Oh his name was Mr. Anderson
here is a typical post
he was the master of this
Oh his name was Mr. Anderson
here is a typical post
he was the master of this
Keep all OOB units the same
Cruiser OOB is now Heavy Cruiser but moves 3 spaces no matter where it is
new Light Cruiser is a 2-3, which is in between 3-3 and 2-2, cost is between too, but does not move 3 unless its in port. Reason is they were slower.
Peeps might buy the Light because of defense, or if they had 9 IPC left
It depends on your need for mobility or force projection. Russia needs Artillery to punch back, Germany needs the 2 movers to force the issue for Russia. The middle game comes and things change. Russia needs tanks at this stage.
Can we get this is in PDF, .ai or .PNG?
I want to print from crisp images an playtest these
If you engage such a round and the purchases were secret, Germany could do a G2 Sealion
I donât like the tit for tat dice roller. This means say attacker misses on everything, defender likewise. Next round attacker may get 3 hits and last second all the defending units hit for same amount. Its not the luck i remember on MSN game zone when we played classic AA via Milton Bradley computer game.
But alas i am hooked. I think im playing in every online game, and training for the Harry Larris setup, which is terrible and gives nothing for the axis. The German Bomber is out of range of the UK fleet on G1. But what it may do is balance the game. But i win regardless. Donât understand why more people didnât sink $17 bucks. Its well worth it to at least support the possibility of a G40 version of this game.
Getting tired on the constant reloads and freeze ups. They need to fix this ASAP, and they need to address why it takes so long to load up available games online.
Your not my nemesis, just a spec of dust that i brush off occasionally.
@Imperious-Leaderâs Oil Centers
https://www.axisandallies.org/forums/topic/15500 & various other places (help me out here, @Imperious-Leader)
Territories have Oil Values, and Oil limits both production and movement of mechanized units. Total values = total number of mech units that can be bought or move that turn.
My idea is that enemy oil centers are possible IPC producers each turn with a roll of one D6, however the first turn of capture you donât receive any income to model the fact that the original owner player damaged the facility. Every other turn just roll D6 and add to production. Neutral oil centers are treated the same way. The other idea is you must own at least one oil center, or you must roll a D6 and that result is removed from your production each turn. Also, while you donât own any oil centers, your land units all move one space.
I would prefer that Airborne units have elite weapons and short supplies ( short duration think). As a result one bomber dropping such a unit, that unit attacks at 3 in the 1st round, 2 in round 2 and 1 the rest of the rounds. You can have a limited number of such units or based on Historical, or based on the IPC you spent raising these units.
Cost to upgrade one infantry unit to airborne=2-3 IPC⌠off top of head each nation can have 3-6 units
Germany 6
Japan 5
Italy 3
USSR 3
UK 4
USA 6
France 1 or Anzac 1
@general-6-stars well pdf. would be great from that map file, the issue is i dont have any program currently for map making
Kursk for sure, we need a late war game
@general-6-stars Can we get an updated map file in PDF with the new area values?
@general-6-stars Well its an option so its 3 vs 3, would require alot of playtesting to see if its balanced
@general-6-stars A huge abundance of LL to Soviets came as Half Tracks, Jeeps, Trucks I think the LL chart has too many artillery choices
@general-6-stars yep i hope he posts pics of how it plays
@redstriper Oh mouse pad material. I would like a picture of how the ink came out. I no longer subscribe to Adobe so i cant make the edits, but it sounds like an interesting idea. We have another capable guy named SS general, PM him he can do it and would
@vodot Are the prices the costs over two or three turns? So a medium tank takes 3 turns to build? Or am i missing something??
@Imperious-Leaderâs Oil Centers
https://www.axisandallies.org/forums/topic/15500 & various other places (help me out here, @Imperious-Leader)
Territories have Oil Values, and Oil limits both production and movement of mechanized units. Total values = total number of mech units that can be bought or move that turn.
My idea is that enemy oil centers are possible IPC producers each turn with a roll of one D6, however the first turn of capture you donât receive any income to model the fact that the original owner player damaged the facility. Every other turn just roll D6 and add to production. Neutral oil centers are treated the same way. The other idea is you must own at least one oil center, or you must roll a D6 and that result is removed from your production each turn. Also, while you donât own any oil centers, your land units all move one space.