Yeah I wish HBG would take a pic with the scupt next to an OOB unit, so you can get a better concept of its size.
So I ended up just buying some more Tigers, painted them brown, and decided not worry about the historical accuracy.
So unless you’re going to put at least 6 ICP’s worth of units, their is no point breaking that bonus.
Questionalble, would you allow a bomber to station there 1 round if it can take out 1-2 japan transports for free?
Sure the 5 NO is annoying but slowing japan down again is also good as more US stuff goes towards germany afterwards.
The issue here is that the USSR has to be at war in both theaters.
The Russians are allowed to be at war with German and Italy, but not Japan.
So if the Japanesse and Russians aren’t at war, the pacific USSR terriroties are neutral.
And you can’t land or fly over a neutral. So the bigger question you are purposing is do the Russians want to create a second front so, assumingly, the US can harass the Japanesse?
Incase you need more help on assembling Flight Stands. The video goes over how I made my DIY dlight stands, but the concept would be useful when pitting togther your WarTorn set. I had a couple of mods that are different from GHG, and I gave a method to making sure you keep your polarity correct with the magnets. Hope this helps!
Didn�t see this post yet.
Light Inf A1 D1 M1 C2
Reg Inf A1 D2 M1 C3
Elite Inf. A2 D2 M1 C4
Light/Reg Inf +1 A with Art
Elite Inf +1 A with Art first round only.
A1 for 2 IPCs makes it the best attacking units, period.
In D8 system,
Cost 2 units can be A1, for 1/8144/2^2= 36/8 or 4.50 attack strength.
Cost 3 units must be A2, for 2/8144/3^2 = 36/9 or 4.00 attack strength.
Cost 3 units with A1, will be 1/8144/3^2 = 18/9 or 2.00 attack strength.
Cost 4 units, even A3, will be weaker than C3 A2 unit:
3/8144/4^2 = 54/16 = 3.375 attack strength.
This means it will always be better for 6 IPCs to purchase 3 A1 C2 units over 2 A2 C3 units.
Still for 12 IPCs, 6 A1 C2 units (4.50) > 4 A2 C3 units (4.00) > 3 A3 C4 (3.375).
Where do you get 144 in your formula?
We use the army pieces from the 2008 RISK as movement trackers.
I have seen a lot of people use the cities from this game as Industrial complexes and such.
The army pieces are arrows with either 1 chevron or 3 chevrons. So when we move something we place the corresponding arrow piece. Once all the units movement points are spent we flip the arrow upside down.
This is from a thread earlier this year on this topic.
Someone suggested to me the idea of using Global War 1936 lend-lease paths instead of moving units for Tech. It would definitely cleaner on the board. I am just trying to think about the advantages and disadvantages to each method. What do y’all think?
Ok, I went back looked at DK’s thread. I had looked at that sometime ago. Did I read all 30 pages? No, but I looked over the first and last couple of pages.
But what did you think of my idea? Especially the “1) If at the end of the combat round, instead of them being auto killed. Let it be similar to AAA rules. For one final round, every warship can roll 3 dice each no more than the number of transports, the transports not hit can retreat.”
I think that is a fair compromise. It’s not making the TP op, but it is limiting how many shots can be taken at the TP.
First off, I realize I am late to the party on this thread, my apologies.
Secondly, there were a plethora of ideas thrown out on this thread.
I don’t see the crime in modifying the transports rules.
I find it humorous that the main reasons not to let them defend themselves is from a historical/realistic stand point. When in reality, who has ever been able to choose their casualties in a war? So in that regard, a fundamental concept of A&A is not realistic.
In an amphibious assault, the defending forces (including scrambled planes, and naval units) top priority is going to be targeting the landing craft to keep them off the beach, not the naval bombardment.
The infantry units aren’t only representing riflemen in the game. Carriers represent carrier groups, and battleships represent that group. I say all that to say, couldn’t a transport represent the transport and a minimal escort?
A transport loaded with an infantry and a tank is 16 IPC. The same cost as an Aircraft Carrier, who takes two hits. An empty transport may be seen as fodder, but not a loaded transport. To lose one or more loaded transports is major setback.
Defending @1 either on a D6 or D12 sounds reasonable to me. That is an 8% or 16% chance of a hit. Those aren’t great odds. I don’t care for the AA ability idea, that seems too limited. I also like the idea of allowing them to be taken as casualties during the battle.
A few of ideas I had and maybe a combination of would work:
I understand that a transport shouldn’t be as strong a battleship, but it is an investment when loaded that needs protection.
I have enjoyed reading through this thread.