look great,…like the rest of this game’s units.
----I’m most impressed by the rules you have listed. They are very logical, useful,and will make your game very playable.
––I’m generally not in favor of rules changes or ‘house rules’ in normal A&A games unless they serve a useful, logical purpose. IMHO so many of the new ‘house rules’ only serve the purpose of being “new”, and aren’t logical, much less useable. IMHO, the rules in your new game will be VERY USEFUL. Keep up the good work!
“Tall Paul”