Game of Thrones Variant: Figuring Out Units


  • Looking to develop an Axis&Allies style game set in Westeros, but having trouble determining what units stats should be. Heres what i have so far.

    Note: Pre-Combat attack only applies in the first round of combat.

    Land Units:

    Infantry
    Cost: 3
    Attack: 2 (3 supported)
    Defense: 2
    Move: 1
    Special Abilities:
    Supportable: may be supported by archers and siege weapons.

    Archers
    Cost: 4
    Attack: 2
    Defense: 2
    Move: 1
    Pre-Combat: 1 die roll
    Special Abilities:
    Support: may support infantry, cavalry, and Mammoths/Elephants

    Cavalry
    Cost: 5
    Attack: 3 (4 when supported)
    Defense: 3
    Move: 2
    Special Abilities:
    Supportable: may be supported by archers and siege weapons.
    Charge: same as blitz

    Siege Weapons
    Cost: 10
    Attack: 4
    Defense: 4
    Move: 1
    Pre-Combat: 1 die roll (2 when inside a stronghold)
    Special Abilities:
    Support: can support Infantry, Cavalry, and Mammoths/Elephants Siege.
    Siege: May attack a stronghold instead of the units inside. Roll to hit, if a hit is accomplished roll a 6 sided die for each hitting siege weapon and deal that much damage to the stronghold threshold. If a stronghold threshold is reduced to 0 in the pre-combat phase of the first turn it does not provide protection even for that combat round.

    Strongholds
    Cost: 12 (may change this)
    Attack: 0
    Defense: 0
    Move: 0
    Special Ability:
    Walls: All attackers attack is reduced by 1. Archer and Infantry defenders increase defense by 1 and defending Siege Weapons get 2 pre-combat dice. Strongholds have a damage threshold of 6. If threshold is surpassed the stronghold does not work until it receives some repair (1 IPC per point of threshold). Strongholds are damaged by siege weapons and elephants/Mammoths.
    Placement:You may only place Strongholds in a home territory worth at least 3 IPCs

    Giants
    Cost: 7 (May only be purchased by Wildlings)
    Attack: 4
    Defense: 4
    Move: 1
    Special Ability:
    None

    Elephants/Mammoths
    Cost: 12 (may only be purchased by Wildlings and Ghiscari)
    attack: 3 (4 supported)
    Defense: 4
    Move: 2
    Special abilities:
    Supportable: may be supported by archers and siege weapons.
    Tough: May take 2 hits (heals at the end of combat)
    Siege: May attack a stronghold instead of the units inside. Roll to hit, if a hit is accomplished roll a 6 sided die for each hitting Elephant/Mammoth and deal that much damage to the stronghold threshold. If a stronghold threshold is reduced to 0 in the pre-combat phase of the first turn it does not provide protection even for that combat round.

    Air Units

    Dragons
    Cost: - (Targaryen player gets 3 at the beginning of the game. they cannot be bought)
    Attack: equal to round (max 4)
    Defense: equal to round (max 4)
    Move: equal to round (max 4)
    Special Abilities: dragons follow the same rules for flight and landing as planes do in regular A&A.

    Sea Units

    Raider
    Cost: 6
    Attack; 2
    Defense: 1
    Move: 2
    Pre-Combat: 1 die roll
    Special Abilities:
    Quick Escape: If a raider is attacked and you do not wish to engage in combat you may roll a die before combat. On a
    1-3 your raider may not be attacked this combat round. On a 4-6 combat happens normally.
    Transport: Raiders may transport 1 infantry or archer.

    Scout Ship (needs better name)
    Cost: 8
    Attack: 2
    Defense: 2
    Move: 2
    Special Abilities:
    Pirate Catcher: The scout ship prevents raiders from using their pre-combat die or their quick escape ability.
    Transport: Scout ships may transport 1 infantry or archer unit.

    Medium Ship (need name)
    Cost: 12
    Attack: 3
    Defense: 3
    Move: 2
    Special Abilities:
    Barrage 1: Same as barrage in regular A&A except only hits on a 1.
    Transport: Medium ships may transport 2 units one of which must be an infantry or archer unit.

