We are getting ready to try a game with new HBG pieces included. I’ve decided to move up to a D 12 system to add a little to certain units plus new rules for trucks and transport planes. Here are my ideas. I’m curious as to what the rest of you think.
Unit values are Attack - Defense - Movement - Cost.
INFANTRY: 2 - 4 - 1 - 3
ELITE INFANTRY: 4 - 4 - 1 - 4 . Elite Infantry can be Marines (US), Paratroops, Commandos (UK), SS (Germany), Guards (Russia).
MECHANIZED INFANTRY: 2 - 4 - 2 - 4 . Halftracks. Can blitz with tanks on a 1 to 1 basis.
ARMORED CARS: 3 - 2 - 2 - 4 . Can “blitz”.
ARTILLERY: 4 - 4 - 1 - 4 . When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
HEAVY ARTILLERY: 8 - 4 - 1 - 6 . Can support infantry units like regular artillery in normal attacks. ALSO: can attack from adjacent territory @ 6 during entire combat. When attacking from adjacent territory, does NOT support infantry units.
SELF PROPELLED ARTILLERY: 4 - 4 - 2 - 5 . When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
LIGHT TANK: 4 - 4 - 2 - 5 . Can “blitz”.
MEDIUM TANK: 6 - 5 - 2 - 6 . Can “blitz”
HEAVY TANK: 8 - 6 - 2 - 8 . Can “blitz”. Takes 2 hits to destroy. Must destroy first damaged heavy tank before damaging second heavy tank. If damaged heavy tank survives combat, it is repaired at the beginning of the next turn. However, if enemy counter-attacks before heavy tank owner’s next turn, that heavy tank is still damaged and only takes 1 hit to destroy.
TANK DESTROYERS: 4 - 6 - 2 - 6 . A roll of 1 on offense or defense targets an enemy tank of the tank owner’s choosing.
ELITE MEDIUM TANKS: 7 - 6 - 2 - 7 . Can “blitz”. Only Germany (SS) and Russia (Guards) have these.
NOTE FOR ELITE UNITS: All countries may have nor more than 6 of any single “elite” unit on the board at any given time. Any country that has multiple “elite” units may have up to 6 of each type on the board at any given time. (For Example: Germany could have up to 6 SS Infantry, 6 SS Tanks and 6 Paratroops. USA could have up to 6 Marines and 6 Paratroops.)
TRUCKS: Attack 0, Defense 0, Move 2, Cost 4. Trucks can transport 2 infantry or 1 infantry and 1 artillery up to 2 spaces to any friendly territory during Non-Combat move only.
Trucks must be chosen last as casualties in combat.
TRUCKS MAY BE CAPTURED. If an enemy force attacks a territory containing trucks and fighting units, if the attacker wins the battle, after all attacking hits are applied to defending units, any remaining trucks may be captured by the attacking force. On the final combat round, any hits in excess of defending fighting units must be applied to defending trucks. (For Example: An attacker moves in on a defending force consisting of 3 infantry and 2 trucks.
If the attacker gets 3 hits, he/she can capture both trucks.
If the attacker gets 4 hits, then all 3 infantry and 1 truck must be destroyed and the attacker can capture the remaining truck.
If the attacker gets 5 or more hits, then ALL defending units are destroyed and the attacker can not capture any trucks.
If an attacking force moves into a territory containing ONLY trucks, the attacker may capture the defending trucks on a 1 to 1 basis with attacking units. In other words, if there are 3 attacking units, they can capture up to 3 defending trucks. Any remaining trucks are destroyed. So, 1 infantry can not capture a stack of 10 trucks, but he can destroy them.
When capturing enemy trucks, simply replace their truck units with your truck units.
TRANSPORT PLANES: Attack 0, Defense 0, Move 6, Cost 10. Transport planes may be used to move infantry during the non-combat move and paratroops during the combat move.
NON-COMBAT MOVEMENT: Can move 1 infantry from ANY friendly territory to ANY other friendly territory, including one just captured, within it’s range. Can move 2 infantry from any friendly territory with an operational airbase to ANY other friendly territory, including one just captured, within it’s range. Transport planes are the ONLY planes allowed to land in newly captured territories. If the transport owner chooses to reinforce their front line troops in this manner, the transport plane must remain in that territory. If an enemy chooses to attack any territory containing transport planes, the transport planes must be chosen last as casualties. If the enemy force wins the battle, any remaining transport planes are destroyed. If an enemy force moves into a territory containing ONLY transport planes, the transport planes are destroyed.
COMBAT MOVEMENT: Can move 1 paratroop unit from ANY friendly territory, OR 2 paratroop units from any friendly territory with an operational airbase, to any enemy territory that is being attacked, either amphibiously, by land or both, as long as it’s range will allow the transport to land in any friendly territory that was friendly at the beginning of your turn.
IN ADDITION: A transport plane may also transport 1 paratroop unit (2 paratroop units from an airbase) into any enemy controlled territory that is NOT occupied by units with a defense value and take control of that territory, provided the transport has enough range to land in any friendly territory that was friendly at the beginning of your turn. The paratroops will destroy any AA guns, transport planes or trucks in the targeted territory (Paratroops can NOT capture trucks on their own).
SUSCEPTABLE TO AA GUNS: If there are any AA guns present in the territory being attacked, they roll for AA defense like they would with any other attacking planes (up to 3 dice per AA gun OR number of attacking planes, whichever is smaller). A roll of 1 (2 with radar) will destroy the transport plane and any paratroops inside before the paratroop drop happens. On attacks into enemy controlled but unoccupied territories, fighters may be sent to escort the transport (range permitting) and you can use the fighters to absorb AA hits.
Well, there are my ideas. Do you guys think they are good? If not, what might you change?