I edited in my last post that there is one round of dogfighting so the AAA plane hits may have to go to 2.
Generals for AA games
-
A= attack +1 for listed units ( icon silhouette)
D= defense +1 for listed units ( icon silhouette)
T= the bonus applies to the units located with the General.
S= the bonus can apply to units up to two spaces from the General.
SS = the bonus is preemptive if a hit is made loses are removed and don’t fire backHow to play with these Generals:
each nation randomly gets one General each turn. You can “buy” more of these but they cost 3 IPC. You can play as many Generals each turn as your IPC divided by 10 ( fractions ignored).
The reasoning for this is to model the bonus as a ability to prepare the logistics for a massive campaign… an offensive and the ability for each nation to secure the resources for this effectively, so its related to your total productive output.
you can never use more than one general in any one battle
Example: if Germany has 34 IPC they can play up to 3 Generals. They start with one thats free. They can buy and play up to 2 others and of course these are drawn randomly.
If a leader has a tank icon that means a tank or artillery can receive the bonus.
If a leader has a Battleship he can substitute a Cruiser or Destroyer for his bonus.its kinda like an alternative to NO’s for AA50 in a way.
-
Only 5 leaders have SS.
They are Eaker, MacArthur, Manstein, Doenitz and Nagumo.I think they were some kind of Super Leaders that could effect allied units too, that or S = Surprise attack
-
yea thats what i figured… SS is preemptive strike like subs on first round.
-
This leaders was made for the Classic MB editions, long before we got artillery and destroyers.
Would have been fun if somebody with edb-skills refreshed this leaders, and added some new too, with the new units. Maybe some leaders could retreat when defending, or drop paratroopers, or get bonus when amphibious assaulting et c etc
Also I think this will work better for the more advanced P40 and upcoming E40
-
Sounds like a great idea razor!
Some Soviet Generals…
Zhukov
All tanks attacking the same province as Zhukov hit at a five or less during the first round of combat.Vasilevsky
All tanks within 1 province of Vasilevsky get a sneak attack during the first round of combat.Chuikov
All infantry in his province take two hits before being destroyed.Konev
All tanks attacking the same province as Konev hit at a 4 or less.Timoshenko
Forces in the same province as Timoshenko may retreat after the first round of combat when defending. -
the counters are made. Use them some of your ideas are too strong. For example Chuikov would stay in Moscow making a Soviet last stand impossible for the Axis to overcome.
The counters are perfect as they are and give a little flavor for all AA games. They are universal.
Also, on the note regarding other new units…
If the counter has a battleship i suspect you can also choose a cruiser or destroyer
If the counter has a tank, you can apply the bonus to Mech infantry, or artillery as well.
Thats way nothing needs to be altered to accommodate the new pieces.
-
@Imperious:
If the counter has a battleship i suspect you can also choose a cruiser or destroyer
If the counter has a tank, you can apply the bonus to Mech infantry, or artillery as well.
Sorry old buddy but I dont agree to that.
I think the General should only apply the bonus to the printed icon. Battleships are very expensive, and so are the new Tanks, so almost nobody buy them anymore. This new leaders can balance them out, and make Battleships and Tanks good buys again. If we need leaders for the new units too, just make more leader counters with new abilities.
-
@Imperious:
yea thats what i figured… SS is preemptive strike like subs on first round.
Yes, I see that. Doenitz give one sub a first strike, wich it already have, even without a leader.
Then MacArthur let two infantry roll a preemptive strike. I dont see why. He made a nice surprice attack at Inchon during Korea War, but never during WWII.
Also Manstein let two tanks roll preemtive, and this figures when thinking on the “Backhand Blow”.
Eaker let one Bomber roll preemptive, and I agree with that.
Then we have Nagumo, who was a torpedo specialist and Commander of a Carrier force, and actually made a surprice attack at Pearl Harbour, but strange enough he have icon of a Battleship, no that dont figures. -
Then MacArthur let two infantry roll a preemptive strike. I dont see why.
Marines is what he was getting at. Shock value?
-
Here is a good source for generals of WWII:
-
NEW IDEA
I dont see the point if Germany have one general that boost one tank, and Russia have one general that boost one of their tanks too. This will just even out the balance, and make generals pointless.
So how about each player have a pool with both bad and skilled generals. Lets say you need a general if you want to do combat moves. So you draw a general from your pool, and place him on the front where you want to combat move units. If you got a bad general, he will give your units a negative modifier, and you would want to replace him as soon as possible, but you will need him this turn just to make your moves.
Any comments ?
-
The units are not the same. The icons on the various leaders have unique modifiers for combat.
Plus you are only used on your own turn, so its not the case of having two generals having the same bonus in the same combat situation. And even if it was the dice will always be different and the modifier is only +1
-
You dont got my point, IL, the generals should be like the fortune cards from AA D-Day
-
OK but they should be helping a nation win. I hardly think they kept them employed if they constantly lost the battle…except for Goering and most Italian commanders.
-
@Imperious:
OK but they should be helping a nation win. I hardly think they kept them employed if they constantly lost the battle…except for Goering and most Italian commanders.
I’ve printed these out and play tested them on AA42 and it was interesting. We dished them out, one per turn. By the end of the game there were too many on the board it seemed. I think a limit of 3 per nation or something of the sort would work well. Anyone else have thoughts post play test?
Bill
-
One per nation, but both axis and allies should have the same number. Extra go to Germany, then Japan
Not more than 4 total per side.
Also, the defending general must suffer one combat round before retreating and his retreat can be in full or part.
-
I found some Generals on my hard drive from AARHE. Three pages but the files are too big and will not link here. Does any one know of the Generals that I am referring to? How do I make the pdf file small enough to link here? I tried loading them in a zip file to here but still didn’t work.
-
You need to proxy them with miniatures. These are not ‘files’ or cards.
These rules are a KISS solution that wont alter the game is a major way, but allow some flavor not unlike a NA
- Generals moving with land forces can allow them to move 2 spaces
- ON attack your tanks with general can select the defending land unit they want to hit and if they hit that unit is gone
- ON defense you can retreat after any combat round ( must endure one round as least)
ON your turn you use the General by just placing it in an area and use it to move units and or combat
At the end of your turn to leave it in any land space so if it is attacked, it can retreat. -
bump
-
I admittedly haven’t read the whole thread, but this concept I came up with a while ago might be of interest:
http://www.axisandallies.org/forums/index.php?topic=30016.0
I’ve played a few games with these rules and I think they add some flavor without being too too complicated.