    Warship
    Cost: 18
    Attack; 4
    Defense: 4
    Move: 2
    Special Abilites:
    Barrage 1: Same as barrage in regular A&A except only hits on a 1.
    Transport: Warships may transport 2 units one of which must be an infantry or archer unit.
    Tough: May take 2 hits (repaired at a port)

    open to any changes, ideas, or criticism.

    Thought I would post some pictures of the map so people can get an idea of what the game looks like.

    IMG_20220420_122711156.jpg

    IMG_20220420_122729627.jpg

    IMG_20220420_122740496.jpg

    IMG_20220420_122746767.jpg

    IMG_20220420_122757011.jpg



  • @general-6-stars Sweet map, what rules do you use to play this.

  • 2023 '22 '21 '20 '19 '18

    Triplea has one. This is what they use

    Version 2.0 Created by: Al Updated by: Redrum, Wc_sumpton, and Maquis Map image by: Astrogator87 Additional artwork by: Hepster

    Image
    Name
    Cost
    Abilities

    MountainClansman
    2 for 5 PUs
    Land unit, 2 attack, 1 defense, 1 movement, 1 transporting cost

    Sellsword
    3 PUs
    Land unit, 1 attack, 2 defense, 1 movement, can receive attacking support, 1 transporting cost

    Archer
    4 PUs
    Land unit, 1 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Catapult
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Trebuchet
    7 PUs
    Land unit, 3 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Knight
    6 PUs
    Land unit, 3 attack, 3 defense, 2 movement, can blitz, 1 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    Sellsword
    3 PUs
    Land unit, 1 attack, 2 defense, 1 movement, can receive attacking support, 1 transporting cost

    Archer
    4 PUs
    Land unit, 1 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Catapult
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Trebuchet
    7 PUs
    Land unit, 3 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Knight
    6 PUs
    Land unit, 3 attack, 3 defense, 2 movement, can blitz, 1 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    HorseArcher
    4 PUs
    Land unit, 1 attack, 3 defense, 2 movement, 2 transporting cost

    HorseLord
    4 PUs
    Land unit, 2 attack, 2 defense, 2 movement, can blitz, 2 transporting cost

    Bloodrider
    7 PUs
    Land unit, 3 attack, 3 defense, 2 movement, gives 1 attacking power to 1 allied unit, 2 transporting cost

    Khal
    9 PUs
    Land unit, 4 attack, 4 defense, 2 movement, can receive attacking suppor, 2 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    Unsullied
    2 for 3 PUs
    Land unit, 1 attack, 1 defense, 1 movement, 1 transporting cost

    WaterDancer
    5 PUs
    Land unit, 3 attack, 2 defense, 1 movement, 1 transporting cost

    FacelessMan
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Archer
    11 PUs
    Land unit, 4 attack, 2 defense, 1 movement, 2 hit points, can receive attacking suppor, 1 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    Wildling
    2 for 9 PUs
    Land unit, 2 attack, 1 defense, 2 movement, 1 transporting cost

    Archer
    4 PUs
    Land unit, 1 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Catapult
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Trebuchet
    7 PUs
    Land unit, 3 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Giant
    6 PUs
    Land unit, 4 attack, 4 defense, 1 movement, can receive attacking support, 1 transporting cost

    Troll
    7 PUs
    Land unit, 2 attack, 2 defense, 1 movement, 2 hit points, 1 transporting cost

    Mammoth
    10 PUs
    Land unit, 2 attack, 5 defense, 2 movement, 2 hit points, 1 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    Sellsword
    3 PUs
    Land unit, 1 attack, 2 defense, 1 movement, can receive attacking support, 1 transporting cost

    Archer
    4 PUs
    Land unit, 1 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Catapult
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Trebuchet
    7 PUs
    Land unit, 3 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Knight
    6 PUs
    Land unit, 3 attack, 3 defense, 2 movement, can blitz, 1 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Longship
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement, can receive attacking support

    Greatship
    14 PUs
    Sea unit, 2 attack, 2 defense, 3 movement, gives 1 attacking power to 1 allied unit, can transport at sea at a cost of 1

