Expanding on Units - New and OOB Types

  • '17 '16 '15

    I like mech art. I would say that the fact they get to move 2 is enough of a boost to justify the extra buck. +1A to inf and mech inf along with M2 would work for me.

    I’ve mentioned this before but I’ve found a militia unit to be fun. A0 D1 M1 C2. To prevent spamming I limit them by country. It really helps China and Russia.

    Germany 6, may only buy after turn 6
    Russia 8, may only buy after turn 4
    Japan 6
    US 8
    China 8
    UK 2
    UKP 2, must be at war with Japan
    Italy 4
    Anzac 2, must be at war with Japan
    France 6

    May only build in capital. China builds same as inf

  • Customizer

    @Baron:

    I believe  that the way to handle heavy tank is to follow 1914 OOB rule.
    Give each heavy a capacity to absorb one hit per battle.
    So, each one is saving 1 infantry casualty usually.
    Whether you give 1 move or 2, A3 D3 or higher, is up to you.

    I’d be happy to give this a go. They should only move 1, but then so should all land units. No blitzing for heavies. Soviets get them 1940, Germany had to build heavy tanks to compete as its medium designs could not destroy the KV1s.

  • '18 '17 '16 '15 Customizer

    I haven’t thought everything through yet and most of the above was just spitballing based on things I have written down.

    @SS:

    HA HA HA Wait. Its coming. I have his game rules too and play it.

    Might need a cap on Elite Inf.  Also a cap for Heavy Tanks and can’t be built until turn 3 at least.
    Watch the Heavy Bombers. If somebody gets 5 of them at 2D6’s will be lights out with SBR.

    Have cap for H. Bombers if rolling 2D6’s or Can buy right away with only 1 D6 damage.

    Had game where got tech and could use Heavy Bombers at start of turn 6. US bought fighters for a few turns for escorts and then bought 5 H. bombers ( caped ) and went to London with escorts and then bombed the hell out of Germany. Averaged 35 to 42 per roll.
    But the game doesn’t have Factory damage. You just pay to bank. So that was adjusted to only 1 D6 roll.
    But I’m assuming you will have Factory damage up to 20 ? If thats the case I make it a tech.

    Also you rolling for tech or are you gonna get  techs at certain turns ?

    Tech… I am undecided on yet. I like being able to upgrade your stuff, but I don’t like that it is used very little. Instituting a Turn based roll out of developments (free to everyone) is looking like a better idea. I also don’t like the idea with Tech that you have to pay to get it and then pay again to use it (in the unit structure I outlined).

    Same for Industrial Complex damage… I am not sure yet. Like Black_Elk, I am interested in pursuing revisions to factories, Naval and Air Bases. I am also not too certain about the (2) die roll for heavy bombers. I know it is a ridiculous amount of firepower, so that may have to be changed. I just like the thought of it; in practice is another matter.

    I considered (2) hits for a heavy tank unit, but I am not sure about it yet. In any case, I feel that offense or defense needs to be raised to -4- regardless. It has to hit harder if it is a Heavy unit. So, that will have to be reconciled with cost increase and the ability to take (2) hits.

  • '18 '17 '16 '15 Customizer

    @Black_Elk:

    I like the idea of a heavy tank class. I’d probably be content with 2, just light and heavy.

    Yeah. I call it Regular (or Medium) and Heavy, but same thing for the game. Even though HBG makes the light tank sculpts, I think it would be troublesome to fit them in. Plus, who the heck wants to buy a light tank?

    @Black_Elk:

    I’m probably in the minority, in that I don’t have much interest in National unit types  (units available exclusively to one nation.) I think most of that could be handled with special bonuses based on the nation, or via technology. Keeping my sculpts organized for easy play can already be a chore haha.

    I am not into Nation-specific unit types either. Advantages… maybe, but I like everyone having the same choices for units, allowing  them to outfit their forces as they see fit. The only ‘unit’ I could see as being nation-specific would be V-Rockets for Germany. HBG came out with a darn cool looking V-2. Problem would be if I wanted to have the Rockets tech for everyone. But at this point I don’t mind losing it because the guys I play with don’t like it much anyway.


