@Imperious:
Heavy Artillery:
C6 A3 D2 M1 +1 support 1-1 per inf. Can fire into next territory but then can only M1 on non combat. Or move 1 in combat but doesn’t get next territory shot. You could have If you roll a 1 on Attack roll you pick the target with no return fire. Cant hit planes period.
Yes to all these ideas especially in bold, except allow it to move in combat only if with either a truck unit ( if you play with those) or Armored Infantry ( Mech). Only other idea is not allow the shot from adjacent area, which i reserve only to gigantic rail guns.
Hello Imperious Leader, thanks for joining us.
I am personally biased against rules that let the player scoring the hit pick the unit taking the hit, but that’s me. I can certainly see the thematic appropriateness when used with lots of big guns. What do you think of the following version of Big Guns for A&A?
@Defensive-Minded:
Unit Name IPC Cost ATK DEF MOVE Notes
Heavy Artillery 6 2 3 1 Can only hit Ground Units (exception for Coastal Defense special attack). Can increase defense for Infantry, etc., defense by support. See below for Coastal Defense rules.
Heavy Artillery - The King of Battle. These are the truly big guns, massed to support the main effort of an army. These are not anti-aircraft guns and therefore can not hit aircraft. Can provide supporting fire for Infantry and any other Infantry-like units in the defense, increasing their Defense by 1. This support can be provided for up to one (1) supported units per each Heavy Artillery unit in the defending territory and is in addition to the Heavy Artillery’s own defense roll. Can also conduct Coastal Defense - See below for more.
Coastal Defense: Support the defense of the territory the Heavy Artillery unit is located, in the face of an Amphibious Invasion. As Battleships get to conduct shore bombardment to “soften up” the defensive forces prior to the actual landing of troops, Heavy Artillery units get to conduct Coastal Defense to help repel the attacking force. Each Heavy Artillery unit in the territory that is being invaded gets to fire one time at the Transports carrying the attacking force. On a roll of a 1, one Transport is sunk and its cargo is lost at sea before the units on-board can land anywhere. A decision as to which transports are carrying what cargo should ideally be made before prior to rolling the Coastal Defense attack. Heavy Artillery can conduct Coastal Defense whether or not any shore bombardment is conducted on behalf of the Amphibious Invasion. Heavy Artillery that has used its Coastal Defense attack may take part in the further defense of its territory.
Coastal Defense is an interesting ability in my opinion, a reverse Amphibious Bombardment. While it can be used against an Amphibious Invasion even if it was not supported by an Amphibious Bombardment, it does not come into play when a territory is attacked only from land or sky. Because it only comes into play against an Amphibious Invasion, and only if the defending territory has Heavy Artillery to defend with, this is an ability that may only be used twice or thrice a game. Whether that makes any difference about how potent is this special ability is an open question in my mind.
-Midnight_Reaper