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    GoldCloak
    2 for 5 PUs
    Land unit, 1 attack, 2 defense, 1 movement, can receive attacking support, 1 transporting cost

    Archer
    4 PUs
    Land unit, 1 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Catapult
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Trebuchet
    7 PUs
    Land unit, 3 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Knight
    6 PUs
    Land unit, 3 attack, 3 defense, 2 movement, can blitz, 1 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    Spearman
    5 PUs
    Land unit, 1 attack, 3 defense, 1 movement, can receive attacking support, 1 transporting cost

    Spearthrower
    4 PUs
    Land unit, 2 attack, 1 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Catapult
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Trebuchet
    7 PUs
    Land unit, 3 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    HorseArcher
    4 PUs
    Land unit, 1 attack, 3 defense, 2 movement, 2 transporting cost

    GreenbloodBoat
    10 PUs
    Sea unit, 0 attack, 2 defense, 3 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    Sellsword
    3 PUs
    Land unit, 1 attack, 2 defense, 1 movement, can receive attacking support, 1 transporting cost

    Archer
    4 PUs
    Land unit, 1 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Catapult
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Trebuchet
    7 PUs
    Land unit, 3 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Knight
    6 PUs
    Land unit, 3 attack, 3 defense, 2 movement, can blitz, 1 transporting cost

    Direwolf
    7 PUs
    Land unit, 4 attack, 3 defense, 2 movement, 1 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    Unsullied
    2 for 3 PUs
    Land unit, 1 attack, 1 defense, 1 movement, 1 transporting cost

    Archer
    4 PUs
    Land unit, 1 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Dragon
    17 PUs
    Air unit, 5 attack, 4 defense, 4 movement

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    Sellsword
    3 PUs
    Land unit, 1 attack, 2 defense, 1 movement, can receive attacking support, 1 transporting cost

    Archer
    4 PUs
    Land unit, 1 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Catapult
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Trebuchet
    7 PUs
    Land unit, 3 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Knight
    6 PUs
    Land unit, 3 attack, 3 defense, 2 movement, can blitz, 1 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Image
    Name
    Cost
    Abilities

    Sellsword
    3 PUs
    Land unit, 1 attack, 2 defense, 1 movement, can receive attacking support, 1 transporting cost

    Archer
    4 PUs
    Land unit, 1 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Catapult
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Trebuchet
    7 PUs
    Land unit, 3 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Knight
    6 PUs
    Land unit, 3 attack, 3 defense, 2 movement, can blitz, 1 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured

    Neutral
    Image
    Name
    Cost
    Abilities

    Unsullied
    2 for 3 PUs
    Land unit, 1 attack, 1 defense, 1 movement, 1 transporting cost

    Sellsword
    3 PUs
    Land unit, 1 attack, 2 defense, 1 movement, can receive attacking support, 1 transporting cost

    Archer
    4 PUs
    Land unit, 1 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Catapult
    6 PUs
    Land unit, 1 attack, 3 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Trebuchet
    7 PUs
    Land unit, 3 attack, 2 defense, 1 movement, gives 1 attacking power to 1 allied unit, 1 transporting cost

    Troll
    7 PUs
    Land unit, 2 attack, 2 defense, 1 movement, 2 hit points, 1 transporting cost

    Knight
    6 PUs
    Land unit, 3 attack, 3 defense, 2 movement, can blitz, 1 transporting cost

    Raft
    8 PUs
    Sea unit, 0 attack, 1 defense, 2 movement, can transport at sea at a cost of 2

    Galley
    10 PUs
    Sea unit, 2 attack, 2 defense, 2 movement

    Castle
    15 PUs
    Land unit, can produce up to territory value, can be captured
    Map image by: Astrogator87 at https://www.deviantart.com/astrogator87/art/Map-of-Westeros-Essos-and-parts-of-Sothoros-288550923


  • OK fine. I’m out unless somebody looking for board map.


  • @barnee This is a bit more complicated than I need, but great inspiration. I am making this game with a physical map and pieces, so I am limited by how many types of units I can have. Still this should be really useful, thanks.


  • @general-6-stars I have a physical map that I have made. It’s mostly rules i am trying to develop. Thanks for showing me your map.

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