tek, i’ll open a new post and put all rules in there. Any questions or statements by people can come to this one, not the other. That should help. It’s gonna take a while
IL, We still use victory conditions, either minor, major, or total. Take the cities. We use the new map. Carriers, are 16 and hold two, but you can have small 12 ipc carrriers that hold one, and supercarriers that hold 3. You can even put jets on them. A whole bunch of new units and different defense and offense hit points are used also. It evens out here.
With turkey, i didnt even know that was a rule until i started to type. i overlooked it for a long time. i usually just took over turkey and then used trn’s to go into black sea and drop off in caucusus.
Japan on the other hand, already has 2 IC’s at the beginning of the game. With heavy units tech, you can build heavy infantry. That makes up for the 3 and 2 respectivley. Heavy inf, attack on 2’s, or 3’s on bonzai charges, defend on 4’s on islands and have to be hit twice to die. One hit drops them to regular infantry. There’s alot going on.
The soviets we have had no problem with, because even with reduced effectivness, they get all those heavy inf, all those free units after each turn, russian winter, and more help by national rules.
The transport rules have been overlooked cause they are rediculous. One tank per tran or two inf per tran. Air trans can carry inf also.
fighters are only 10 ipc in this rulebook, jets are fifteen.
sorry for being a jerk defending my work here, but this takes time to type, also we have fine tuned some rules and changed little things to make it better. We’ve been playing this way for 2 to 2 1/2 years.
sadly tanks are 3/2 but heavy tanks which get hit twice are 4/3 then 3/2. i think it works well.