I really like limiting the Hawaii IC to two units max build. I can understand the US getting an IC on Hawaii, but I always thought it was ludicrous that it had unlimited build.
The India getting an extra infantry each turn can make it pretty hard for Japan to take India. That’s an interesting rule that those free infantry can not be moved. So basically, those are strictly for defense of India. That might be an interesting rule to incorporate for all capitals, and even in other games as well. Ever play a game of A&A and mistakenly left your captial undefended? Now you would always at least have some infantry there.
I am wondering about Rule #6b. Why would you not let Japan build more than 3 subs per turn? I take it that applys ONLY to building new subs, right? Japan is allowed to have more than three subs on the board, right?
Airship house rules
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Adding a house rule when I play next for airships. I was thinking setting it’s attack at 3 and defense at 1 with a movement of 1. any thoughts?
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I was thinking about airships too, my idea:
Cost: 4 (I am not sure about cost)
Move: 1
Attack: -
Defense: -It can provide air supremacy for Arty, it can not participate in dogfight, it can not strafe land units. All airships in a territory are destroyed when there are enemy fighters in that territory after the “Determine Air Supremacy” phase is over.
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Why move @ only 1?
These things could travel great distances; certainly far enough to bomb England and land back in Germany.
Or are you talking about these:
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Yes, I was talking about those, I was also thinking about their role in sea battles (against Subs):
Unlike fighters, they don´t need to end their move in a territory with friendly Inf, but they can move max 3 spaces away from a territory with friendly Inf
If there is an Airship involved in sea battle then:
Enemy submarines can not submerge and they can not surprise attack
Airships roll one dice against enemy Sub, hitting it at die roll of 2.