Yes it kind of helped steer me this direction - thanks SS!
Generals for AA games
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You dont got my point, IL, the generals should be like the fortune cards from AA D-Day
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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.
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@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
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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.
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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.
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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
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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.
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Pages 25-26 of the rulebook for this game have a section on generals and field marshalls:
http://www.thewargame.com/rules/The War Game - WWII Basic Rules 1942 2nd Edition.pdf
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I use these in my games.
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The values of generals are on bottom.
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The colors didn’t come out right and they are just painted to country’s color for now. They stand on a token so you can see them stand out in a group. Allow 1 general per territory only and there value = If general is worth a 10 then 10 pieces get a +1 on attack or defend. If two generals meet in combat they have to fight each other. If your game doesn’t have alot of pieces then you adjust your values of generals lower. The US and Japan have generals for navy too. Ships get a +1 on attack or defend.
Probably be to expensive for HBG to make these general pieces do to not making alot of them. But a token would work with a pic of general and a value and bottom side.I use these because its simple piece with a few rules.
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SS those generals SUCK. I bought them too. The best quality is Rocco ww2 Military leaders ( Check HBG site if they still have them). Just have them painted and you glue them to roundels ( they will stick very well don’t worry).
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Ha Those are the ones you showed me to buy awhile ago. :-D
Thanks I’ll check it out.
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Ya right….generals are poor.
SS where didn’t found those figures? -
Don’t remember where I got them. Have receipt but can’t find it. IL you remember where you told me to get them?
Crus, you told me along time ago where to get some generals. You still got site of the place? Is it C in C?
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This thread is very interesting. I think a great General would add a great token to the game. A great General would function like a queen on a chessboard. One of the most important pieces. I think this should be echoed in AA. The real question is how would they be generated? I think an IPC purchase is too easy. IN real life, Great Generals cannot be bought. Great Generals rise up by proving themselves in battle. I think this should be reflected in AA.
If it were me, I would have the possibility of a Great General emerging after an epic battle. I would define an epic battle as involving many units. The attacker might receive a great general if he wins a battle beating a certain number of defenders. On the flip side, I would allow a defending player a great general roll if he beat back a certain number of attackers in a battle.
After the battle, the player would roll a die to see if he earned a GG.
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Welcome Muscleape.
By the time you get a General, half the battles are over with. Having Generals at start of game will give you some advantage when the big battles come. Each country should start with a certain amount of Generals.
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SS,
You are right it might take a while for a GG to emerge. Personally, I think waiting for a GG to emerge after an epic battle adds some realism to the game. I also think it adds excitement because one never knows for sure when a GG will emerge.
I also think a GG should be a limited to leading a certain type of unit. I think the player should choose. He could only choose based on the units that he used and survived in the battle. For example, Crazy Ivan attacked with 3 Inf and a bomber. He wins the battle but lost all three infantry. He rolls and gets a GG. The GG he gets would be attached to his bomber from now on and only providing a bonus to bombers on the same territory as the GG. Had an infantry survived with the bomber then he would have a choice of attaching the GG to the infantry or the bomber.
Honestly, I have no clue what the die rolls should be.
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In the thread I linked previously, I talk about how I generate them in my house rules. I have a list of conditions that must be met, for instance, if a territory is captured that contains a IC or naval or air base, you would roll to create an officer of a certain rank.