  • @LHoffman:

    Here is my current table of combat units. I think I am going to need to heavily revise this:

    I’ve been away for a few days, so I’m doing a quick catch-up on discussion threads.  Most of the categories in your table use terms that sound clear and accurate to me, but there are some terms which are problematic:

    Strategic Bomber and Heavy Bomber 
    I don’t know what this distinction is supposed to refer to.  “Strategic bombing”, strictly speaking, doesn’t refer to an aircraft type, it refers to a mission type (the bombing of strategic targets – which generally means cities – rather than tactical ones).  The Blitz against London was a strategic bombing campaign, but as far as I know it was carried out by medium bombers because Germany had few heavy bombers.  “Heavy bomber” in WWII terms generally equates with big 4-engine types like the B-17, the B-29 and the Lancaster.  Such bombers were well suited to strategic bombing missions (the B-29 particularly so, given its very long range and huge bomb load), but they weren’t limited to strategic bombing missions; for instance, B17s and Lancasters were involved in tactical bombing missions against shore fortifications on D-Day.

    • Early War Battleship/Battlecruiser
      I would argue that this actually reverses the evolutionary line of dreadnoughts.  In the later stages of that evolution, battleships and battlecruisers merged more and more into a ship type which supplanted them both: the fast battleship.  An “early war” battleship would in fact be more differentiated from a battlecruiser than a “late war” one, rather than less differentiated.  In essence, battlecruisers traded firepower (fewer main guns) and protection (less armour) for higher speed.

    • Light Aircraft Carrier, Fleet Aircraft Carrier, Heavy Aircraft Carrier
      The terms “light carrier” and “fleet carrier” were indeed used in WWII, and the terms definitely refered to two distinct types of carriers.  The difference between a light carrier and a fleet carrier is basically that light carriers were smaller and could carry fewer planes; both had equivalent speed and both carried the same types of planes.  (This distinguishes them both from escort carriers, which were not only small but also relatively slow and which carried less capable aircraft). “Heavy carrier”, as far as I know, isn’t a term that was used in WWII.  I also don’t know what it might refer to.  Just because some carriers were called light carriers doesn’t mean that this implies the existence of heavy carriers.  Fleet carriers were “heavy” if by “heavy” you mean “really, really big,” but they were called fleet carriers, not heavy carriers.  Shinano doesn’t count: she was a Yamato-hull conversion, so she was inherently oversized, but she was a one-off (Japan built only one, and no other nation built a similar carrier), and I think she was also rather slow by carrier standards.  Her combat history amounted to being torpedoed and sunk by a single US sub.


  • There were quite a few escort carriers built during the war. Their mission was to provide convoys with air cover to defend against subs and minor air threats.  They were too minor to be included in the big picture of the OOB games but if you’re adding naval units they should be included.

    Mentioned in the cruiser thread were armored carriers.  The British built their carriers that way and the main penalty was a smaller air complement which diminished their primary armament (compared to USN and IJN) but was nice to have when hit. I suggest making armored carriers 2 or 3 hit but carry 1 less air unit to offset.

    Something you could use to distinguish battleships would be to let them fire first in a round of combat, like subs.

  • '18 '17 '16 '15 Customizer

    LHoffman, don’t forget light and heavy cruisers, with the coming American and German sets. We already have the Japanese ones.

    Also don’t forget about armored cars, light armor, heavy artillery, as well as, light and heavy infantry.

    These are just a few, I knew you didn’t have down. :-)

  • '17 '16

    @IdaRed:

    There were quite a few escort carriers built during the war. Their mission was to provide convoys with air cover to defend against subs and minor air threats.  They were too minor to be included in the big picture of the OOB games but if you’re adding naval units they should be included.

