I have posted many ideas on house rules, some good, some not so. But, at a minimum, do this…
Setup: Add 1 GE CA in SZ26 - represents German presence in Indian Ocean. Setup: Add 1 GE AR in GEA - represents gun boats on Lake Tanganyika (can also add rule this unit cannot move). Setup: Change GE AR in SWA to IN. Setup: Add 1 GE IN in KAM. Setup: Add 1 FR IN in FEA. Setup: Add 1 GE SS in SZ18 - represents German presence in Mediterranean. Setup: Change 1 OE CA to TR in SZ20. Setup: Change 1 RU CA to SS in SZ21. Setup: Change UK TR to SS in SZ2. Switzerland is impassable. Mobilization territories: Following can mobilize max of 2 x IPC value, plus restrictions. Bombay: Min. build 1 unit; Cannot build ships or tanks. Munich: Infantry, artillery only. Ottawa: Min. build 1 unit; Cannot build warships. Tatarstan: Infantry, artillery only. Marseilles: No restrictions. Mines vs. Transports: Allow mine hits to absorbed by loss of a load.Super Tech Rules
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How does Underground Production sound?
A tech that reduces effectiveness of SBR and rocket attacks.I like that. Could be a Decentralized/Underground production thing, each successive roll of this would allow for a greater reduction of effectiveness of the SBR/Rocket attacks. Thanks!
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that stuff is all from AARHE… you will get alot of ideas from it.
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OK All,
I have finished the tech rules, I have a cool 25, so a d100/4 could be used.
Also attached is an errata file.
Working on getting the map I plan to use up, it’s a modified version of Flashman’s killer Feb. 1940 map.
Linky will be up in a sec…
Chris
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Ok, here is the modified map.
I need to work on initial unit placement next.
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i like the first one. I still dont like the second.
The infantry values are too high. Infantry hitting on 7 out of 12 is like a tank.
id expect values of 2-5 with china at 2 and Germany at 5 and the rest in between for infantry
Tanks range from 4-9 with japan and italy at the low end and germany/ USSR at the other
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@Imperious:
i like the first one. I still dont like the second.
The infantry values are too high. Infantry hitting on 7 out of 12 is like a tank.
id expect values of 2-5 with china at 2 and Germany at 5 and the rest in between for infantry
Tanks range from 4-9 with japan and italy at the low end and germany/ USSR at the other
Infantry starts at a base 2 attack on the d12. A player would have to get a ton of the infantry boost techs to get up to that level…I doubt a game would go that long.
There is no focused research. You can’t choose to get the infantry techs only, which should balance things a bit.
The way I think it works out, battles will turn into annhilation for both sides.
Maybe I can cap the infantry attack at 6, with a defense of 8. Armor and other units would have no cap…or add something that gives land units 2 HP, toward the end of the tech tree…
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Check out my national advantages/techs…
does simple things like split long range aircraft into long range fighters and long range bombers -
I wish these were streamlined… far too many exceptions making these rules akin to learning another rulebook.
IN nearly every case you got paraphrase:
roll d6 hit on a 6, you get +1 for the first round, on the second round, you roll 2 dice hitting on 5-6, but if you roll 4 subtract 2 ipc and if its Germany attacking add one to the second round die… yikes!!! its way too convoluted IMO>
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If your using d12 dice you can’t role a one.
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It’s d12 not 2d6 so yes you can get a 1 :wink: a d12 is in the shape of a dodecahedron, twelve little pentagons :-)
Anyway, how the heck to you keep track of who has what with all these tech rules in an actual game?