Expansion Concepts 'Locales Cards'-!

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6 months 3 weeks ago #529 by GROGnads
Expansion Concepts was created by GROGnads
Hoi y`all as here is some for mine-! NONE of the following require 'Factory'/IPC complex being present: The 'notion' with 'Roadways' were to expedite ground forces out of one place into another, through an adjacent 'Road/Highway'-! It takes '2'-Turns to complete & Cost 10, by expenditure of '5' each Turn when under construction. The enemy may interrupt/prevent it with occupation by capture while under construction or if completed, then, owning that now. The 'Naval' & 'Airbase' counters Cost 10 to attain & are similar for usages as per their usual. The 'Air Moves Left' denominations will track thus as needed, or a combination from several, in case 'extended ranges' are achieved. Them 'Airfield' markers COST '5' with 'F'=Fighters only, & pay another '5' to upgrade unto 'A'=All. The 'S'='Shipyard'/Depot marker COST '5' & will 'Repair'/'Replenish' any 'Vessel', such as with enough 'Planes' aboard a 'Carrier', or half-damaged ones becoming fully restored. This were ideally printed out onto '8-1/2 by 11' label sheet, then mounted apropos upon several 'cereal boxes' glued together for however thickness you desired, or just '1'-! Have 'Supervisionary' present or an Adult/Attendant as requisite. Anyone else had theirs for: whatever-? Share with one another, or do not, the choices/mistakes will get 'made'-? No 'rebel nonesuch' tolerated, you know who you're: "so THAT"-!         .

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6 months 2 days ago #574 by GROGnads

Hoi y`all as I wanted to create yet another 'notion' of mine: 'Detailed Locale' cards-! EACH shall be comprised of a regular playing card in its overall dimension, with several 'components' put together to better form an 'Installation', 'Fort Complex/Line', etc upon the 'Map'-! Now, 'Sieges' can become integrated/interjected/incorporated through retreating into them-! With 'Investment' unto these, then you have denial for ownership of an area until/unless they get cleared away. After the 1st 'Combat Round', either side can withdraw & with any 'Leaders' present may further direct their forces, to wherever these wanted within their range.      

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