@Lil-Blue-Spider I understand what you mean. Just one thing to add on… the capital ship ability is clearly outlined in most A&A rule books. It states that this ship may take TWO hits. And on that note; technically you could negotiate whatever you want. I will edit House rules a bit for them to makes sense. Like wait three turns to use a territory if you ceded that territory, etc. Thanks for the comment!
Yet More Units…
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How about these varient pieces such as,
Blockhouses (I use the mall units from Tri-opoly)
Improves infantry defense to 3 on a matching 1/1 basis. Must have at least 1 infantry in territory to construct. Units hit by a blockhouse during an amphibious assault cannot counter-attack on the first round.
During an offshore bombardment from a battleship, hits are assigned to blockhouses first.
Finland/Norway, Germany, and Western Europe each start with one.
Atk: 0
Def: 3
Move: 0
Cost: 5Half Tracks (includes armored cars)
Can blitz as a tank.
Considered a tank when transporting.
Carries 1 infantry OR 1 artillery, 2 spaces.
Starting placement: On every territory that contains 1 infantry and 1 tank.
Atk: 2
Def: 2
Move: 2
Cost: 5LHP / LHA / LHD
Carries 1 fighter and 2 infantry units, no artillery or tanks (If you use chopper units they carry that instead of fighters)
Atk: 1
Def: 3
Move: 2
Cost: 16 (same as carrier)





