The Field artillery represents short ranged artillery that armies tried to use at the beginning of the war because they thought the war would be fought in fields at relatively short range like the Napoleonic wars. The Germans hid these behind the lines at the end of the war so when the tanks would break through they had a way of stopping them before they got through to there long ranged artillery.
Latest posts made by DRSK
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RE: Axis and Allies 1914 improvements
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RE: Axis and Allies 1914 improvements
I see what your saying but I do like the idea of cavalry having poor attack in entrenched areas.
Although I do agree Cavalry’s other ability’s are a little overpowered
So mabye
Cavalry
Cost: 4 IPC’s
Attack: 3
Defense: 1
Movement: 2
-If they attack a already contested zone their attack lowers to 1 representing cavalry’s uselessness in trench warfare -
Axis and Allies 1914 improvements
I love Axis and Allies 1914 but I found myself getting board because of the lack of units I mean there are 4 land units (including planes) and 1 of them you cant buy tell round 4 anyway here are some Ideas for more units that I thought of but have not tested. Also I was wondering what ideas your guys have to improve the game
Cavalry
Cost: 4 IPC’s
Attack: 3 (arty moves it to 4)
Defense: 1
Movement: 2
-If they attack a already contested zone their attack lowers to 1 representing cavalry’s uselessness in trench warfare
-When attacking for every 2 cavalry 1 arty gets boosted to 4 attack representing cavalry’s scouting ability
-For every 1 cavalry 1 artillery unit can move 2 spaces with it but cannot attack that turnField Artillery
Cost: 4 IPC’s
Attack: 2
Defense: 3
Movement: 1
-Does not boost infantry
-Air Supremacy does not boost Field Artillery
-When defending the defensive player gets to choose if his Field Artillery hits a tank or not if not the attacking player gets to decide what unit gets hit.