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    Dropped it to 1 infantry, also dropped it to 1 transport… wouldn’t want the UK building 5 units off Egypt if an IC was there. Come to think of it, maybe the paratrooper ability should be 1 infantry per base, it’s a new bonus for all nations, so one is better than none. I didn’t get the Crete joke.

    **-Cruisers and Battleships may pick up and drop off 1 infantry unit each during the non-combat movement phase only.

    -Fully operational naval bases (zero damage) may build 1 transport unit each during the mobilize new units phase.

    -Fully operational airbases (zero damage) may launch 1 infantry unit each into a hostile territory during the combat movement phase (as per R&D paratrooper rules).**


  • wasn’t a joke. was a lament over the OOB paradrop rules. … they prevent a historical Battle of Crete, which was a pure air drop operation with no supporting amphib attack. Was Euro Axis’s largest use of paratroopers.

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    @regularkid:

    wasn’t a joke. was a lament over the OOB paradrop rules. … they prevent a historical Battle of Crete, which was a pure air drop operation with no supporting amphib attack. Was Euro Axis’s largest use of paratroopers.

    Well, Italy would take a lot of north African territories without the restrictions, but we could drop them in favor of just 1 paratrooper per base, it’s stiil a bonus for all nations the game never had before… so one is better than nothing, and they can land on and control empty territories as well.

    -Fully operational airbases (zero damage) may launch 1 infantry unit each into a hostile territory 3 spaces away during the combat movement phase


  • not to nitpick, but to maintain consistency with the OOB rules, I would keep it so that sAirbases and Navalbases are considered fully operational if they have 2 or less damage. Making it different amounts of damage for different functions introduces needless complexity. Just my two cents.

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    @regularkid:

    not to nitpick, but to maintain consistency with the OOB rules, I would keep it so that sAirbases and Navalbases are considered fully operational if they have 2 or less damage. Making it different amounts of damage for different functions introduces needless complexity. Just my two cents.

    You’re right, why add complexity if not needed…

    **-Cruisers and Battleships may pick up and drop off 1 infantry unit each during the non-combat movement phase only.

    -Operational naval bases may mobilize 1 transport unit each during the mobilize new units phase.

    -Operational airbases may launch 1 infantry unit each into a hostile territory 3 spaces away during the combat movement phase.**

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