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Afrika Korps

Posts: 1386

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Post subject: AAM HR Romania
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Well, here are a few House Rules that we apply over the official rules... This is tested stuff and I find that improves a lot the game play. Here we played some 10 big games and they worked out great. Easy to remember, we tried to keep'em simple and logical.
No more Tiger-only armies... No more stupid rules like attacking planes with mortars. No more chaotic moves over the battlefield of vehicles, now every move you make counts, especially if you use roads.
So, here they are:
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I. Units
1. Aircraft
Aircraft can be attacked only by Aircraft or by units with “Antiair” special ability. An Aircraft without “Antiair” special ability will get -1 penalty on each attack die when attacking another Aircraft.
2. Transport Vehicle adaptation
The transporting rules from official rules apply here with the following amendaments:
• Trucks with no attacking values can transport maximum 4 Soldiers or 2 Soldiers + 1 Soldier-Artillery (including Large Soldier-Artillery like 88mm Flak 36 and 40mm Bofors L60).
• Cars with no attacking values can transport maximum 2 Soldiers.
• Half-tracks with Transport SA can tow Large Artillery or Light Artillery.
II. Army-Building
1. Vehicles/Aircraft – Soldiers ratio
For every Vehicle and Aircraft in your army you must provide a number of Soldiers or Soldier-Artillery units:
o for a Vehicle or Aircraft with a cost of 1-20 points you must provide 1 Soldier or Soldier-Artillery;
o for a Vehicle or Aircraft with a cost of 21-40 points you must provide 2 Soldiers or Soldier-Artillery units;
o for a Vehicle or Aircraft with a cost of 41-60 points you must provide 3 Soldiers or Soldier-Artillery units;
o for a Vehicle or Aircraft with a cost of 61-80 points you must provide 4 Soldiers or Soldier-Artillery units;
2. Special Operations Soldier units limitation
For any 50 points cost of an army build you are allowed to use 1 Special Operations Soldier:
• for an army-build of 1-50 points cost you can use maximum 1 Special Operations Soldier;
• for an army-build of 51-100 points cost you can use maximum 2 Special Operations Soldiers;
• for an army-build of 101-150 points cost you can use maximum 3 Special Operations Soldiers;
• for an army-build of 151-200 points cost you can use maximum 4 Special Operations Soldiers;
• for an army-build of 201-250 points cost you can use maximum 5 Special Operations Soldiers;
Special Operations Soldiers are:
a) Soldier-Mortar units with “Enhanced Range” special ability;
b) Soldier-Artillery units with long range higher than 12 hexes;
c) Soldier-Hero units;
d) Soldier-Sniper units;
3. Initiative limitation
The number of Soldiers with initiative must be smaller than the ones without initiative (Soldier-Artillery units don’t count).
The number of Vehicles with initiative must be smaller than the ones without initiative (Transport Vehicles with no attacking values don’t count).
III. Movement and position
1. Vehicles facing
Changing facing is considered movement and it is like moving from one hex to another. Regardless towards what hex side you change facing it will cost 1 value of speed. Units with “Strike and Fade” special ability ignore this rule.
2. Improved stacking rule
The following maximum combinations are allowed in one hex:
- 4 Soldiers + 1 Transport Vehicle (without attack values);
- 2 Soldiers + 1 Artillery (not Large)
- 1 Soldier + 1 Large Artillery
3. Mounting/Dismounting rule
All units can mount or dismount from a transport unit in any phase (movement and assault) including units with speed 0.
A unit can’t move or attack in the same phase it mounts or dismounts from a transport unit.
IV. Attack
1. Indirect Fire
A unit with “Indirect Fire” special ability can attack an enemy unit if a friendly spotter or Soldier with Commander Abilities is within 8 hexes of that unit and has line of sight to it.
2. Attack effect on transported units
If a transport unit is destroyed, make a roll for each transported unit. On a 5 or higher that unit dismounts and gets a face-down disrupted counter. Else it is destroyed along with the transport unit.
If a transport unit is disrupted or/and damaged counter the transported units dismount automatically.
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Feel free to leave comments or questions if you do not understand the mechanisms of any HR.
best regards, _________________ Custom AAM Maps & Counters here
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Sat Oct 25, 2008 5:17 pm |
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Afrika Korps

