IL's new KISS AA50 and AA42 House rules 1.1


  • Land Technology:
    Tier #1: Enhanced Mobility
    •  Paratroopers - Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
    •  Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.

    Tier #2: Enhanced Artilery
    •  Self Propelled Artillery- Your Artillery now moves 2 spaces in NCM.
    •  Prepared Defenses- Artillery can now provide a +1 boost on defense for infantry units only

    Tier #3: Enhanced Armor
    •  Heavy Tanks- Tanks attack at 4 on the first combat round.
    •  Tank Destroyers- Tanks hitting on a 1 can force the defender to select a non-infantry land unit as a casualty, if avalable

    Tier #4: Future Tech
    •  Sloped Armor - Tanks defend on a 4
    •  Assault Rifles - Half your infantry in combat (rounded down) attack at 2

    Sea Technology:
    Tier #1: Enhanced Cruisers
    •  Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
    •  AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.

    Tier #2: Enhanced Destroyers/Submarines
    •  Sonar- Destroyers now have a first strike against subs if subs are present.
    •  Super Subs- Your subs now defend at 2 and attack at 3.

    Tier #3: Enhanced Capital Ships
    •  Improved Carriers - Carriers now have a 3 figher capacity (carriers always have 2 hits)
    •  Super Battleships - your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.

    Tier #4: Future Tech
    •  Nuclear Reactors - Carriers and Battleships may repair without the need for a port, during the purchase units and repair phase
    •  Super Carriers - Carriers now may launch and land planes when damaged, and have a defense value of 3.

    Air Technology:
    Tier #1: Enhanced Fuel/Range
    •  Drop-Tanks - Fighters may expend extra movement points to re-roll misses. Fighters may not make themsleves unable to reach a friendly landing space in this way
    •  Long Rang Aircraft- Aircraft now move 2 extra spaces.

    Tier #2: Rocketry
    •  Strategic Rockets- Your antiaircraft guns are now also rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it.
    •  Airborne Rockets - Fighters may make one attack in their first round as if they had first strike then must retreat immidealtly.

    Tier #3: Enhanced Targeting
    •  Advanced Bomb Sights - Each of your Tactical bombers and Bombers may re-roll their first miss, bombers may re-roll when strategic bombing
    •  Torpedo/Dive Bombers- your tactical-bombers can make one targeted first round attack against naval units or Tanks. If they hit the selected unit is destroyed/damaged. Further combat rounds are handled normally

    Tier #4: Future Tech
    •  Jet Fighters - The attack value of your fighters is now 4 and defense is now 5.
    •  Guided Missiles - Rolls of a 1 to hit with fighters must be taken as a casualty on an enemy air unit or tank if avalable.

    Production Technology:
    Tier #1: Currency Manipulation
    •  War Bonds- add one die to IPC total each turn.
    •  Lend Lease- You may now give IPC to your allies. Each transport you own gets you one D6, which is rolled and the income transferred to a friendly player on the following turn. For each enemy submarine on the map, subtract one from this total. The final result is subtracted from the giving players IPC treasury for his current turn. This transfer is made at the start of your turn before purchases.

    Tier #2: Industrial Resilance
    •  Underground factories- 2 Points of Strategic bombing damage is repaired for every 1 IPC spent to do so.
    •  Radar - Your AA guns fire at 2 or less

    Tier #3: Mass Prodcution
    •  Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    •  Total War- The first land or air unit built (by type) costs -1

    Tier #4: Future Tech
    •  Academic Grants - Research tokens now cost 4 IPCs, you may now have an active tech roll on all trees.
    •  Atomic Bomb- (Prerequisete - at least 2 Techs from each tech tree) Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: Roll 4 dice, The two highest are strategic damage, the 2nd highest is permanent strategic damage, and the lowest is damage to the territories IPC value. The bomb must be dropped using a bomber, or can be launched via a rocket for an extra 5 IPCs. The bomb moves as if it was an AA gun.


