Yes I agree that more VCs needed in PTO and Japan should have to work to get that 1 more VC in the PTO. I do have a VC Capital in Manchuria for my 40 game but with not having 18 inf in area it doesn�t seem to get pressured much.
Singapore is out of the question due to Japan being so strong by islands from G40 game reports. Got to make Japan earn it. Just some thoughts.
New concepts in naval combat
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IL,
 These are the oil drums you used for Battle of the Bulge right? I remember seeing a photo you had of these. How do they measure up height wise to the Axis and Allies Infantry piece. About 2/3 the size an infantry piece? The General Storage Pack is the one that has the oil drums your talking about right? Can you tell me what the supply and fuel dump set look like. What kind of piece/pieces are they and about how big compared to an Axis Allies Infantry piece.CDSP-01 General Storage Pack - Jerry cans, oil drums, crates, camo net, tarpauline $10.40Â
CDSP-02Â Sherman Track and Road wheels, jerry cans, .30 cal, .50 cal and M/GÂ $10.40Â
CDSP-03 Sumply Dump $10.40Â
CDSP-04 Fuel Dump $10.40ÂThanks
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Can someone confirm A&A scales for me. Are these numbers correct?
Ships-Â Â Â 1/3000 (.54mm) or 1/2400 (.67mm)
Planes-Â Â 1/700 (?mm)
Armour-Â 1/300 (5.4mm) or 1/285 (5.6mm)
Infantry-Â 1/107 (15mm) or 1/72Â (?mm)
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CDSP-01 General Storage Pack - Jerry cans, oil drums, crates, camo net, tarpauline $10.40
CDSP-02 Sherman Track and Road wheels, jerry cans, .30 cal, .50 cal and M/G $10.40
CDSP-03 Sumply Dump $10.40
CDSP-04 Fuel Dump $10.40Thanks
Not sure what the code is and yes they are the same. I will get the code but i think its 04
Can someone confirm A&A scales for me. Are these numbers correct?
Ships- 1/3000 (.54mm) or 1/2400 (.67mm) 1/3000 is best IMO
Planes- 1/700 (?mm) Yes good
Armour- 1/300 (5.4mm) or 1/285 (5.6mm) 1/285 is best imo
Infantry- 1/107 (15mm) or 1/72 (?mm) 1/72 (HO scale) best or 20 MM
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About 20 individual/separate pieces per bag?
How large would you say they are in comparison when standing next an AA infantry piece?
and thanks for looking into which code it is so that I can place the order. -
Yep about 24 pieces, plus some jerry cans, but they are too small for any use.
The oil drum goes up to the just below the head of axis and allies pieces, or about the chest of a 1/72 scale man. The drums are in groups of 3-6 drums so the girth is about 5/8 inch.
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jerry cans too?
CDSP-01 General Storage Pack - Jerry cans, oil drums, crates, camo net, tarpauline $10.40
CDSP-02 Sherman Track and Road wheels, jerry cans, .30 cal, .50 cal and M/G $10.40
CDSP-03 Sumply Dump $10.40
CDSP-04 Fuel Dump $10.40Maybe it’s code 01, not code 04? What do you think?
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camo net, tarpauline
you will have to call… but i didnt get the above items, so im thinking its just fuel dump. All that was in the bag was oil drums, jerrycans, possible crate (very small) pieces. I immediatly threw away everything except the oil drums.
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Very good. Thanks for the info IL! Appreciate it.
Just placed my order. I had been meaning to ask you about those pieces ever since I saw your Battle of the Bulge pictures.
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I gotta post them pictures. damm it!
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Ive dropped the idea of rearranging and changing the map and instead bought one of those large world maps and drew in the borders for territories and sea zones. I cant stand narrow Atlantic and Pacific Oceans and hate the idea of how US transports can just go from eastern US to Africa in 1 turn without the Axis being unable to have a chance of hitting them in the middle of the ocean.
Also came up with a new unit for those fuel pumps…
Supply Dumps/Ports
Cost: 5-10? ipc / Move: 2 / Atk: – / Def: –
You may place 1 newly purchased land unit on each territory that is equipped with a supply dump once per turn. If an attacker overkills a defender (more hits than neccessary rolled), the defender has the option of destroying the supply dump so the attacker cant claim it. Supply dumps are first placed on a territory with an IC. A transport can carry them also, but only 1 supply dump and nothing else. Once used to deploy a new unit, Supply dumps can no longer be moved.Starting placement: Egypt, India, Southern Europe…
Not sure on starting placements, maybe some ideas from you guys, what do you think.
Supply Ship (Use either MB transport or Revised transport)
Cost: 8 IPC / Move: 2 / Atk: – / Def: –
When a battleship is damaged, taking only 1 hit, you may repair the ship at no cost if grouped with a supply ship in the same sea zone at the end of your turn. If a battleship has no Supply ship, then it must be repaired at a port and suffers the effects of being damaged, atk: 3 / def :3 / move: 1 -
Along the lines of what you have proposed:
I am not sure about the suitability of having ports have any defense, but rather coming up with a unit that can adress a number of characteristics of a fortified territory (think maginot defenses).REPAIR DAMAGED BATTLESHIPS
Battleships are powerful units. A damaged battleship may be repaired if it is in a sea zone adjacent to a territory with an IC controlled by its country. The repair costs are equal to the roll of one d6. The battleship may not move or participate in combat during the turn of repair. The repair is complete at the end of the players turn.Fortresses
These units can be added to any controlled territory for the cost of 10 IP and can defend only with two rolls each combat round with a defense value of 3/3.They “protect†the defending units from direct attack. The units inside the fortress cannot be affected by attacking combat rolls until the fortress is destroyed by a roll of 1 only. Once built they cannot move and if destroyed cannot be reused by enemy forces. The maximum number of fortresses is limited to the IP value of the territory and in the case of China is limited to one.