Tall Paul,
That sounds reasonable. Do you agree the cost of the Mech. or the Arty. should go to 5 to offset the new power this combo represents?
Tall Paul,
That sounds reasonable. Do you agree the cost of the Mech. or the Arty. should go to 5 to offset the new power this combo represents?
This is a perfect example of what I am talking about. This is a 155 Howitzer. In a G40 round/turn that is 3-4 months of time this should most definately be able to travel as far as an armor piece.
sz111-1-ns
aRolls: 2@2, 1@3, 3@4; Total Hits: 32@2,: (2, 3)1@3,: (3)3@4: (2, 6, 6)
dRolls: 1@2, 1@3, 1@4; Total Hits: 21@2,: (1)1@3,: (4)1@4: (1)
sz110-1-ns
aRolls: 1@2, 3@3, 4@4; Total Hits: 41@2,: (4)3@3,: (6, 6, 6)4@4: (2, 4, 4, 2)
dRolls: 2@3, 1@4; Total Hits: 22@3,: (4, 1)1@4: (1)
sz111
aRolls: 1@3, 2@4; Total Hits: 31@3,: (3)2@4: (3, 2)
dRolls: 1@4; Total Hits: 11@4: (2)
sz111
aRolls: 2@2, 1@3, 3@4; Total Hits: 32@2,: (1, 3)1@3,: (5)3@4: (2, 6, 1)
dRolls: 1@2, 1@3, 2@4; Total Hits: 31@2,: (3)1@3,: (3)2@4: (4, 3)
fra
aRolls: 4@2, 5@3; Total Hits: 34@2,: (3, 4, 5, 2)5@3: (6, 5, 1, 4, 2)
dRolls: 1@3, 1@4; Total Hits: 11@3,: (3)1@4: (5)
fra
aRolls: 3@1, 4@2, 5@3; Total Hits: 53@1,: (5, 5, 1)4@2,: (1, 4, 5, 1)5@3: (6, 3, 5, 1, 5)
dRolls: 4@2, 2@3, 1@4; Total Hits: 34@2,: (2, 6, 5, 4)2@3,: (5, 3)1@4: (4)
wfr
aRolls: 1@1, 2@2, 1@3; Total Hits: 21@1,: (2)2@2,: (5, 1)1@3: (3)
dRolls: 2@2; Total Hits: 12@2: (4, 1)
wfr
aInput ErrorThere was an error in your dice throw: “/>d” is not correct syntax.aaa 2@2:
fra
aRolls: 7@1, 4@2, 5@3; Total Hits: 47@1,: (4, 4, 3, 5, 4, 4, 6)4@2,: (6, 3, 5, 2)5@3: (5, 3, 6, 2, 3)
dRolls: 8@2, 2@3, 1@4; Total Hits: 48@2,: (6, 4, 2, 1, 5, 5, 5, 3)2@3,: (1, 4)1@4: (2)
ygo
aRolls: 2@1, 4@2, 2@3; Total Hits: 32@1,: (4, 6)4@2,: (4, 5, 4, 2)2@3: (1, 2)
dRolls: 5@2; Total Hits: 15@2: (5, 4, 1, 4, 6)
Tall Paul,
I do understand what you are saying. However this game that we all love so much is full of generality. Each piece represents more than what the piece is. One round in the game is a long period of time. Each territory or sea zone is millions of square miles. I am not sure but I think one round/turn is equal to 3-4 months of time. With this suggested combo I believe artillery should be able to move 2 spaces.
I would like to see a combined arms rule for Mech. Inf. and Art. units that goes something like this. This rule is for use in Global 1940 games.
Raise the cost of Mech. Inf. to 5 IPC’S
Defense values/rules remain the same for both units.
Mech and Art units when combined 1 for 1 attack as 2’s.
Mech and Art units when combined 1 for 1 can move 2.
A combined Mech and Art can only blitz with a Tank. 1 for 1 for 1.
This rule will take up all the middle ground in the attack and defence abilities in this game. I suggest the increase in the cost of the Mech unit to offset the new power this combo represents. Artilery should most definately boost both Infantry types. If a Mech unit can move 2 spaces then an Artilery unit in tow should move 2 spaces right along with it. The high price of a Tank unit now comes more in line as it will now allow for both of these units to blitz with it.
Picture if you will a truck loaded with a platoon of men with a Howitzer in tow.
S.A.
For Alpha 3,
Cruiser, Battleship, Transport
Looking for players in the Utica, Rome, Syracuse area for FTF games.