  • just had another idea for the research roll

    It decreases each turn, 6, then 5, then 4….etc

    but get this…you only get to pick your tech on that tier on the roll of a “6”…all future turns may sucesses may or may not be decided by coin flip

    So if you roll a 6 in land 2, you pick…if you dont succeed, and next turn you roll a 5, then your tech is decided by coin flip.

    I tried to modify your techs just enough so that every power can use each one (russia might not be using tactical bombers much over water so I added Divebombing to the Torpedo tech you had)


  • I am not sure but i think you stated the rules as they already are:

    if you get a tech you can only get a tier one technology. To get to tier two you must have at least one tier one tech in that same category.

    So to get the A-bomb you needs one each in production category.

    Now i think what you could also be saying is you don’t get a choice within the same tier and this is decided randomly ( e.g.coin flip )  unless you roll a 6?

    I was thinking somewhat differently, which was to make a proper flow chart ( looking like a tree) where techs related are on a track one leading to another and grouped in even tighter groups.

    Really nice techs would require some success in other fields, rather than payout after 3 choices within a tier.


  • Land Technology:
    Tier #1: Enhanced Mobility
    •  Paratroopers - Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
    •  Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.

    Tier #2: Enhanced Artilery
    •  Self Propelled Artillery- Your Artillery now moves 2 spaces in NCM.
    •  Prepared Defenses- Artillery can now provide a +1 boost on defense for infantry units only

    Tier #3: Enhanced Armor
    •  Heavy Tanks- Tanks attack at 4 on the first combat round.
    •  Tank Destroyers- Tanks hitting on a 1 can force the defender to select a non-infantry land unit as a casualty, if avalable

    Tier #4: Future Tech
    •  Sloped Armor - Tanks defend on a 4
    •  Assault Rifles - Half your infantry in combat (rounded down) attack at 2

    Sea Technology:
    Tier #1: Enhanced Cruisers
    •  Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
    •  AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.

    Tier #2: Enhanced Destroyers/Submarines
    •  Sonar- Destroyers now have a first strike against subs if subs are present.
    •  Super Subs- Your subs now defend at 2 and attack at 3.

    Tier #3: Enhanced Capital Ships
    •  Improved Carriers - Carriers now have a 3 figher capacity (carriers always have 2 hits)
    •  Super Battleships - your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.

    Tier #4: Future Tech
    •  Nuclear Reactors - Carriers and Battleships may repair without the need for a port, during the purchase units and repair phase
    •  Super Carriers - Carriers now may launch and land planes when damaged, and have a defense value of 3.

    Air Technology:
    Tier #1: Enhanced Fuel/Range
    •  Drop-Tanks - Fighters may expend extra movement points to re-roll misses. Fighters may not make themsleves unable to reach a friendly landing space in this way
    •  Long Rang Aircraft- Aircraft now move 2 extra spaces.

    Tier #2: Rocketry
    •  Strategic Rockets- Your antiaircraft guns are now also rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it.
    •  Airborne Rockets - Fighters may make one attack in their first round as if they had first strike then must retreat immidealtly.

    Tier #3: Enhanced Targeting
    •  Advanced Bomb Sights - Each of your Tactical bombers and Bombers may re-roll their first miss, bombers may re-roll when strategic bombing
    •  Torpedo/Dive Bombers- your tactical-bombers can make one targeted first round attack against naval units or Tanks. If they hit the selected unit is destroyed/damaged. Further combat rounds are handled normally

    Tier #4: Future Tech
    •  Jet Fighters - The attack value of your fighters is now 4 and defense is now 5.
    •  Guided Missiles - Rolls of a 1 to hit with fighters must be taken as a casualty on an enemy air unit or tank if avalable.

