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Allow them to bombard without reply, but delete their ability to move and attack in the same turn.
- Imperious leader
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This last point would work in a game covering the civil war or napoleonics where a turn represents a day but in this game a turn is 4-6 months..Allow them to bombard without reply, but delete their ability to move and attack in the same turn.
Who needs infantry?!
Maybe artillery could be made a ranged piece that could attack with a range of 1 territory and an attack and defense of 1. Like, if you had a Russian artillery piece in Russia, it could help defend against an attack into West Russia, or if you were trying to attack West Russia, you could use that artillery piece (but then couldn't move it into West Russia on the following round, since it participated in combat, and thus wouldn't be able to make a noncombat move)
Artillery: cost 4 or 5 icps, ataack 2/2 ability: able to be fire in opening step if match up with infantry on a one for one basis
Tanks: cost 6 ipcs, atack 3/3 ability: raise each infantry to an attack 2 on a one for one basis
so this allows artillery to fire in the opening step but is not superpowerfule. the reason fo rthis is because the infantry would have to corrdinate the artliery's attack. tanks had more of an effect with combined arms so therfor ei think it would be more apporiate for tanks to have this ability and not artillery.
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