Posts: 1386

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Another HR, not specified above is the "Weather factor" as we call it.
The one who wins Initiative, rolls one die. If it turns out to be an "1", planes and paras can't be deployed in this turn (bad weather).
It is a small random factor, but in my last game when I needed the most air-cover... turned out to be "foggy".  _________________ Custom AAM Maps & Counters here
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Sat Oct 25, 2008 10:22 pm |
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 SOCCEROO FEVER

Posts: 6786

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What are the special operations soldiers plz, give an example _________________
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Fri Oct 31, 2008 5:47 am |
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Afrika Korps

Posts: 1386

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Post subject:
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| Quote: | 2. Special Operations Soldier units limitation
For any 50 points cost of an army build you are allowed to use 1 Special Operations Soldier:
• for an army-build of 1-50 points cost you can use maximum 1 Special Operations Soldier;
• for an army-build of 51-100 points cost you can use maximum 2 Special Operations Soldiers;
• for an army-build of 101-150 points cost you can use maximum 3 Special Operations Soldiers;
• for an army-build of 151-200 points cost you can use maximum 4 Special Operations Soldiers;
• for an army-build of 201-250 points cost you can use maximum 5 Special Operations Soldiers;
Special Operations Soldiers are:
a) Soldier-Mortar units with “Enhanced Range” special ability;
b) Soldier-Artillery units with long range higher than 12 hexes;
c) Soldier-Hero units;
d) Soldier-Sniper units; |
I give you some examples from the Axis side:
a) 81 mm Mortar.
b) Nebelwerfer 41, 88 mm Flak 36, 70 mm Type 92
c) Grizzled Vet, Honor-Bound Hero
d) Wehrmacht Expert Sniper, Imperial Sniper
This HR was created in order to avoid having all-sniper/mortar infantry. I like to play a game which is a little realistic, I like to deploy normal infantry so therefore this rule. Also having the Vehicle/Soldier ratio HR, for infantry all my "enemies" were deploying only mortars and snipers. So, the need for this HR. And it works the games improved very much I could say.
Usually here we play 200 pct games and so we use a maximum of 4 Special Ops Soldiers (as we call them).
Also, we play Objective based games, but I will explain that in another post. _________________ Custom AAM Maps & Counters here

Last edited by RedBaron on Fri Oct 31, 2008 9:46 am; edited 1 time in total |
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Fri Oct 31, 2008 9:32 am |
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Afrika Korps

Posts: 1386

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Post subject:
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Objective based games are something like this.
On the map there are placed usually a number of objective counters (usually 3 - One in the middle section of the map, and other two in every half of the map).
When you conquer these objectives, you receive Reinforcements, as explained below.
In order to conquer an objective, you must hold it 2 turns and on a radius of 2 hexes around the objective there is no enemy unit.
In order to win the game you must hold all objectives or destroy 75% of the enemy army build including Reinf, while you still have 50% of your force.
Reinforcements:
When you create your army build, you also define a number of reinforcement sets. For a game with 3 objectives you define 3 reinforcement sets. Each reinforcement set has a value of 15% of your army build. So in a 200 pct game with 3 objectives you can define 3 reinforcement sets of 30 pct. When you conquer an objective you can deploy in your starting area a set of reinforcements.
The only HR that limits the units used as Reinf is the Special Ops Soldier that still apply to reinforcements also. So in a 200 pct game, if you have already 4 Special Ops Soldiers, as reinforcements you can't deploy new ones.
Maybe it seems complicated, but it's not once you play it  _________________ Custom AAM Maps & Counters here
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Fri Oct 31, 2008 9:45 am |
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MAN UP!!!
Posts: 18

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i like that idea with reinforcements we will deffently use them next time we play. _________________ MAN UP!!! or SHUT UP!!! |
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Wed Nov 26, 2008 4:24 am |
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Afrika Korps

Posts: 1386

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Post subject:
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Let me know how it turns out and if you find errors in the proposed game-play.
I will make an update to HR Romania as soon as possible. _________________ Custom AAM Maps & Counters here
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Wed Nov 26, 2008 7:25 am |
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Afrika Korps

