AAMRE: Axis and Allies Modern Revised Edition


  • cool


  • IL, are those setup cards coming anytime soon.


  • sorry its me this time… very lazy… ill get to it soon.

  • Customizer

    Like the thinking on Poland.

    Churchill and Stalin uprooted it and plonked it down a few thousand miles west.

    You picked it up in your mighty fist and put it back again.

    Leaving room for…greater East Germany!


  • That map is drawn directly from our AARHE map. Its supposed to look similar to revised. Also, some territories are gonna be larger so i can fit the pieces (like a key territory known as east Germany.)

  • Customizer

    Hmmm, is there a particular date?  I’m working on a C.1962 map; let you have a look soon.  But there’s really no need to add more inaccuracies to the many already present in the Hysterical, sorry Historical edition.  I’m doing a 1939 map and while I use the 1940 map as a basis, I have to change the borders to accomodate the Bastard of Europe, still extant at this time. I have to say it’s no wonder Poland’s neighbours wiped it off the map so many times - it’s an absolute pig to draw.
    I have Warsaw Pact, China, NATO and SEATO as major blocks; this of course splits USA in half as some have proposed for A&A.


  • Great pics


  • the map is 1962…even though it has north and south Vietnam… i wanted to make it playable for other years


  • here’s my suggestions. bombers are the only units not on here and i will do missile warfare latter( special units)

    Unit: Cost: Move: Attack: Defense:
    Infantry:
    Militia 2 1 0 1
    guerrilla warfare. militia can submerge just like submarines. submerged militia do not contest the ownership of a terrtory.

    Infantry 3 1 1 2
    an infantry can be match up to only one armored unit

    Elite 7 2 3 2
    this unit has preemptive strike in an attack. a country can only bring two of these units into an attack.

    Armor:
    Artillery 4 1 2 2
    this unit has preemptive strike

    Hovercraft(sea unit)* 8 2 2 0
    this unit and the infantry its carrying have a preemptive strike. if used in an assault this unit returns to the last seazone it was in during noncombat.

    Tank 6 2 3 3
    blitz: this unit can make a secondary attack after the first if the 1st combat lasted 2 or less rounds.

    Infantry fighting vehicle( call an apc or jeep if you like) 4 2 2 2
    transport: this unit gives infantry preemptive strike on a 1 to 1 match up. it also can transport 1 infantry.

    Self- Propelled ( SPA) 5 2 2 2
    this unit  can raise an infantry’s attack to 2 on a one to one basis.

    Laser Tanks* 10 3 4 4
    the owner gets to decide which ground unit this hit is taken on.

    Air:
    Helicopter 7 4 2 2
    this unit may transport, 1  armoured unit  or 2 infantry. if it does transport a ground unit other than an infantry, elite or artillery the unit cannot engage in combat during the first round.

    Naval fighter 8 4 3 3
    this unit must land on a carrier on the end of its turn. this unit also dogfights and scrambles.

    Fighter 10 6 3 3
    this unit dogfights and scrambles

    Naval:
    Carrier* 16 2 2 4
    can carry 1 naval fighter and 1 helicopter or 2 helicopters.

    battleship* 24 2 4 4
    shore bombardment, 2 hits to destroy and can carry 1 tactical missile

    destroyer 12 2 3 3
    same as revised

    Submarine* 8 3 2 2
    same as revised (your sub tech was all present t in subs in the early 60’s) plus
    Level one- Submarines can enter Sea Zone 4 and on the following turn enter Sea Zone 62 or 63 (or vice versa)
    Level two :submarine can be allocated to transport an elite infantry unit for a special attack. They can make a landing on a coastal territory and make a selected attack on one non- armored enemy unit. This combat will only be between these two units. If the elite infantry wins the battle it returns to the submarine. the sz must be uncontested to do this.
    Level three- Subs can launch tactical nuclear weapons. They can carry one each

    Transport* 8 2 0 1
    this unit may transport,1 infantry and 1  other unit . if it does transport a ground unit other than an infantry, elite or tank this unit cannot engage in combat during the first round.


