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...
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...