Posts: 1386

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Post subject:
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Below updated version
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House Rules = Official Rules + Add-on
House Rules Romania Add-On
I. Units
All units are played with the revised stat WotC cards / values.
I.1) Aircraft and airborne units
- Aircraft can be attacked only by units with “AntiAir” special ability.
# An Aircraft without “AntiAir” special ability will get -1 penalty on each attack die when attacking another Aircraft.
- All airborne units are affected by Weather. Bad weather (on a roll of 1, at the beginning of each turn) will cancel the deployment of these units in that particular turn.
- Paratroopers and Gliderborne units have the same type of deployment (at the end of any of your movement phases).
I.2) Transport Vehicle adaptation
• Trucks with no attacking values can transport maximum 4 Soldiers or 2 Soldiers + 1 Soldier-Artillery (including Large Soldier-Artillery like 88mm Flak 36 and 40mm Bofors L60).
• Cars with no attacking values can transport maximum 2 Soldiers.
• Half-tracks with “Gun Transport” SA can tow Large or Light Artillery.
II. Army Building
II.1) Nation Bonus:
If your army build consists only from units of the same nation, at the proposed army build cost add the following percentages (extra points):
- For Major Nation-only builds (Germany, USA, USSR, UK): 7%.
- For Medium Nation-only builds (France, Italy, Japan): 35%
- For Minor Nation-only builds (Romania, Hungary, Finland, Poland, Canada, Australia, Greece, China): 50%
II.2) Vehicle/Aircraft – Soldier ratio
For every 20 pct of a Vehicle and Aircraft in your army you must provide 1 Soldier or Soldier-Artillery units, as follows:
o for a Vehicle or Aircraft with a cost of 1-20 points you must provide 1 Soldier or Soldier-Artillery;
o for a Vehicle or Aircraft with a cost of 21-40 points you must provide 2 Soldiers or Soldier-Artillery units;
o for a Vehicle or Aircraft with a cost of 41-60 points you must provide 3 Soldiers or Soldier-Artillery units;
o for a Vehicle or Aircraft with a cost of 61-80 points you must provide 4 Soldiers or Soldier-Artillery units;
II.3) Special Operations Soldier unit limitation
For any 50 points cost of an army build you are allowed to use 1 Special Operations Soldier:
• for an army-build of 1-50 points cost you can use maximum 1 Special Operations Soldier;
• for an army-build of 51-100 points cost you can use maximum 2 Special Operations Soldiers and so on…
Special Operations Soldiers are:
a) Soldier-Mortar units with “Enhanced Range” special ability;
b) Soldier-Artillery units with long range higher than 12 hexes;
c) Soldier-Hero units;
# You are allowed to use only one Hero / Game.
d) Soldier-Sniper units;
II.4) Initiative limitation
The number of Soldiers with initiative must be smaller than the ones without initiative (Soldier-Artillery units don’t count).
The number of Vehicles with initiative must be smaller than the ones without initiative (Transport Vehicles with no attacking values don’t count).
III. Movement and position
III.1) Vehicles facing
Changing facing is considered movement and it is like moving from one hex to another. Regardless towards what hex side you change facing it will cost 1 value of speed. Units with “Strike and Fade” special ability ignore this rule.
III.2) Improved stacking rule
The following maximum combinations are allowed in one hex:
- 4 Soldiers + 1 Transport Vehicle (without attack values);
- 2 Soldiers + 1 Artillery (not Large)
- 1 Soldier + 1 Large Artillery
III.3) Mounting/Dismounting rule
All units can mount or dismount from a transport unit in any phase* (movement and assault) including units with speed 0.
A unit can’t move or attack in the same phase it mounts or dismounts from a transport unit.
# Large / light artillery mounting/dismounting rule: Transport enters hex with artillery and stops. The Artillery unit uses its move to mount the Transport (*artillery can mount in movement phase also). Dismounting of artillery will occur in a successive movement / attack phase.
IV. Attack
IV.1) Indirect Fire
A unit with “Indirect Fire” special ability can attack an enemy Soldier if a friendly Spotter or Soldier with Commander Abilities is within 8 hexes of that unit and has line of sight to it.
IV.2) Attack effect on transported and towed units
If a transport unit is destroyed, make a roll for each transported (not towed) unit. On a 5 or higher that unit dismounts and gets a face-down disrupted counter. Else, it is destroyed along with the transport unit.
If a transport unit is disrupted or/and damaged the transported units dismount automatically.
Towed Artillery units: When attacking towed artillery units, the defense of the towed unit (and not of the transport) will determine if it is destroyed or not. If the transport is destroyed, but not the artillery piece that is towed, the latter will stop its movement.
V. Victory conditions
V.1) Death match
Either destroy all enemy units, either accept Surrender of the enemy if this occurs before all his units are destroyed.
V.2) Historical Scenarios
Meet the victory conditions for that specific scenario.
V.3) Objective based games
3.1 Conquer and hold all objectives. An Objective is considered conquered if you keep it one whole turn (on a radius of 2 hexes there are no enemy units). Conquering an Objective will provide Reinforcements.
# Objectives can’t be conquered and/or held only by Aircraft, Paratroopers, Gliderborne units or Partisans.
3.2 Reinforcements are predefined before the game starts. The Reinforcement sets are equal to the number of Objectives. Reinforcements are subject only to the Special Operations Soldier unit limitation and Initiative Limitation (II.3, II.4).
A Reinforcement set has a Cost of 15% from the initial Army Build Cost.
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_________________ Custom AAM Maps & Counters here
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Wed Nov 26, 2008 10:07 pm |
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Afrika Korps

