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Eric Marino

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Joined: 23 Dec 2007

Posts: 412




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Hey this was recently talked about, I need to pay more attention.

Ok first off sorry that the rules are hard to follow its something easier to explain than it is to write. Things were lost in transation so to speak.

Every island has its own income is a great rule, have you tried it? it seems that it would make keeping track of income more diffacult.

As an alternative to keeping track of time you could play development the A&A way. you pay a cost, say ten points and roll a die, if four or higher advance your year by one.

You need to destroy your opponents cities before you can capture them. a city with zero hull points is automaticly captured when attacked by a transport, if you level the city with guns then the city won't have any upgrades left. If however you storm the city with transports (with soldiers)
then you can take the city intact.

As for #4 I have a four by six foot gaming mat so that doesn't become an issue for me, but yeah no more than two people on a single map

"Citys usually occupy one square on the map, ships and subs are allowed
to enter this square without having shallow draft SA, ships and subs can
left the city square in any direction into adjacent open sea squares,island
squares only allowed to MTB/PT boats, note that you cannot enter and
leave one city square in the same turn, the movement of any unit ends
immeadetly in the City square.
You cannot enter enemy city squares.

You can choose what you want to shoot at either the ships in the city
or the city itself, ships and subs that are in the city square can return fire
in case they are under attack and they have no rearming counters on it."

I should put the above text somewhere, this is what I do.

For #5 this is the way I play it, keep in mind that you do get to choose the upgrade that gets removed when vitaled so you don't want to choose the best first

firing arcs for the coastal defense would be more realistic but the cost would need to be dropped.


the battleship thing is a good idea but I've had more trouble with baltimores than battleships. This issue is negated by using a larger map, you can see and prepair for the ship several turns before it can attack you
PostSun Jul 27, 2008 6:39 pm
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The_lucky_Y

 


Joined: 09 Jan 2008

Posts: 6599




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we usually count the time in 2 month  steps or if we had not to much time then we count quartals per round, see my updated rules so you never face a baltimore at the beginning of a game because we start at 1 1941.
here the rules http://aaminis.myfastforum.org/about2735.html , we worked out in our test group, for keeping tarck with the coins I use the pirates coins or we write down them on a sheet of paper because you own not very much island citys during the game.
we run testgames every friday since i know your scenario.

most important rule: citys that are complete destroyed(no hull points left and no upgrades is removed permanently from the game, that makes the player more motivating in defending them at any cost.

next saturday iŽll make pictures from our games then they were in process.
_________________

YVAN EHT NIOJ !


Last edited by The_lucky_Y on Sun Jul 27, 2008 7:24 pm; edited 1 time in total
PostSun Jul 27, 2008 7:10 pm
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Eric Marino

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Joined: 23 Dec 2007

Posts: 412




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Ok Andreas for cities to be captured this is how things work.

transports that attack cities are said to be carrying soldiers, when they enter a city the soldiers assault the city and attempt to take control. Neutral cities are automatically captured with no damage taken when a transport enters that hex/square, the transport is destroyed in the process. For enemy cities you need to reduce the city to zero hull points and then send a transport in to the city. You can do this in two ways.

Transports may attack the city by unloading soldiers to assault the city during the surface attack phase, this is represented by a torpedo style attack. The transport rolls four dice and each six deals two hull points in damage to the city. If a transport takes the city down to zero hull points the city is captured and now belongs to that player. Since transports don't "vital" a city they can't destroy any upgrades, you can take the city intact and keep the upgrades, any units under construction are destroyed and lost, the transport unit is is destroyed in the process.

Or you can level the city with offshore bombardment from ships and bombs from aircraft, but not torpedos because it is on land. Once you have the city down to zero hull points you can have a transport assault the city sending soldiers in to capture it. doing this will result in a city that has few or no upgrades, but does not rely on rolling sixes to capture the city. A transport automatically captures a city with zero hull points, and is destroyed in the process.
PostSun Jul 27, 2008 7:22 pm
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