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series
11-11-2004, 12:44 PM
Even though I took some ideas from Larry's variant, mine adds a bit of a twist to it. So here they are:

1. Artillery: Artillery fire directly before you move if stationed at a land territory. They may attack adjacent land territories. However, if playing with luck...

Roll 1: Extra Artillery: Every Artillery may attack twice.
Roll 2: Ammo Failure: Artillery hit on a roll of 1, and may not attack adjacent territories.

The tactics cards are changed (the long range ones). Instead, it is "Order Heavy Ammo". It allows- on the next turn- your artillery to fire at 3 or less like normal.

Artillery do not fire in regular combat situations.

2. Combat:

When your units are locked in combat, when combat time comes, you have 3 options: "Defensive Attrition", "Combat", and "Assault":

Defensive Attrition: For every unit you have in the territory, roll a die. For every 1, remove a friendly unit of your choice.

This is good if your opponent's obviously outnumber you. It allows you to skip combat, but with a consequence.

Combat: Standard Combat situation.

This is the way combat is normally fought

Assault: The same as regular combat, but it takes place like this:

First, you attack. Then, your opponent defends. Then, you attack again. Then, your opponent defends twice.

Assault is a way of rushing in guns ablazing so to speak. It shouldn't be done if you don't think you will win the combat in two rounds, because your opponent gets a deadly double strike.

Note: For bad luck in the combat fortune card, it forces you to take attrition in all conflicted territories before combat. You may choose to take attrition again, but double attrition will be painful.

I like these rules, because it makes the game feel like you have more control. Attrition is a good way for the Germans to hold positions when outnumbered, but with consequences. Assault is the way for the allies to storm the beaches, if they feel lucky. And artillery give the game a whole new dynamic of building defensive artillery batteries.

Thoughts on this? I can tell some things will be too powerful, so let's discuss those ideas...

And BTW, this is no way a complete project. I just decided to toss a few things together. One day I hope to get rid of some ridiculous things, like V2 rockets... so weak, so nonexistant...

series
11-11-2004, 05:24 PM
Artillery is just too weak like this. If you let them defend like normal, 2 or less, it makes a lot more sense. So how about they have the special attack, but defend normally?

series
11-13-2004, 03:32 PM
Ok, after more playtesting, I decided they should be able to attack like normal, and do the lil bombardment thing. It makes it work much better. I was thinking of weakening the bombardment so that:

If you roll 2 "2"s in a certain territory, the opponent loses a unit
If you roll 1 "1" in a certain territory, the opponent loses a unit

That would weaken it a bit but not too much...

thoughts?

AxisRoll
12-27-2004, 10:02 PM
Series, do you ever just play with out of the box rules?

boylermaker
12-30-2004, 11:46 AM
It sounds like attrition will really favor the germans. I like the idea, but I don't really see a need for more rules. The nice thing about the game is that its simple and quick.

AxisRoll
01-01-2005, 12:04 AM
well it is not that easy. Where are the poiwer pieces coming from?

series
01-01-2005, 10:17 AM
Series, do you ever just play with out of the box rules? Wait... are you saying the games COME with rules? Wha...wha... wasn't that just a book of advertisements????????

series
01-01-2005, 10:20 AM
It sounds like attrition will really favor the germans. I like the idea, but I don't really see a need for more rules. The nice thing about the game is that its simple and quick.
I was thinking, for attrition, we could change it so "Roll 1 die per enemy unit in the territory", therefore, the enemy force matters.