Posts: 1386

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Post subject:
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some updated stuff in bold letters
| Quote: |
House Rules = Official Rules + Add-on
House Rules Romania Add-On
I. Units
All units are played with the revised stat WotC cards / values.
I.1) Aircraft and airborne units
- Aircraft can be attacked only by units with “AntiAir” special ability or other Aircraft.
# An Aircraft without “AntiAir” special ability will get -1 penalty on each attack die when attacking another Aircraft.
- All airborne units are affected by Weather. Bad weather (on a roll of 1, at the beginning of each turn) will cancel the deployment of these units in that particular turn.
- Paratroopers and Gliderborne units have the same type of deployment (at the end of any of your movement phases).
I.2) Transport Vehicle adaptation
• Trucks with no attacking values can transport maximum 4 Soldiers or 2 Soldiers + 1 Soldier-Artillery (including Large Soldier-Artillery like 88mm Flak 36 and 40mm Bofors L60).
• Cars with no attacking values can transport maximum 2 Soldiers.
• Half-tracks with “Gun Transport” SA can tow Large or Light Artillery.
II. Army Building
II.1) Nation Bonus:
If your army build consists only from units of the same nation, at the proposed army build cost add the following percentages (extra points):
- For German-only builds: 5%
- For Allied Major Nation-only builds (USA, USSR, UK): 9%.
- For Medium Nation-only builds (France, Italy, Japan): 35%
- For Minor Nation-only builds (Romania, Hungary, Finland, Poland, Canada, Australia, Greece, China): 50%
II.2) Vehicle/Aircraft – Soldier ratio
For every 20 pct of a Vehicle and Aircraft in your army you must provide 1 Soldier or Soldier-Artillery units, as follows:
o for a Vehicle or Aircraft with a cost of 1-20 points you must provide 1 Soldier or Soldier-Artillery;
o for a Vehicle or Aircraft with a cost of 21-40 points you must provide 2 Soldiers or Soldier-Artillery units;
o for a Vehicle or Aircraft with a cost of 41-60 points you must provide 3 Soldiers or Soldier-Artillery units;
o for a Vehicle or Aircraft with a cost of 61-80 points you must provide 4 Soldiers or Soldier-Artillery units;
II.3) Special Operations Soldier unit limitation
For any 50 points cost of an army build you are allowed to use 1 Special Operations Soldier:
• for an army-build of 1-50 points cost you can use maximum 1 Special Operations Soldier;
• for an army-build of 51-100 points cost you can use maximum 2 Special Operations Soldiers and so on…
Special Operations Soldiers are:
a) Soldier-Mortar units with “Enhanced Range” special ability;
b) Soldier-Artillery units with long range higher than 12 hexes;
c) Soldier-Hero units;
# You are allowed to use only one Hero / Game.
d) Soldier-Sniper units;
II.4) Initiative limitation
The number of Soldiers with initiative must be smaller than the ones without initiative (Soldier-Artillery units don’t count).
The number of Vehicles with initiative must be smaller than the ones without initiative (Transport Vehicles with no attacking values don’t count).
III. Movement and position
III.1) Vehicles facing
Changing facing is considered movement and it is like moving from one hex to another. Regardless towards what hex side you change facing it will cost 1 value of speed. Units with “Strike and Fade” special ability ignore this rule.
III.2) Improved stacking rule
The following maximum combinations are allowed in one hex:
- 4 Soldiers + 1 Transport Vehicle (without attack values);
- 2 Soldiers + 1 Artillery (not Large)
- 1 Soldier + 1 Large Artillery
III.3) Mounting/Dismounting rule
All units can mount or dismount from a transport unit in any phase* (movement and assault) including units with speed 0.
A unit can’t move or attack in the same phase it mounts or dismounts from a transport unit.
# Large / light artillery mounting/dismounting rule: Transport enters hex with artillery and stops. The Artillery unit uses its move to mount the Transport (*artillery can mount in movement phase also). Dismounting of artillery will occur in a successive movement / attack phase.
IV. Attack
IV.1) Indirect Fire
A unit with “Indirect Fire” special ability can attack an enemy Soldier if a friendly Spotter or Soldier with Commander Abilities is within 8 hexes of that unit and has line of sight to it.
IV.2) Attack effect on transported and towed units
If a transport unit is destroyed, make a roll for each transported (not towed) unit. On a 5 or higher that unit dismounts and gets a face-down disrupted counter. Else, it is destroyed along with the transport unit.
If a transport unit is disrupted or/and damaged the transported units dismount automatically.
Towed Artillery units: When attacking towed artillery units, the defense of the towed unit (and not of the transport) will determine if it is destroyed or not. If the transport is destroyed, but not the artillery piece that is towed, the latter will stop its movement.
V. Victory conditions
V.1) Death match
Either destroy all enemy units, either accept Surrender of the enemy if this occurs before all his units are destroyed.
V.2) Historical Scenarios
Meet the victory conditions for that specific scenario.
V.3) Objective based games
3.1 Conquer and hold all objectives. An Objective is considered conquered if you keep it 2 turns - meaning 2 complete movement phases and 2 complete attack phases (on a radius of 2 hexes there are no enemy units). Conquering an Objective will provide Reinforcements.
# Objectives can’t be conquered and/or held only by Aircraft, Paratroopers, Gliderborne units or Partisans.
3.2 Reinforcements are predefined before the game starts. The Reinforcement sets are equal to the number of Objectives. Reinforcements are subject only to the Special Operations Soldier unit limitation and Initiative Limitation (II.3, II.4).
A Reinforcement set has a Cost of 15% from the initial Army Build Cost.
Victory condition for any type of game: if the enemy loses 75% of his build-up, including any reinforcements he might have received and you still have at least 50% of your build (including any reinf), the enemy is declared DEFEATED .
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_________________ Custom AAM Maps & Counters here
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Thu Dec 11, 2008 2:55 pm |
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Afrika Korps

