- Imperious leader
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- Joined: Tue Jul 06, 2004 3:04 am
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They boost infantry and Artillery only +1 in defense and the number of boosts is limited to the the printed IPC value in area.
The +1 lasts for all rounds as long as you got defending Inf and Art.
Also, you cannot build more than one per territory.
Capturing a territory with a blockhouse - Either destroyed or no benefit until the capturing countries next turn. (Prevents its immediate use during a counterattack)
5 Infantry cost 15 IPCs, 15 IPCs for a blockhouse is 30 IPCs total for what is essentially 5 tanks -30 IPCs, except the tanks can still move and they attack at a 3, while the infantry dont attack at a 3 and only defend at 3 with the blockhouse. There is an advantage if the defending Infantry repel an invasion, destroyed infantry can be replaced cheaper for what it would cost for a tank, as well as the ability to shoot at transports.
This adds a little more fun and planning to bombardments. Also tactical or strategic bombers could be allowed to target the defenses to knock them out. For every 3 damage a blockhouse sustains one less infantry can defend at 3, at 15 damage points the blockhouse is inoperable.
If you want historical justifications for anything like it think the Atlantic Wall which failed with naval and aerial bombardment or the defensive fortifications the Russians used at Kursk which were overwhelmingly decisive.
Have the cost and function blended from that of a minor IC and AB/NB. You can place only one per territory, and it looses function when it takes 3 damage. Cost 12 IPCs, and has built in AA. Takes up to 3 hits saving inf or art that are present in the same territory. It is a defensive facility and will allow up to 3 units to fire +1 twice in the battle.
1st is a one time (per battle) pre-empt strike rolled before the attacker rolls. Up to 3 def units (one must be an art) get a kill shot @ 3 or less (+1), and attacking units are immediately removed (don't fire). Then attacking units fire as normal. *Note bombardment would take place at the same time (simultaneous), so wouldn't effect this pre-empt shot. It could however effect the normal battle if bombardment ended up shutting down the fort w/3 damage.
If the fort is operational when the normal battle resumes the following occurs.
#1 The fort continues to absorb hits from attacking units max of 3 (would include SBR and bombardment shots). Note must be at least one def inf or art present for fort to absorb hits (so yeah it could take 4 shots to kill one inf lol).
#2 Because this is simultaneous up to 3 def units (inf or art) will return fire @ 3 or less (+1) in this round of battle. Causalities are removed from both sides. If the fort is still operational (less then 3 damage) then it will continue to give the +1 to 3 def units (inf or art) in the next round etc.....
You place a damage marker (or chip) under the fort to show it absorbed a hit (saved an inf or art). Once the fort gets 3 damage, it can't absorb hits any more, and the inf/art loose the +1 boost as well. *Note, the fort provides the +1 boost for 3 units (inf or art) until it takes 3 hits/damage and is rendered inoperable.
A fort can be SBR'd as well to shut it down, but like other facilities it has a built in AA gun. 3 damage will shut it down and it won't absorb any hits, boost inf/art or get a pre-empt kill shot. In an SBR a fort can be damaged up to 6 damage (2X like a minor IC). You can buy out damage markers for 1 IPC each (like normal) to regain the defensive benefits again. If the territory is captured, then the facility is removed.
In reality this facility would probably only be operable for the pre-empt strike, and the first round of battle, but could save 3 units (inf/art), and allow them to fire +1 in def for that first round of battle (and preserve then to fire later as normal). If the enemy is repelled the fort could be repaired and be ready to go for the next time. You could do some research and place a few forts at set-up as well.
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