• Here’s my coastal gun rules.
    cost = 8
    fire at 2 only in the first round fo combat against warship and transport.
    2 hit to destroy a coastal gun.


  • i think they should be treated like a AA gun and cost 8 IPC’s

  • Sponsor

    @crusaderiv:

    Here’s my coastal gun rules.
    cost = 8
    fire at 2 only in the first round fo combat against warship and transport.
    2 hit to destroy a coastal gun.

    I’m not sure I would ever send my ships into a sea zone thats protected by a coastal gun with those numbers.


  • I’m not sure I would ever send my ships into a sea zone thats protected by a coastal gun with those numbers.
    Naaaaaaaaaa……it seems terrifying but in the last 5 years, I believe only one of us lost 1 ships against a coastal gun.
    Don’t forget, Coastal gun fire only in the first round of combat.


  • i think i would attack with planes and is like a ic where it needs to be build in a 2 or 3 point land???

  • Sponsor '17 TripleA '11 '10

    @crusaderiv:

    I’m not sure I would ever send my ships into a sea zone thats protected by a coastal gun with those numbers.
    Naaaaaaaaaa……it seems terrifying but in the last 5 years, I believe only one of us lost 1 ships against a coastal gun.
    Don’t forget, Coastal gun fire only in the first round of combat.

    Those must be loaded dice. Firing a shot at each ship (including trans) at a 2 should cause 33% casualties. I wouldn’t take that risk either…


  • Those must be loaded dice. Firing a shot at each ship (including trans) at a 2 should cause 33% casualties. I wouldn’t take that risk either…
    No only 1 dice…one dice for each ship is too much…non realistic…

  • Sponsor '17 TripleA '11 '10

    Ah! That makes much more sense. In this case with just one die, I would say it would only target BBs or CAs as they are the ones moving close enough for shore bombardment. I guess you could target transports as well, but I think most people would rather lose a cruiser than a loaded transport.

  • Customizer

    Coastal guns don’t fire at transports, ONLY warships.
    Also, I think hitting at 2 is a little strong.


  • no they should make it so you can take out transports as well as warships


  • Coastal guns don’t fire at transports, ONLY warships.
    Also, I think hitting at 2 is a little strong.

    Not if your heavy cruiser and battleships take two hits.


  • heavy cruiser???


  • Heavy cruiser = house rules.


  • Thanks ill check it out

  • Customizer

    In our AAA games we have a coastal artillery rule, but its quite a bit more limited:

    “Shore Guns:
    Coastal artillery was largely outmoded during WWII, except in the 5 territories underlined below. Ownership of these units depends upon the ownership of the territory, as they cannot be moved. When passing between the sea zones: 12 &13 (Gibraltar), 15 & 16 (Turkey), 5 & 6 (Norway), 6 & 7 (United Kingdom & Northwestern Europe), all enemy naval units except submarines, must endure 1 cycle of fire from Anti-ship guns located in the above territories. Coastal Artillery units attack as Antiaircraft guns, but count as 2 hits to Battleships.  Once a territory with coastal artillery is successfully invaded, the shore guns are destroyed.”

    Our rules on them are based on the assumption they’re taken out before/during an amphibious invasion.  Granted, the above is more for simplicity’s sake yet adding some flavor. This also goes with the rest of our AAA House rules
    ( http://www.axisandallies.org/forums/index.php?topic=20025.90 ), not too sure how it would perform with Global.   :-)  And BTW, the coastal artillery FMG sells for the game Singapore 1942 are excellent representations…


  • i think that would work but what was the ipc cost

  • Customizer

    @450thMSAF:

    i think that would work but what was the ipc cost

    No IPC cost on mine… not sure if you were referring to my post or not  :|


  • i meant what do you price it at e.g. Infantry 3 Artillery 4 etc…

  • Customizer

    I don’t think he has an IPC price.  You can’t buy these coastal guns.  They only have them in the three territories he mentioned (Gibraltar, Norway and Turkey).  Whoever owns these territories automatically have the coastal guns.
    Plus, if an enemy power invades these territories, the guns are destroyed so you won’t have them the rest of the game.


  • I think that they should be treated like an AA Gun you can move them 1 space (Non-Combat Move Only) Move the cost to 8 IPCS, They may be placed on a transport to be moved, Cannot be Destroyed Unless they are on a transport and the Transport is Sunk, Otherwise I dont think they should be placed on 3 territories and thats it I would also like it if you could put multible Coastal Guns in 1 space Becasue if i could choose where i would put it i would defend the coasts of America Becasuse Everytime I play Allies with a good percentage of my troops Out taking Austraialia Japan Comes in and Strikes If I take out some of the Bombarding Ships and the Transports I would Proboly be Ok but with one of these that wont do the job im thinking that you could put multiple Costal Guns in one space, Here is a Example Japan is Attacking with 2 Battleships and 10 Transports carrying 2 Infantry each. On land i Have 6 Tanks, 7 Infantry

    DiceRolls: 2@4; Total Hits: 22@4: (3, 1)

    DiceRolls: 2@12; Total Hits: 22@12: (1, 3)

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