Posts: 1386

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Post subject:
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Well recent events changed a little our rules; in bold the changed rules:
| Quote: |
House Rules = Official Rules + Add-on
AAM House Rules Romania
I. Units
All units are played with the revised stat WotC cards / values.
I.1) Aircraft and airborne units
- Aircraft can be attacked only by units with “AntiAir” special ability or other Aircraft.
# An Aircraft without “AntiAir” special ability will get -1 penalty on each attack die when attacking another Aircraft.
- All airborne units are affected by Weather. Bad weather (on a roll of 1, at the beginning of each turn) will cancel the deployment of these units in that particular turn.
- Paratroopers and Gliderborne units have the same type of deployment (at the end of any of your movement phases).
I.2) Transport Vehicle adaptation
• Trucks with no attacking values can transport maximum 4 Soldiers or 2 Soldiers + 1 Soldier-Artillery (including Large Soldier-Artillery like 88mm Flak 36 and 40mm Bofors L60).
• Cars with no attacking values can transport maximum 2 Soldiers.
• Half-tracks with “Gun Transport” SA can tow Large or Light Artillery.
II. Army Building
II.1) Nation Bonus:
If your army build consists only from units of the same nation, at the proposed army build cost add the following percentages (extra points):
- For German-only builds: 5%
- For Allied Major Nation-only builds (USA, USSR, UK): 9%
- For Medium Nation-only builds (France, Italy, Japan): 35%
- For Minor Nation-only builds (Romania, Hungary, Finland, Poland, Canada, Australia, Greece, China): 50%
II.2) Vehicle/Aircraft – Soldier ratio
For every 20 pct of a Vehicle and Aircraft in your army you must provide 1 Soldier or Soldier-Artillery units, as follows:
o for a Vehicle or Aircraft with a cost of 1-20 points you must provide 1 Soldier or Soldier-Artillery;
o for a Vehicle or Aircraft with a cost of 21-40 points you must provide 2 Soldiers or Soldier-Artillery units;
o for a Vehicle or Aircraft with a cost of 41-60 points you must provide 3 Soldiers or Soldier-Artillery units;
o for a Vehicle or Aircraft with a cost of 61-80 points you must provide 4 Soldiers or Soldier-Artillery units;
II.3) Special Operations Soldier unit limitation
For any 50 points cost of an army build you are allowed to use 1 Special Operations Soldier:
• for an army-build of 1-50 points cost you can use maximum 1 Special Operations Soldier;
• for an army-build of 51-100 points cost you can use maximum 2 Special Operations Soldiers and so on…
Special Operations Soldiers are:
a) Soldier-Mortar units with “Enhanced Range” special ability;
b) Soldier-Artillery units with long range higher than 12 hexes;
c) Soldier-Hero units;
# You are allowed to use only one Hero / Game.
d) Soldier-Sniper units;
II.4) Initiative limitation
The number of Soldiers with initiative must be smaller than the ones without initiative (Soldier-Artillery units don’t count).
The number of Vehicles with initiative must be smaller than the ones without initiative (Transport Vehicles with no attacking values don’t count).
III. Movement and position
III.1) Vehicles facing
