As a House Rule I’ve changed Chatting on the Radio to be optional; if you chose not to use it then for the rest of the turn you can’t use the Spotter SA and don’t count as a spotter.
I played using this rule and it worked amazingly. The FO units acted like real Recce units: they moved around alot, skulking about, and calling in the artillery strikes as needed. Excellent house rule, dude.
Yea that house rule is good. If he doesnt spot for the turn, it makes sense that he can move. Unless hes chatting it up with his comrades on the radio when hes supposed to be fighting the war. :lol:
The trick to aircraft is you actually have to practice patience.
Don’t place them if you can’t get a good attack in with them. Take out your opponents AA units with fast attacking forces; units like motorcycles, cavalry, and even some armoured cars were well. Once you’ve elminated them you should have air superiority. The trick is to get them out as fast as you can, because until then you’re opponent has a point advantage on you.
I’ve been toying with the idea of introducing soft cover and hard cover as game concepts for A&AM, and I’m looking for some feedback or ideas (and hopefully others might try it and tell me how it worked for them). Yes, they’re based on gross oversimplifications, but the whole game is based on such, so I don’t see this as a problem.
Soft Cover: Forests - Cover Rolls have a -1 to them, meaning that Soldiers have a 5+ cover save, and vehicles need a 6.
Hard Cover: Towns, Hills - Normal cover rolls as per the rulebook.
Erm. Yea, I’ll explain more in a bit. I have to log offline ASAP. But I see this as being a bit more realistic and tactical without overcomplicating things. I might give the standard infantry of each nation a “foxhole” ability one of these years too, one that allows them to treat soft cover as hard cover if they didn’t move in the movement phase that turn. I dunno yet.
I completely agree that lack of transport units creates some real logistical and realism problems with the game. I’ve been considering creating 2 1/2 ton trucks for the Americans & Opel Blitz trucks for the Germans. They would just be regular “soft” vehicle units. Similar in movement to a jeep, but would be a little more expensive and could carry 2 infantry units. They would also be able to tow field guns using other rules I’ve created for that (www.aaminis3d.com)
Over in the Rules Discussion of the Avalon Hill message boards, there’s that project called the “Historical House Rules [HHR]”, and it’s an attept to make the rule-cards more realistic and balanced for quite a few units (others were left alone). Has anyone tried using these? We gave them a spin the other night and they seem alot more realistic and had their actual historical capaicity on the battlefield. My only gripe is that the cards are in the A&AM colors, which means they’ll kill your printer if you want to print 'em up.