    Mentioned in the cruiser thread were armored carriers.  The British built their carriers that way and the main penalty was a smaller air complement which diminished their primary armament (compared to USN and IJN) but was nice to have when hit. I suggest making armored carriers 2 or 3 hit but carry 1 less air unit to offset.

    Something you could use to distinguish battleships would be to let them fire first in a round of combat, like subs.

    I always play with them when I use 3 planes Carrier.
    It carries 1 Fg or TcB and acts like an Anti-Sub Vessel, but always costlier than a Destroyer.

  • '18 '17 '16 '15 Customizer

    @CWO:

    I’ve been away for a few days, so I’m doing a quick catch-up on discussion threads.  Most of the categories in your table use terms that sound clear and accurate to me, but there are some terms which are problematic:

    I try to be very clear and consistent in my choice of words. Especially since they are often interpreted in a legal manner during gameplay. People need specifics and turn into lawyers if things are the least bit up to interpretation. That said, I have explanation for the below items.

    @CWO:

    Strategic Bomber and Heavy Bomber  
    I don’t know what this distinction is supposed to refer to.  “Strategic bombing”, strictly speaking, doesn’t refer to an aircraft type, it refers to a mission type (the bombing of strategic targets – which generally means cities – rather than tactical ones).  The Blitz against London was a strategic bombing campaign, but as far as I know it was carried out by medium bombers because Germany had few heavy bombers.  “Heavy bomber” in WWII terms generally equates with big 4-engine types like the B-17, the B-29 and the Lancaster.  Such bombers were well suited to strategic bombing missions (the B-29 particularly so, given its very long range and huge bomb load), but they weren’t limited to strategic bombing missions; for instance, B17s and Lancasters were involved in tactical bombing missions against shore fortifications on D-Day.

    What I should call these units is Strategic Bomber and Heavy Strategic Bomber. The Heavy Bomber is just a larger and more capable version of the Strategic Bomber. Ideally, this would fill the “Heavy Bombers” tech slot. Although I haven’t reconciled the Tech aspect yet.

    My current conception is that sculpts like the B-17, B-24, He-111, Stirling, Lancaster, etc… would all be in the Strategic Bomber category. B-29, Ju-488, etc… would then be considered Heavy Strategic Bombers.

    Since I am well versed in aircraft types, ship classes and tanks, it is easy for me to visually distinguish all of the different kinds individually. I doubt some others are so familiar, so I am sure others will simplify by reducing to a single unit for each class. To each his own.

    @CWO:

    • Early War Battleship/Battlecruiser
      I would argue that this actually reverses the evolutionary line of dreadnoughts.  In the later stages of that evolution, battleships and battlecruisers merged more and more into a ship type which supplanted them both: the fast battleship.  An “early war” battleship would in fact be more differentiated from a battlecruiser than a “late war” one, rather than less differentiated.  In essence, battlecruisers traded firepower (fewer main guns) and protection (less armour) for higher speed.

    I am aware of the differences between the two, including the relatively limited run of usefulness for the battlecruiser platform. My intent was to combine the limited capabilities of each into a single A&A unit type which would represent both. This unit would need to be inferior to the WWII era Battleship unit. It would be represented by a good attack combined with a slightly lesser defense. Hence the A4  D3 with the ability to only take only 1 hit. I have considered using this unit type to also represent Heavy Cruisers, but I think that may end up differentiating sculpts to a TOO detailed degree, as if I haven’t done so already.

    The Early War BB/Battlecruiser type may not be purchased much in the game… just as they were not produced during WWII. Where I see this being used is to include this unit on the map for the starting set up, replacing some of the existing “Battleship” pieces. This also presupposes an HBG Global War level game, where a little more detail is possible. I think this unit in particular is completely superfluous in G40.

