• I thought all factories and VC have a built in AA fire? whats the use of aa guns? is it to now protect your land units? if so we can easily add the thing in artillery as part of their functions. extensive flak batterys did not travel with armies as they moved. Very limited aa flak artillery was present in military formations. We could just use those guns as heavy artillery unit or coastal batteries.  But if you really like them then fine.


  • Ah yes the AA rules have been changed to reflect this. They are not mobile fighting units.
    You can’t fire until you deploy them! You can’t move them after you’ve deployed them!

    I retract my sugguest to reduce cost.
    I just remember we planned to call the game piece ID (Infrastructure Defence) to includes Coastal Batteries.


  • Yes thats correct!


  • Ok people lets draft some Coastal Batteries rules…

    We have a few ideas mentioned already.
    Like they shall only be able to hit ships engaging in amphibious assault. That is, transports unloading units or surface ships doing bombardment or helping attacking infantry with +1 in 1st combat cycle.

    Whats the range of coastal batteries compared to destroyers and batteships?
    Ships can choose to not support infantry?
    Should the actually “transport” piece be hit? Or should attacking infantry (in reality, landing crafts) be hit?

  • Moderator

    Coastal Battery:
    4 IPC
    Range (Sea): 1 (Most Coastal Defensive Guns had a range of 8-40 Km)
    They fire in Coastal Bombardment. They can target Land Units and Ships Supporting Infantry involved in Amphibious Assaults. They hit on a 2 or less. They can target 2 Units in an Amphibious Assault.

    GG

    sources:
    http://ca.ckwinfo.net/info/guns/index.html
    http://www.nuav.net/coastgr5.html
    http://www.petrowilliamus.co.uk/murals/background/background.htm
    http://www.navweaps.com/Weapons/WNJAP_3-40_3ns.htm

    GG

    Basically I am just reiterrating what you said…


  • Imperious Leader is opting for coastal battery can only target incoming land units (in reality landing crafts) not actual ships.

    Coastal guns at 8kms would be outranged by destroyers and battleships.
    But 40kms only some battleships would outrange them.

    But who would operate at maximum range anyway…low accuracy shots?

    A complex rule could be that coastal batteries can hit the ships. But ships can choose to stay out of range…still do coastal bombardment but can’t support invading troops.

  • Moderator

    The 40 Km guns were the “big boys” 350 mm shells, probably not the best in our description of a coastal battery since we are opting for “amphib” killers…

    Yeah, obviously they can support and stay out of range… But I wouldn’t say they had low accuracy, and I wouldn’t say they had the best (hence my hit on 2)… They weren’t “bombard” weapons, you actually targetted ships with them, but naturally your artillery ranging in so you aren’t the best “shot”…

    That is why I have what I have listed… perhaps target 3? and make them 5?

    GG


  • you don’t mean 3 rolls hitting at 5 or lower do ya?

  • Moderator

    um no… 3 units targetted coastal bombardment costs 5


  • I think this may be worthwhile. only cost is 5 because it should also be more than just coastal defense… it that infrastructure defense thing right?

    lets just have one idea covering all these items. The Anti aircraft gun is both for AA shots against planes, and coastal defense ( AKA “guns of Navarone”)


  • yeah if we have this coastal gun thing it’ll be under the ID game piece replacing AA game piece

    I wasn’t talking about costs though

    I was talking about how many hits , hitting on what and the dice value.


  • I was talking about how many hits , hitting on what and the dice value.

    ++++ it should be probably the same whether as anti-air or against naval targets…

    under AA roll 1, roll again 1=hit, 2-3 plane goes back.

    how bout under coastal batteries in the selected territories (against naval targets) roll 1, then roll again 1-3 =hit, 4-6 nothing

    When an invasion occurs:

    1. these units get to roll once on planes and once against the naval targets.

  • proposing a rule for repair of damaged Battleships…

    Damaged BBs are repaired at sea zones adjacent to friendly territories. They are repaired at the beginning of your next turn.

    (We could even limit it to friendly territories with an IC or VC.)

  • Moderator

    BB’s were very complex and took massive workshops to repair back to fighting conditions (not like refitting at sea…) Next to VC’s or IC’s…

    GG


  • Yea this is correct: “Next to VC’s or IC’s.”


  • ok adding to draft


  • IC (industry complex) gets 3 IDs built-in
    VC (victory city) gets 1 ID built-in

    I feel its too powerful
    its making people build IC when they don’t really want one (just for the 3 free IDs)

    I am thinking of reducing it to 2 or even 1 IDs built-in per IC


  • or perhaps the cost of IC should go up?

    I suppose 2 is fine.

    but remember the 3 represents the number of rolls total. so if you bring in 5 planes only 3 get rolled on.


  • yeah each ID only targets one


  • make a list of changes as we go along or we will forget something.

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