@GGleize ok but adding 12 ipc to allies especially Russia isn’t the same as just moving a German bomber. Germans can use a bomber admittedly, but a Russian bomber is alot more needed than saving the German bomber imo. Minimally, you need to move both German UKR planes away .
1942 Second edition House Rules for a more interesting game.
-
I’ve hosted 100 games now and play 39 40 41 42 games. So I’ve seen a lot of testing or playing or both.
Like I may add in above NA chart for US fletcher destroyers with aa @1 bonus kill because they did come out when my game starts and also to counter Japan’s long lance torpedoes.
You gotta play test ! -
I love playtesting. My brothers hate playing anything but the original game, So, I have gotten used to playtesting alone and I enjoy it. I generally have to take notes to remember my changes though. By-the-way, if you have nay rules that you want playtested I would love to help. I play 1942.2 and occasionally revised edition, as well as Zombies and D-day.
-
D day I use d8 dice. Gives allies better chance of winning and only use 1 set of cards not all 3.
I got plenty of naval values and have tested many of them.
Thanks -
Ok. That is a good idea with the d8. I have a D-day nut in my local group I should let him know about that.
-
Ya but every thing is raised +1 across the whole game for AD
So far Allies 3-2
But should be 4-1. Axis had 1 tank in coast city. Allies Didn’t bring enough troops.
It was nice had allies attack St. lo on T4 or 5
Added a few pieces to setup. 3 extra paratroopers and a few tigers late on card and AD@5 I think M1 only. Moved 3 block houses off coast on upper left side of map and put in 2 more against big US beachhead and other one against other US beach head.
This is the map I use.
Better take d day discussion to correct thread from now on