    @CWO:

    • Light Aircraft Carrier, Fleet Aircraft Carrier, Heavy Aircraft Carrier
      The terms “light carrier” and “fleet carrier” were indeed used in WWII, and the terms definitely refered to two distinct types of carriers.  The difference between a light carrier and a fleet carrier is basically that light carriers were smaller and could carry fewer planes; both had equivalent speed and both carried the same types of planes.  (This distinguishes them both from escort carriers, which were not only small but also relatively slow and which carried less capable aircraft). “Heavy carrier”, as far as I know, isn’t a term that was used in WWII.  I also don’t know what it might refer to.  Just because some carriers were called light carriers doesn’t mean that this implies the existence of heavy carriers.  Fleet carriers were “heavy” if by “heavy” you mean “really, really big,” but they were called fleet carriers, not heavy carriers.  Shinano doesn’t count: she was a Yamato-hull conversion, so she was inherently oversized, but she was a one-off (Japan built only one, and no other nation built a similar carrier), and I think she was also rather slow by carrier standards.  Her combat history amounted to being torpedoed and sunk by a single US sub.

    Correct. The Heavy Carrier designation presupposes further carrier development had the war continued beyond August 1945. Namely, this would be represented by the Midway class and Shinano class using HBG units. Shinano is a poor historical example, because it was, as you said, a conversion rather than a purpose-built carrier. It was hastily re-designed during construction and was under-capable. However in my rationale, the use of the Shinano in-game would assume a better development period with increased capability. Midway was a step forward in carrier design and was the immediate precursor to the US supercarrier. Shinano was the largest aircraft carrier ever built and remained that way until the first US supercarrier (Forrestal) was launched in 1954.

    Basically, the Heavy Carrier unit is meant to fill that category in the Light-Med-Heavy capital ship system which HBG has been using. Last I heard, HBG had come up with designs for a Midway-class sculpt. It should be noted that a Heavy Carrier is needed to operate Jet Fighters at sea. My hope is that all (Major) Powers have the ability to buy all units, so I hope HBG comes out with Heavy carrier designs for Germany and the UK at the very least.

    Besides… who doesn’t want to see this being built on one of your US turns?

  • '18 '17 '16 '15 Customizer

    @John:

    LHoffman, don’t forget light and heavy cruisers, with the coming American and German sets. We already have the Japanese ones.

    Also don’t forget about armored cars, light armor, heavy artillery, as well as, light and heavy infantry.

    These are just a few, I knew you didn’t have down. :-)

    Holy crap!

    That is a lot of stuff. And this brings up the other problem that I think has to be talked about: at what point do you have too many unit types?

    As I said, I do believe there is some sort of critical mass. Based on the poll, some people believe we have already reached or exceeded it. And honestly I am not even sure that all the units I have proposed thus far will be regularly used. After so many units it becomes impossible to distinguish them in a D6 system, which I intend to use. You could add more units and expand to D12, but then you still have the cost problem, which is possibly even more inflexible.

    As for heavy and light cruisers in particular, I am planning to just use said sculpts as normal cruisers. If nobody buys cruisers as they stand, I can see no reason why they would buy a heavy or light one.

  • '18 '17 '16 '15 Customizer

    @LHoffman:

    @John:

    LHoffman, don’t forget light and heavy cruisers, with the coming American and German sets. We already have the Japanese ones.

    Also don’t forget about armored cars, light armor, heavy artillery, as well as, light and heavy infantry.

    These are just a few, I knew you didn’t have down. :-)

    Holy crap!

    That is a lot of stuff. And this brings up the other problem that I think has to be talked about: at what point do you have too many unit types?

    As I said, I do believe there is some sort of critical mass. Based on the poll, some people believe we have already reached or exceeded it. And honestly I am not even sure that all the units I have proposed thus far will be regularly used. After so many units it becomes impossible to distinguish them in a D6 system, which I intend to use. You could add more units and expand to D12, but then you still have the cost problem, which is possibly even more inflexible.

    As for heavy and light cruisers in particular, I am planning to just use said sculpts as normal cruisers. If nobody buys cruisers as they stand, I can see no reason why they would buy a heavy or light one.

    Well this is why the 1936 game and the 1939 game uses a 12 sided die, for this very reason. It is impossible to incorporate a 6 sided die, unless you combine all artillery, tanks, mechs, fighters, and etc.

