Red Alert-GAME Thread

Well, it's all about convincing people to buy the darn LT. and against infantry, larger, slower vehicles are more likely to be hit by rockets or, say, Grenades.

The main problem I can see is that the Ranger is still totally useless, cost for cost. It's going to get smacked down by the 4 Grenadiers it'll wind up facing. It's also obsoleted by the LT with just an extra $15, so yeah.

How about reducing it's cost to, say, $40? Basically making it a Pillbox on wheels?

@L: The reason the artillery shouldn't get a Free Strike is: it gains +15% vs BOTH Infantry and Vehicles. The other reason is that doing so obsoletes the AT Minelayer, which has +15% vs vehicles and a first strike.

Sonereal: That speed thing looks awesome. That can finally justify vehicle cost as compared to infantry.
 
while your talking about speed, how fast are all the types of road?
 
So that includes Soviet HTs?

Sweet.

Oh, and what about helicopters?
 
And what are Free Strikes, exactly?
 
How about reducing it's cost to, say, $40? Basically making it a Pillbox on wheels?

@L: The reason the artillery shouldn't get a Free Strike is: it gains +15% vs BOTH Infantry and Vehicles. The other reason is that doing so obsoletes the AT Minelayer, which has +15% vs vehicles and a first strike.[/QUOTE

1. How about half the power of the pillbox with the +3 movement like APCs and LTs. That way, Allied strategy is now focused on weaker, but more numerous fast striking units compared to the slow moving Soviet juggernaut weapons.

2. Which brings me to the problem. The V2 Rocket seems good but it's free strike was given because it isn't as powerful against infantry/vehicles as the Artillery, despite the fact that you'll run into infantry/vehicles more often than not.

while your talking about speed, how fast are all the types of road?

Roads +2 movement, Highways +3 movement+5% defense bonus, Railways +4 movement.
 
I think they're a bit self explanatory. Never explicitly mentioned, but they give a free combat round where the enemy can't fight back.
 
I'd assume Helicopters and Rangers and Planes are 6
 
So that includes Soviet HTs?

Sweet.

Oh, and what about helicopters?

Ah, Chinooks.

Not quite sure yet. I wanted them to be for striking behind enemy lines and ferrying units, instead of supporting units like the APC. So, how about 7 movement but the inability to take territory (the unit inside, once dropped off, can take the territory it's dropped off at)?

And what are Free Strikes, exactly?

When I calculate battle between units, the two units are actively dueling meaning that both are capable of being hurt that round. Free strikes gives a unit a free roll which means that it has the possibility of taking out another unit before the ACTUAL combat round.
 
And how does land vs. sea combat work? Can water units travel on coast territories? I just saw the bonus on the description for the Missile submarine against land units, and I was confused.
 
I'd assume Helicopters and Rangers and Planes are 6

Rangers, 6. Helis across the board might end up being 7 but with the inability of actually taking territory. Planes don't move. They're based at Soviet Airbases but can hit anything within 10 territories and/or reason.
 
Would you give them more range in a crowded area or less in a place with big provinces?
 
Can they fly over oceans?

Yes. Though, since they can carry only one unit, it's probably more effective to use a transport for an actual invasion. The sea units all have a speed of 3 which, on the naval parts of the map, is huge but it prevents incredibly stupid things Civilization's 40 year trek across the Atlantic to invade America.

And how does land vs. sea combat work? Can water units travel on coast territories? I just saw the bonus on the description for the Missile submarine against land units, and I was confused.

Why would units be able to travel on land?

Cruisers and Missile Subs, when parked on the coast, can shell territories within two territories of the coast. The two territory thing isn't in the rules (forgot) but I'll add that.
 
Does the movement of 3 include the province they start in? Say I have a ship I build in Northern Borneo, would it be able to move and preform actions in the Sea of Okhotsk?
 
Naval units start in port when they're built. Moving a unit out of the port into the first sea provinces counts as a move.
 
I am taking an axe to the minelayer units. I'm giving both sides a new defense "building" called the XX (AP or AT) Minefield. These buildings are far more expensive than the Cement Walls. However, when their counter unit steps on the field, there's a 25% bonus of the unit being instantly defeated in a battle round (not destroyed necessarily) and it provides a +15% bonus fighting against the counter unit.
 
Alright. This shouldn't hurt anyone as no one has Minelayers at all at present :p

It also removes the "Artillery/V2 vs Minelayer" balance thing. Although it does mean the Soviets need flyers to counter infantry, but they can probably work with that xP
 
Or we could just build Mammoth Tanks. Upgraded MGs FTW. Oh, and attack animals. Those are fun.
 
Alright. This shouldn't hurt anyone as no one has Minelayers at all at present :p

It also removes the "Artillery/V2 vs Minelayer" balance thing. Although it does mean the Soviets need flyers to counter infantry, but they can probably work with that xP

I'm revamping the ruleset to include the new changes and to be a bit more pleasant to read. Overall, tank units that had relatively low anti-inf bonus have received upgrades. Meanwhile, minefields are finally the effective countermeasure units they should've been. I'll repost the OP in an hour.
 
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