Well they would be counters for each nation in a cup that you draw randomly. say 1 inch wooden chits with a decal on it. Icons of say a tank or Battleship if the commander effects those. If you draw a chit and don’t own that piece, you just lost that advantage that turn. The next turn you draw another chit. The used chits stay out of the jar, so the design features will balance in total for both Axis and Allies…or not. Depends on the game played…
New Naval rules
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Lets face it, A&A naval combat is plain and expensive.
So I took a hint from Imp Games East&West A&A Variant(Game is horrible, but it has a lot of new ideas)Â and adapted them for A&A RevisedDestroyers cost 8, defend at 2 and attack at 2, however when they are in a territory with enemy subs, the subs can not submerge or sneak attack(first strike)
Carriers cost 14
Battleships cost 22New Unit!: Cruiser: cost 10, defends 3 and attacks 3, moves 2(as always)
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Imperious Leader '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10last edited by Nov 24, 2006, 9:54 PM
does it take one hit or two?
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one hit
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I suppose if the cost of a crusier was sixteen you could have it take two hits though.
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Imperious Leader '17 '16 '15 Organizer '14 Customizer '13 '12 '11 '10last edited by Nov 25, 2006, 6:37 AM
Id say from AARHE:
destroyers stay at 10 2/2
cruisers take 2 hits cost 15 3/3
Battleships take 2 hits (preemtive) cost 20 4/4
Carriers take 2 hits cost 16 1/3
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That works too
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I was also thinking maybe transports could carrymoney to other nations.