    That is what you would probably have to do, is keep it simplified, if your using a 6 sided die, but everything HBG is planning, mostly uses 12 sided, but they still use 6 sided die on some things, but mostly 12 sided. :-)

  • '18 '17 '16 '15 Customizer

    @John:

    Well this is why the 1936 game and the 1939 game uses a 12 sided die, for this very reason. It is impossible to incorporate a 6 sided die, unless you combine all artillery, tanks, mechs, fighters, and etc.

    That is what you would probably have to do, is keep it simplified, if your using a 6 sided die, but everything HBG is planning, mostly uses 12 sided, but they still use 6 sided die on some things, but mostly 12 sided. :-)

    I am not opposed to trying D12. I suppose I am just a traditionalist and I like the simplicity of D6.

    To be honest, my idea so far has been to develop my own unit system to play on GW 36-45 or GW39. Only time will tell if that is viable or not.


  • @LHoffman:

    That is a lot of stuff. And this brings up the other problem that I think has to be talked about: at what point do you have too many unit types?

    In my opinion, there’s a simple way to greatly increase unit diversity without making things hopelessly unmanageable:

    • Make a list of all the standard OOB units, giving for each one its price, combat values, special abilities and so forth.

    • Make a similar list for all the special extra units you wish to create.

    • Make a house rule stating that each power is allowed to buy any of standard unit types it wants, but is only allowed to buy two types of special unit in a given game.

    The choices of special unit types can change from game to game, which would add diversity, but within a game each power is limited to just two types.  The choices made within a game by the different powers don’t have to be the same, nor are any of the powers obliged to purchase any of these special units.  In principle, therefore, the eight powers in Global that can buy multiple unit types (everyone except China) might choose to buy no special units, might all buy the same types of special units, might all buy different types of special units, or anything in between…so you might have anywhere from a minimum of 0 special unit types being used to a maximum of 8 x 2 = 16 special unit types being used.  More likely it would be somewhere in between those extremities.  Allowing just one special unit type per power would reduce the maximum from 16 to 8, if that’s more practical.  And the list of special units might even restrict certain types to certain powers, rather than letting anyone build any unit type they want (which even for the standard unit types isn’t very realistic).

  • '18 '17 '16 '15 Customizer

    @CWO:

    In my opinion, there’s a simple way to greatly increase unit diversity without making things hopelessly unmanageable:

    • Make a list of all the standard OOB units, giving for each one its price, combat values, special abilities and so forth.

    • Make a similar list for all the special extra units you wish to create.

    • Make a house rule stating that each power is allowed to buy any of standard unit types it wants, but is only allowed to buy two types of special unit in a given game.

    The choices of special unit types can change from game to game, which would add diversity, but within a game each power is limited to just two types.  The choices made within a game by the different powers don’t have to be the same, nor are any of the powers obliged to purchase any of these special units.  In principle, therefore, the eight powers in Global that can buy multiple unit types (everyone except China) might choose to buy no special units, might all buy the same types of special units, might all buy different types of special units, or anything in between…so you might have anywhere from a minimum of 0 special unit types being used to a maximum of 8 x 2 = 16 special unit types being used.  More likely it would be somewhere in between those extremities.  Allowing just one special unit type per power would reduce the maximum from 16 to 8, if that’s more practical.  And the list of special units might even restrict certain types to certain powers, rather than letting anyone build any unit type they want (which even for the standard unit types isn’t very realistic).

    The challenge that would remain is still quantifying these units in terms of values and cost.

    I would be interested to hear opinions on what specifically people think is enough or too much when it comes to types of units.

    The list on page 1 is my own personal maximum… plus or minus 1 or 2. In D6, I don’t know how to expand much more and as I said, I don’t see how many added unit types (on top of those I have outlined) will be purchased on a regular basis.

    While I tend believe more options is better, limited options contains its own elegance and moves the game forward with less deliberation. Ultimately, even my system will have to bow to simplicity and ease of use. So maybe some of my added units will be nerfed before this is all done.


