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Posted: Tue Mar 08, 2005 4:33 pm
by Imperious leader
I favor "forticications" which would allow some areas to begin with some heavy duty structures. "siegfreid line", singapore, gibrater, tobruk, malta. They cant be treated the same. thats why i propose three levels max, and you can only build one level per turn. each defends at two rolls of 6/6 and can only be taken down a level with say either a "one",or two hits equals one level destroyed--- something. i wish the old bloskhouse would look like a hex style building with a gun turret in the side. That would be nice.

Posted: Sat Nov 12, 2005 4:24 pm
by adlertag
DUG-IN infantry

In non-combat move the infantry units may dug-in.
Just place a token with picture of a spade and a pick-axe besides the units that are dug-in. They now defend on 3 or less.
They are not able to move again before the dug-in token are removed in a future non-combat move.

During playtesting I used the resource-token from "War! Age of Imperialism" from Eagle Games. That token has a pic of a spade and a pick-axe, looks real beautiful and fits perfect as a symbol of a dug-in unit.

Posted: Tue Jul 18, 2006 1:34 pm
by Gen. Alexander Patch
Some ideas for fortresses:

---First off, they are immovable (duh)
---Theyshould only provide support for other units; they can't defend alone
---The cost should be not too expensive
---Only one fort per territory, but they could be upgraded by adding mines, barbed wires, ditches, MGs, etc. (these should be bought during the purchase units phase).

Comments noted?

Posted: Tue Jul 18, 2006 2:31 pm
by Imperious leader
The second part of that post has many tactical ideas that would not work IMO in that type of level wargame. Of course that same idea would be possible if the subject was a WW1 game due in large part to the major emphasis on a static battlefield condition.