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Author Topic: Proposed unit values for FMG and COI using D6 or national D12 values  (Read 1303 times)
Imperious Leader
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« Reply #30 on: June 25, 2011, 01:45:00 pm »
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I have many years with all these various combo boosts and i find that players find all these special attack and defense bonuses cumbersome.

Tanks should boost infantry/mech and thats pretty much it.

Artillery should not boost anything

fighters should not boost fighter bombers, etc.
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Tigerman77
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« Reply #31 on: June 25, 2011, 04:26:17 pm »
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I agree with what you are saying except with artillery. In WWII artillery was more demoralizing and destroyed morale than it was lethal. Infantry with artillery at its side is a total moral booster. In a D6 system a +1 is a bit much, but in a D12 +1 is a good booster. I think a worthy booster. Tanks and artillery are the only 2 though! IMO
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Imperious Leader
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« Reply #32 on: June 25, 2011, 04:31:35 pm »
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WWII had artillery duels where opposing sides saturated each other, but the mobility feature of warfare made the lethality of this tactic much less damaging than in say The Great War.

Only in WW1 did artillery really become the focal point of the attack, it was replaced with mobile tanks and half-tracks, which replaced this impact on the battlefields. Artillery became just the opening salvo of the attack or fire support for some focal point where the defenders were entrenched but this was less common.

So again tanks should maintain any boosts in combat because they are the primary land war making weapon in WW2, not artillery.
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Razor
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« Reply #33 on: June 25, 2011, 11:21:24 pm »
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You are correct as always, but you dont tell the whole story. Tanks was the most successfull unit when attacking, yes, and that was because they could easily breakthrough the enemy lines, exploit the new situation and backstabb the defenders. This type of warfare produced less casualties than the artillery barrages, because the defenders surrendered fast when encircled by tanks, compared to dug-in defenders that was annhilated by artillery barrage.

During WW II:
65 % of the casualties was killed by artillery shells.
15 % was killed by small infantry weapons.
10 % was killed by tanks.
10 % was killed by planes.

There was a reason they kept producing artillery during WW II, even if they got tanks. The artillery was the cheapest way to kill enemies, because a Tank cost three times as much to make.

I agree with you this "boost" thing just clutter the game. It will make for a cleaner game if all units have a set value that dont change with modifiers.

Inf, or Mech, dont need a boost in attack, because their main object was to secure and defend the other arms.
In WW I the idea was that artillery should kill the enemy, and the infantry should move in and take control of the terr.
In WW II the idea was that tanks should break through the enemy line, and Mech's should follow to protect the tanks from enemy infantry.
In both wars, the artillery was more successful during defense, and that should be recognised in the combat value.

I suggest:
Inf att 1, def 2 and move 1
Mech att 1, def 2 and move 2
They get no boost from other units, because infantry divisions already got inherent artillery and engineer support.

Artillery att 2, def 3 and move 1. Basically a defense weapon.

Tanks att 3, def 3 and move 2. Basically a Blitzkrieg weapon, so it should be able to one additional move after combat in the first territory. It should be allowed to retreat back to friendly territory after a strafe attack where the surviving infantry are stuck, or it should be allowed to continue attacking next enemy territory.
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Lozmoid
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« Reply #34 on: June 27, 2011, 01:02:24 am »
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I like Artillery being Att 2, Def 3 and Move 1. But what about their cost?
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Lozmoid
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« Reply #35 on: November 04, 2011, 01:11:53 am »
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What are you like, mate? What's all this about spurs?  huh

We are talking about unit Att/Def values.
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Razor
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« Reply #36 on: November 04, 2011, 06:51:34 am »
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I think its a game report, and he propably want you to send him money too.
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supermestizo
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« Reply #37 on: November 04, 2011, 07:13:19 am »
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Hi

This is how I would use the new Units that comes with the FMG pieces.

Generals : gives all units +1 first round in both attack and defense. Defender/casualties cannot fire back unless the defender also got a General. Generals can move both in CM and NCM, and have a movement of 4 (because generals moves by airplanes)

Truck : a transport piece. Can be used to transport up to two regular infantry, up to three spaces/aereas. Trucks do not attack, but defend on a one.
Another option for Trucks is to use them as Motorized Infantry and give them a movement of +1

Selfpropeled Artillery : Get a movement of only one. They where big and heavy. With a movement of two I feel they will be to strong. No one will buy Tanks anymore.

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Tall Paul
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« Reply #38 on: November 04, 2011, 07:43:57 am »
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.
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cminke
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I support FMG how bout u, i support HBG u should 2


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« Reply #39 on: November 04, 2011, 10:56:03 am »
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use SPA's as the current atry and have arts as heavys....ie can attack 1 ajacent zone..cannot attack if beeing attaked...ect
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