  • Don’t mess with the OOB units, they are balanced, and new rules will only confuse the average player that we lure into our basement for a rare game.

    Its far better to introduce new unit types, and somehow make them fit in. Now since HBG is pumping out a lot of new units, the quest will be to pick the right ones and be prudent so the map don’t get cluttered or the game itself become derogatory to play.

    I miss a Fortress unit. The game start with a German attack that just by-passed the Maginot Line. With no Fortress units the Germans should have gone straight into France and not bothered with Belgium. Likewise the Sigfried Line with bunkers, blockhouses and pillboxes successfully stopped the French from attacking when Germany was dealing with Poland, and it kept the Allies out of Germany for a year after the Normandy landing and Paris liberation. And the Atlantic Wall made the Allies attack in 1944 instead of 1942 that was their wish. On the Eastern Front, the Mannerheim Line kept Finland free of Red Army units for most of the war, and Manstein used a year to crush the Fortress at Sevastopol.

    So how to make it balanced with the OOB units ?
    I like to use the word Blockhouse since that was used in A&A D-Day. And I like to use the Amphibious Assault rules from A&A 1914, page 21 and 22, where the artillery unit fire preemptive on the landing units for the first round of combat. Of course it defend on a 1 for the rest of that turn, or when attacked from behind. This unit should be placed on a sea\land or land\land border. And a Blockhouse should of course absorb one hit, like the Tanks from A&A 1914.

    Blockhouse, cost ?. Attack 0. Defend 3 or less in a preemptive roll first round of combat, and a 1 the rest of that turn. Absorb one hit. Must be placed on a sea\territory or terr\terr border, but like a facility they can be placed everywhere, don’t need a IC.

    Self Propelled artillery is another unit that HBG have provided to all nations.
    SP Art, cost 5 or 6, move 2, A2 D2 and boost a matching infantry. Blitz with a Tank.

    I love the Paratrooper unit, and since HBG gave us that too, lets use it.
    Two ways, it drop from a plane, or the Airfield token launch it 3 spaces away. Both ways work

    Para, cost 4, move 1, Surprise attack 2 in the first round of combat if dropped from a plane. A1 D2 as standard infantry

    I also like Tech upgrades with own sculpts, like Jet planes, or ASW planes that sink Subs without a Destroyer, and Super Subs.

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  • '18 '17 '16 '15 Customizer

    @Narvik:

    Don’t mess with the OOB units, they are balanced, and new rules will only confuse the average player that we lure into our basement for a rare game.

    For me at least, bringing a newbie to the game in person is very much a rarity. So I have not been considering rules which cater to lesser knowledge and experience, but rather the reverse. Not to say that should mean the rules are any more complicated or confusing, just that their implementation is informed by lots of playing time. Ideally they should just be improvements on the game in general. If modded rules are simple enough, there should be no fear of confusing anyone; even a rookie.

    @Narvik:

    I miss a Fortress unit. The game start with a German attack that just by-passed the Maginot Line. With no Fortress units the Germans should have gone straight into France and not bothered with Belgium. Likewise the Sigfried Line with bunkers, blockhouses and pillboxes successfully stopped the French from attacking when Germany was dealing with Poland, and it kept the Allies out of Germany for a year after the Normandy landing and Paris liberation. And the Atlantic Wall made the Allies attack in 1944 instead of 1942 that was their wish. On the Eastern Front, the Mannerheim Line kept Finland free of Red Army units for most of the war, and Manstein used a year to crush the Fortress at Sevastopol.

    This is a good point. Though other people have brought up the fortification unit, I never gave it much thought because A&A is a large scale, mobility-based game. However, your examples are compelling. Some of these considerations and delays are, perhaps inadvertently, already crafted into the game.

