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New rule set for improved tactical options


jeep

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Jeep v6 rules

Just started using this. It really plays like a different game. Let me know what you think.

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IMPORTANT: When playing with the AI in this rule set, select the "AI units" unit set for the AI players. The AI will not work at all using the standard rule set!

This is a heavily modified rule set from the original. Changes were made to improve the tactical options in the game.

Summary of changes:

Ground combat slowed down to allow for ongoing battles. Artillery units are soft and need to be protected. Infantry are better at defense; tanks are for offense.

Air combat modified so that fighters will dominate other air unit. Tac bombers are stronger verses destroyers, transports, and ground units. Maintaining air superiority is tactically important.

Sea combat changed to make BBs much stronger in surface combat, but very weak against subs. Cruisers have powerful air defense.

New units: ASW planes are for hunting subs and dropping Sea Mines

Sea Mines are defensive sea units, immobile

Heavy air transports allow limited air movement of armies

AWACS for mobile radar

New gameplay: ONLY TRANSPORTS may capture sea resources

Rationing option for cities when you are low on resource

Detailed modifications from original:

Ground combat changes

Terrain modifications for infantry increased (combat type soft)

Paratroopers use 0.8 food, can build airfields in 3 turns

Arty / msl / AA use less food

Inf / tank / para --------------------------------------------------

HP are 5x original to slow down ground combat

Increased production costs

Air => ground: Tact bombers to armor attack increased by 100%. Damage by 2.

Ground => air: inf/tank/para air attack is almost zero. Don't need this since air does little damage

Ship => ground: +100% to inf/armor, ship bombard takes much longer (but this is also desired)

Arty / AA remain unchanged: Note, this makes them very weak to ground attack, but this is ok

Increased missle damage vrs soft/armor

Added GroundSupport combat type for non inf/armor (those with only 2hp)

ICBN range increased

Tactical Nuke added

Naval combat changes

Added AWACS aircraft & surfaceship tag to all ships

Added ASW aircraft

Cruisers & BBs now weaker vrs subs (to offset ASW aircraft advantage) (sub attack *0.66)

Cruisers and batteships now have increased ship attack range at class 3 (BB) 4(CR)

Also have increased view range

This models change to guided missles from cannons

Changed ship attack animation for BB/CR

Changed air attack animation for CR

Tac bombers 4+ have missile attack verses ships at unit circle+10/20

Destroyers weaker vrs air (50%)

Sub view ranges for dest/crus are less than current rules

Missiles

Adjusted the production costs on V2,MRM,cruise missiles

All missiles have 1 hp

Added ability for cruisers 4/5 to hit missiles

Air

Tac bombers and Strat bombers air attack reduced by 50%

Fighters air attack increased by 33%

Added Heavy transport aircraft

Transports can carry 1 more unit

ONLY Transports can capture sea resources

Sea Mines have been added. They must be placed by transport.

Still Need:

Heli bitmaps

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Just finished two games. The first was 2 elite AIs teamed against me, the second was 3. The first game was a really good fight, and I eventually won it. The second was also a lot of fun, but the AIs took it. Actually had the AI using a strong airforce for awhile. Even the second game was tactically fun, just too many enemies to win against :)

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