Changing facing is considered movement and it is like moving from one hex to another. Regardless towards what hex side you change facing it will cost 1 value of speed. Units with “Strike and Fade” special ability ignore this rule.
III.2) Improved stacking rule
The following maximum combinations are allowed in one hex:
- 4 Soldiers + 1 Transport Vehicle (without attack values);
- 2 Soldiers + 1 Artillery (not Large)
- 1 Soldier + 1 Large Artillery
III.3) Mounting/Dismounting rule
All units can mount or dismount from a transport unit in any phase* (movement and assault) including units with speed 0.
A unit can’t move or attack in the same phase it mounts or dismounts from a transport unit.
#Units with "Mechanized Tactics SA" after mount/dismount, can move at speed 1.
# Large / light artillery mounting/dismounting rule: Transport enters hex with artillery and stops. The Artillery unit uses its move to mount the Transport (*artillery can mount in movement phase also). Dismounting of artillery will occur in a successive movement / attack phase.
IV. Attack
IV.1) Indirect Fire
A unit with “Indirect Fire” special ability can attack an enemy Soldier if a friendly Spotter or Soldier with Commander Abilities is within 8 hexes of that unit and has line of sight to it.
IV.2) Attack effect on transported and towed units
If a transport unit is destroyed, make a roll for each transported (not towed) unit. On a 5 or higher that unit dismounts and gets a face-down disrupted counter. Else, it is destroyed along with the transport unit.
If a transport unit is disrupted or/and damaged the transported units dismount automatically.
Towed Artillery units: When attacking towed artillery units, the defense of the towed unit (and not of the transport) will determine if it is destroyed or not. If the transport is destroyed, but not the artillery piece that is towed, the latter will stop its movement.
V. Victory conditions
V.1) Death match
Either destroy all enemy units, either accept Surrender of the enemy if this occurs before all his units are destroyed.
V.2) Historical Scenarios
Meet the victory conditions for that specific scenario.
V.3) Objective based games
3.1 Conquer and hold all objectives. An Objective is considered conquered if you keep it 2 successive phases: 1 complete movement phase and 1 complete attack phase, not necessarily in this order (on a radius of 2 hexes there are no enemy units). Conquering an Objective will provide Reinforcements.
# Objectives can’t be conquered and/or held only by Aircraft, Paratroopers, Gliderborne units or Partisans.
3.2 Reinforcements are predefined before the game starts. The Reinforcement sets are equal to the number of Objectives. Reinforcements are subject only to the Special Operations Soldier unit limitation and Initiative Limitation (II.3, II.4).
A Reinforcement set has a Cost of 15% from the initial Army Build Cost.
Victory condition for any type of game: if the enemy loses 80% of his build-up, including any reinforcements he might have received and you still have at least 50% of your build (including any reinf), the enemy will retreat and will lose the battle.
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_________________ Custom AAM Maps & Counters here
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Sat Dec 27, 2008 7:52 pm |
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