    Some fortifications (Sigfried, Maginot, etc…) would be present to begin the game. Others (e.g. Atlantic Wall) would have to be deliberately constructed by Germany as the war goes on. The challenge would be making the fortification unit attractive enough in cost and utility to compete against normal units for your purchase. Would I rather have 2 infantry or 1 blockhouse unit? Infantry are cheaper, mobile, defend on twos. Blockhouses (theoretically) would be more expensive, immobile and have better initial strike but worse overall defense. I could easily see the German player NOT building blockhouses in favor of other units if the cost is 5 or greater.

    It may not be necessary, but it seems logical that you would also institute a rule that any pre-battle bombardment shots would hit blockhouses first (before taking other units as casualties). This could be good or bad… blockhouses could act as hit absorbers but they would have to be cheap if so. It also would be odd to let blockhouses fire after they have been hit by a battleship or artillery pre-fire. Just doesn’t make a lot of sense.

    @Narvik:

    Self Propelled artillery is another unit that HBG have provided to all nations.
    SP Art, cost 5 or 6, move 2, A2 D2 and boost a matching infantry. Blitz with a Tank.

    I came to the conclusion that SPA really needs to be at $5. If you put it at $6, there is pretty much no reason why you shouldn’t instead buy a tank.
    From earlier: Self-Propelled Artillery  A2+  D2  M2  $5 - A3 when paired 1:1 with Armor units.

    @Narvik:

    I also like Tech upgrades with own sculpts, like Jet planes, or ASW planes that sink Subs without a Destroyer, and Super Subs.

    Yes, I agree. I am kinda on the fence now with Tech, just because I feel it is tremendously under-utilized (because it is expensive and not guaranteed). If you do continue to use the Tech system, then yeah it is just as simple as using the new sculpts in place of the old. The way I envision things is that what used to be tech upgrades are  simply new unit types that are available for purchase at some point… either due to modified tech rules or a turn-based introduction cycle. This way, if you get Jet Fighters, not all you fighters on the board are immediately converted. You have to buy Jet Fighters to use them. Having this extra cost for buying the units is pulling me away from having to spend money to research a development.


  • In my version forteress cost 6 ipc, and give 4 infantry to defend at 3 for the first turn of combat. max of one forteress par territory.

  • '18 '17 '16 '15 Customizer

    @GODLEADER:

    In my version forteress cost 6 ipc, and give 4 infantry to defend at 3 for the first turn of combat. max of one forteress par territory.

    This, IMO, is a good and necessary addition. Increasing infantry defense for Rd.1 is critical and a big deal.


  • @LHoffman:

    It may not be necessary, but it seems logical that you would also institute a rule that any pre-battle bombardment shots would hit blockhouses first (before taking other units as casualties). This could be good or bad… blockhouses could act as hit absorbers but they would have to be cheap if so. It also would be odd to let blockhouses fire after they have been hit by a battleship or artillery pre-fire. Just doesn’t make a lot of sense.

    The big idea with a bunker is to protect the men and weapons. If a blockhouse don’t absorb a hit, then there is no point in purchasing it. Its like a Battleship, they are designed to take a lot of beating. The Blockhouses at Omaha beach took a lot of beating from both Battleships and Bombers, but still survived to deal with the infantry in landing crafts


  • @GODLEADER:

    In my version forteress cost 6 ipc, and give 4 infantry to defend at 3 for the first turn of combat. max of one forteress par territory.

    Even if its look playable for this game, I don’t like it because in the real world a fortress unit have different weapons, training and supply needs than a mobile infantry unit. The French fortress divisions in the Maginot Line could not be used in an attack against Germany because they only had defensive weapons. Barbed wire, mines, concrete and heavy mortars are not of much use in attacks.

    And the other way, if an infantry unit is placed in a bunker line or trench, they keep their infantry weapons so their firepower stay the same. Your 6 IPC investment pays for the concrete, not big guns. If anything, the dug in infantry unit should defend at 1, since they have now lost their mobility. But they should take two hits to kill since they are now protected by concrete bunkers.

    Me, I prefer a dedicated Blockhouse unit. It should not boost other units, because combined arms bonuses at the WWII time was only in attacks.

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