For any game with tech research in it, I like the tech being more likely to be discovered the more money you put into it. Instead of needing to roll a 6 on one die to discover the tech, you roll two dice and need to roll a 12, but for each previous roll, you get +1 to your current roll. So on the second roll you would succeed on an 11, on the third roll on a 10, etc. The average number of rolls needed to get the tech is about the same, but the variation is much lower. You’re much less likely to get it on your first attempt, but also much less likely to need 10+ attempts. To keep track of how many rolls you’ve made, place a die (or an airplane movement marker from Revised) on the tech chart where the control marker would go.
1942 2nd edition Flak Artillery house rules
The new unit introduced in 2nd edition is not really much of anything. It needs to become it’s own unit.
Lets’ call this Heavy Artillery for lack of a better name.
1)This unit can move 2 spaces in combat as long as a Mech Infantry is with it, so they can blitz if a tank is also moving ( tanks allow blitz of Mech Infantry at 1:1 basis)
2) The unit rolls 3 or less in each combat round ( no longer purely air artillery)
3) If the unit rolls a 1 in any combat round, it can select the type of unit lost ( either air unit or land unit)
Note: it cant select a bomber lost, only a specific air unit. On land it can select non-infantry choosing either armor, artillery, or Mech–defender still chooses which among them is taken as combat loss.
This artillery also boosts Infantry +1 AT 1:1 BASIS.
empireman last edited by
I think they are the AA guns for 42 2nd Ed. Cause if you look there is no “AA units”
This could work for G40 though
Right but they are making this unit into a halfway transition of a combat unit and a generic unit.
It should have it’s own flavor like any combat unit.
Under this rule it is still an AA gun of sorts, just not 3 shots preemptively, but trading for decent movement and combat against other units
lnmajor last edited by
What about giving it the ability to fire first in battle, defender removes casulties, then normal combat begins. Or what about being able to fire from ajacent territory. Also can it be used as AA and land combat at the same time or do you have to designate in defense.
What about giving it the ability to fire first in battle, defender removes casualties, then normal combat begins. Or what about being able to fire from adjacent territory. Also can it be used as AA and land combat at the same time or do you have to designate in defense.
But doing that does not model the capabilities of these units. The game OOB permits the preemptive firing because it is against just air units that are flying over to attack. It is marginally acceptable to allow this, but realistically these are just basic artillery.
Since they were made as a new unit it stands to bring it fully into the fold as a normal combat unit.
To allow preemptive fire every round is too strong for a 5 IPC unit IMO.
Plus this unit needs to be 3-2-5 as the other units took the other values, so the value of a 5 IPC unit must balance out and preemptive is worth more.