@americancyco:
This is what I use
Panzer Grenadier $4 * ATK 1 * DEF 2 * Move 1 (+1 when combined with artillery or tank. Max of 6 on the board at a time)
Is that + 1 move or attack or defence? Because Artillery can only move 1.
@americancyco:
KV-1 Tank 8 * 4 * 4 * 3 (Max of 5, build a max of 2 per turn)
Panzer tank 4 * 3 * 3 * 2 (Max of 4, build 2 per turn)
Tiger Tank 8 * 4 * 4 * 2 (max of 2, build 1 per turn)
Truck 4 * - * - * 2 (Use same rules as transport, can carry 2 INT or 1 INF and 1 ART)
Akagi aircraft carrier - * 0 * 2 * 2 (replace 1 aircraft carrier at start of game for free carries 3 fighters)
Escort Carrier 10 * 0 * 1 * 2 (Carry one aircraft)
Hood battlecruiser UK 20 * 4 * 4 * 4 (can only build one per game)
Yamato Battleship 24 * 4 * 4 * 2 (takes 3 hits, max of 4, build 1 per turn)
The rest sounds pretty good, but the hero units I wouldn’t particularly go for. I don’t really like max builds either, but I can see why you put them in to balance.
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Promotional Play
Not sure if some one thought this up before me, but one thing I was thinking of was that it would be good to be able to promote units after surviving a battle for just over half the price of that unit. Promotions would give different benefits and give players a reason to reserve cash when buying units for the next round (it would be risk because battles might not go the right way, but a risk that could pay off by creating a more elite army).
For example, some basic promotions:
-
- German Standard Infantry IPC 3 ATK 1 DEF 2 MOVE 1
After surviving a battle, the controlling player (if he had the cash reserved) would be able to promote that unit for 2 IPC to either:
- Infantry, Light (Field cap w/ Rifle). ATK 1 DEF 2 MOVE 1
Special: This unit would be allowed to re-roll once if it misses in attack or defence.
or
- Infantry, heavy (M36 Helmet w/ Panzerfaust) ATK 1 DEF 2 MOVE 1
Special: When defending this unit can make a sneak attack like a sub and on a “2” or less will disable a tank. If the enemy makes an attack without tanks an infantry will be killed instead (however the infantry will be able to retaliate, unlike the tanks who are simply removed)
- Standard Artillery can also be promoted to a more mobile unit. Artillery IPC 4 ATK 2 DEF 2 MOVE 1
After surviving a battle and for the cost of 3 IPC this units maybe promoted to:
- Hummel (Self Propelled Artillery) ATK 2 DEF 2 MOVE 2
Special: Like the standard artillery this unit when paired with an infantry increases it’s ATK to 2. However, this unit has a move of 2, greater increases the movement it can make, more flexibility.
- Assuming the standard tank used in the game is a Panzer III (Medium Tank) to begin: IPC 6 ATK 3 DEF 3 MOVE 2
After surviving a battle and for the cost of 4 IPC this units maybe promoted to either:
- Panther (Heavy Tank) ATK 3 DEF 3 MOVE 2
Special: Like the Field Cap this unit can re-roll if it misses in attack or defence.
- Stuf IIIG (Tank Destroyer) ATK 3 DEF 3 MOVE 2
Similarly to the panzerfaust…this unit will be able to make a surprise attack on the defence. However the odds are better this time:
Special: Can make a surprise attack like a sub only when defending and on a 3 or less will disable an enemy tank that is immediately removed before the battle properly get’s underway. If the enemy attacks without tanks an infantry is removed (like in the case of the panzerfaust this infantry can retaliate)
The good things with promotions is that it adds that ability to look after men and take care. It means you can either have a big blob of men or a very strong smaller force. I think it would be cool and help to spice up the action on the eastern front. Both Germany and Russia could both get some elites early on in the game. Units can either be stronger on the role, go for a surprise attack or have more flexbility. Any thoughts or queries would be appreciated, I want to try promotions out in a game soon.