  • my suggestions for air combat:

    Dog Fighting fighters( including naval) and bombers fire in opening-fire .
    While both sides have air units these air units fight with dog fighting values(2/2).
    fighter and defending bomber hits must be first allocated on fighter or bombers. the only exemption to this rule is that Bombers attack ground units at 3 or less but can still be hit by air units. when only one side has air units the units fight with normal combat value.

    Bombers
    They defend on a 1 during all combat including dog fighting. Bombers can not participate in a dog fight as the attacker. During strategic bombing bombers may be escorted (see more at scramble against bombers). Bombers can carry 1 infantry unit into battle or in non-combat move phase. If so the bomber cannot attack during this turn.

    Scramble
    Fighters may defend against bombers(s) at a 2 or less. The attacker may escort the bomber(s) with fighters. If the attacker chooses do this it becomes just like a dog fight but only lasts for 1 round and the defender is not restricted to how many fighters will scramble. If a dog fight is occurring in the territory the bomber(s) stop at, they just and tag along. They leave after the first round (when they strategic bomb) of combat and do not count towards the dog fight count.


  • The game features only two types of missiles:

    Tactical nukes and ICBM’s

    I am not sure that either can be intercepted, while perhaps missile carriers have a special attack and those fighters can be somehow allocated to deflect this attack. This would be similar to how destroyers and submarines interact under AAR to draw an analogy…

    scramble against bombers seem to be ok.

    On air combat remember the game has choppers, jet fighters, bombers (strategic) and super bombers ( like the b-2)  this is 1962 technology and technology that could have been developed within the next 10 years.

    so the idea is to try to integrate those ideas based on the current scenario.


  • @Imperious:

    scramble against bombers seem to be ok.

    On air combat remember the game has choppers, jet fighters, bombers (strategic) and super bombers ( like the b-2)  this is 1962 technology and technology that could have been developed within the next 10 years.

    p yeah, its not even likely a fighter would be a to stop a cruise missile. helicopters and fighters don’t engage each other to my knowledge… what do you think of my unit suggestions.


  • It will take time to figure out the differences and compare.


  • Nukes:
    tactical: destroy one ground unit of your choice.  then roll one dice.
    1-  destroy your unit equivalent INSTEAD of your opponents in NA then nuke has no effect( consider miss drop)
    2-  1/3 of you infantry and militia are destroyed because of drift. round up. the owner chooses which units to take the hits on.(militia or inf)
    3-no nuclear drift only target unit is destroyed
    4-  destroy
    5- 1/6 of your opponents infantry and militia are destroyed because of drift. round up. the owner chooses which units to take the hits on.(militia or inf)
    6- 1/3 of your opponents infantry and militia are destroyed because of drift. round up. the owner chooses which units to take the hits on.(militia or inf)

    strategic
    destroy any ICs there and place them on their side.  Ipcs can’t be collected while the ic is turned on its side. In order to collect ipcs from this territory, a factory must be purchased and placed there.


  • Not too keen on that last idea… we need to avoid the math whenever possible. People don’t like to deal with this type of thing in games. They just want to roll a bucket of dice and remove pieces… counting is not fun.


  • @Imperious:

    heres rules update:

    http://www.mediafire.com/?cbifjm1k14t

    dead


  • im redoing it.



  • http://www.mediafire.com/?cxmoxjit8mw

    http://www.mediafire.com/upload_complete.php?id=cb1agyy83zz

    here is the final rules and set up that reflects play testing. It works well. A few comments from posters didnt like the Lazer tanks or lazer shield idea, but that technology was never attained during playtesting. Most people decided to go for nukes ASAP and blow up the world.  :mrgreen: :wink:


  • Looks cool, I’ll try to play it soon

    I was wondering though if you were going to fix any of the geographical mistakes in the map, like Jordan bordering the Mediterrianean and Tibet being impassable. Also what is the reason for not giving some oil producing countries oil feilds.

    Also, besides making Veitnam one country, what other changes( espeisally IPC changes) are you going to make to the map in the more modern scenarios.

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