Bruce X
United States Unspecified Ohio
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The subject says it all.
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Robert Wesley
Nepal Aberdeen Washington
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Right NOW, then JUST 'moi' has it, while you can try it out using the GRAY 'chips' out of any current "A&A" "Game" placed under these to DENOTE which ones have yet another 'ability'. It is what we HAD to be using. Then with the "markers" on their 'NEW Ability Chart' you can keep track for what you HAVE. I've also provided an 'article' on obtaining the 'bits' here: http://www.boardgamegeek.com/thread/164018
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JEFF DEN HERDER
United States LA MESA California
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house rules
We added add two house rules to make it interesting. DECAPITATION STRIKE In the theory of warfare, a decapitation strike is a first strike attack that aims to remove the command and control mechanisms of the opponent, in the hope that it will severely degrade or destroy its capacity for retaliation. For example, a massive cruise missile strike on Washington DC using conventional weapons to destroy the White House.
The invaders get a single 1d10 roll. On a 1 or 10, the following occurs::
A decapitation strike of 10 supersonic Tu-160 Blackjack carrying twelve Kh-X555m long range cruise missiles succeed in striking Whiskey Hotel. Seven minutes later, a follow on raid of 15 Tu-95 Bear bombers, each carrying six Kh-55 missiles, located on a internal rotary launcher, and 10 more Kh-55's on external pylons, struck the first responders and ensured the removal of the top tier of several branches of the United States Government: all of Congress, the President, his Cabinet and the National Security Council.
For purposes of the game, if the DECAPITATION STRIKE is a success, the US will NOT receive the LASER RELAY and will NOT draw two PARTISAN cards on the first turn.
CHEMICAL MUNITIONS Tactically, nonpersistent agents are very useful against targets that are to be taken over and controlled very quickly, such as cities. Modern doctrine requires high concentrations of lethal agents almost instantly in order to be effective (one breath containing a lethal dose of the agent). The primary weapons used are rocket artillery and ballistic missiles with cluster warheads. The contamination in the target area will dissipate and are not detectable after four hours.
The effect of CHEMICAL MUNITIONS take place BEFORE the DEFENDER has a chance to roll combat.
This is to simulate a rolling barrage of high explosive artillery shells and chemical agents falling on the defender in order to neutralize the defender in the path of advancing attacker. The creeping artillery barrage is immediately followed by the mechanized assault.
For purposes of the game, each PLAYER will receive two CHEMICAL MUNITIONS tokens. These tokens can only be used against CITY territories. An army can only use a CHEMICAL MUNITIONS token for ATTACK.
When using a token, one of the following occurs:: -destroy one unit (ATTACKER choice) before DEFENDER rolls combat or -retreat up to two units (DEFENDER choice) before DEFENDER rolls combat
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Robert Wesley
Nepal Aberdeen Washington
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Check into this some when you can: Enhanced VARIANT
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