Morser 210 Heavy Artillery (Pack of 5)
From HBG's German Expansion Set, this is the way to go if you need more units of a specific type or color. It is available in 2 different colors: Black and Dark Gray. These plastic gaming pieces can be used in miniature games like Axis & Allies and Memoir 44.
HBG Customer House Rule
Heavy Artillery can only move during the non-combat movement phase, so HVY artillery cannot capture territory only occupy currently controlled territory. HVY Artillery can be used in combat phase as standard artillery at a die roll of 4 or less (attack adjacent territory) but, does not advance int the combat phase. If opposing player does not possess heavy artillery, all combat losses from heavy artillery are removed with no die roll in return. Further, heavy artillery when defending coastal territories can fire on Naval Units participating in an amphibious assault and shore bombardment. Heavy Artillery can only be transported by sea with a single HVY artillery per transport. Movement on land during non-combat movement. HVY Artillery can move by rail if this option is in use. Heavy artillery also comes at an additional construction at a cost of 7.
Explanation: HVY Artillery are large caliber howitzers, these can be towed or rail guns usually 5 inch and above caliber. The idea for HVY Artillery to inflict loss with no return die roll (if opposing player does not have HVY Artillery). The ability to counter battery is lost if the opposing force does not have large caliber guns. Example: Rommel’s armor forces in battle with 8th Army in Tunisia suffered great loss from a British artillery attack. Example: December 1941, during the Battle of Wake Island, US Marines fired at the Japanese invasion fleet with their six 5-inch (127 mm) guns, sinking the Japanese destroyer Hayate by scoring direct hits on her magazines, and scoring eleven hits on the light cruiser Yubari, forcing her to withdraw, and temporarily repulsing Japanese efforts to take the island. The limitation of movement is demonstrated that HVY Artillery can only move in the noncombat phase. When this limitation is used with other house rules the fact that HVY Artillery cannot advance after combat.
HBG Customer House Rule
D6 rules, attack 3, defend on a 3,
D12 rules, attack 5, defend at a 6.
If using targeted hits, on a targeted hit roll heavy artillery may choose any infantry, mech infantry, artillery, heavy artillery, or fortification unit as its targeted kill. Heavy artillery has the usual artillery effect of improving infantry (including mech infantry) attacks by 1 when paired. Movement is 1, though these units fill up an entire transport ship (like an armored unit would) and cannot be used in amphibious assaults. Alternate house rule: these units have a range of 1 and can fire on targets (including cities or ICs) in adjacent territories without entering those territories using movement (not unlike the railway guns of the First World War, bombarding targets deep behind the front line).