    Production Technology:
    Tier #1: Currency Manipulation
    •  War Bonds- add one die to IPC total each turn.
    •  Lend Lease- You may now give IPC to your allies. Each transport you own gets you one D6, which is rolled and the income transferred to a friendly player on the following turn. For each enemy submarine on the map, subtract one from this total. The final result is subtracted from the giving players IPC treasury for his current turn. This transfer is made at the start of your turn before purchases.

    Tier #2: Industrial Resilance
    •  Underground factories- 2 Points of Strategic bombing damage is repaired for every 1 IPC spent to do so.
    •  Radar - Your AA guns fire at 2 or less

    Tier #3: Mass Prodcution
    •  Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    •  Total War- The first land or air unit built (by type) costs -1

    Tier #4: Future Tech
    •  Academic Grants - Research tokens now cost 4 IPCs, you may now have an active tech roll on all trees.
    •  Atomic Bomb- (Prerequisete - at least 2 Techs from each tech tree) Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: Roll 4 dice, The two highest are strategic damage, the 2nd highest is permanent strategic damage, and the lowest is damage to the territories IPC value. The bomb must be dropped using a bomber, or can be launched via a rocket for an extra 5 IPCs. The bomb moves as if it was an AA gun.

    some of the scripting needs less cold war terms ( nuclear submarines, super carriers)  but i think we are getting somewhat closer to a solution…


  • @oztea:

    A little bit more than “kiss”….

    agree 100%

    this is NOT a “simple” set of rule changes.

    But you can label it however you want.


  • this is NOT a “simple” set of rule changes.

    These are the actual rules. Everything else is optional.

    Standard Rules:

    Alternative bidding system: The axis player starts with a cash fund of IPC which grows by the rate of one IPC each turn. It can be used once and when that occurs it’s used in its entirety and the fund stops growing. The fund can be used at any time even if it’s not your turn and you immediately place pieces equal to its value in any controlled territory. Unspent IPC are lost.

    Dice challenge: During the course of combat rolls, each side is allowed a number of re-rolls for either a poor dice result as the attacker or defender (costs one point), or a re-roll of an air unit hit from a defending AA (costs two points). The total number of assigned points is to be determined before start of play. Players can choose how they allocate results during each turn. This is done to help alleviate some bad rolls that may occur.

    Anti-Air rolls: These are now done according to Low Luck rules with any fraction still being rolled. Multiple AA guns have no effect. AA guns only fire during the combat phase and not during NCM. Only Bombers can be targeted by AA guns.

    China: The Soviet player controls China starting with its own turn. The flying tiger’s fighter can be rebuilt if destroyed if the US player spends IPC for this. The US player just buys a fighter on his turn and its placed in China at the end of his turn. Also, If the total Chinese controlled territories equals an odd number, round up for the purpose of determining the placement of new infantry.

    Burma Road: If Yunnan and Burma are under allied control the Chinese gain one additional infantry for free.

    New Victory Cities:
    Cairo and Ploesti are added as Victory Cities. The original VC requirement is still in effect, but these are added to symbolize the strategic and historical importance of these localities.

    Infantry Placement at VC: Infantry only may be placed at any originally controlled VC for the cost of 4 IPC each limited to the production value of the territory. Captured VC locations can also produce Infantry, but only one each.

    Tanks: All tanks now cost 6 IPC.

    Conduct Convoy Disruptions:  Each Axis submarine, or surface raider (Battleship or Cruiser) located outside the Baltic and Mediterranean can potentially disrupt Allied shipping. American and British submarines only may disrupt Axis shipping and this requirement would be outside the Baltic.

    Procedure: Each submarine or warship that ends its turn adjacent to the enemy controlled land territory can cause damage up to and equal to the total value of the adjacent territories. Submarines cause 1 point of damage, while Surface raiders can cause 2 points of damage. Example: Japan has 3 subs adjacent to India and takes 3 IPC from the British player’s total IPC total.

    Revised Tech Tree:
    Procedure: Same as AA50 except you assign your researcher to one of the following FOUR categories: Land, Sea, Air and Production. You can only assign up to one researcher per category at a time and no more than two different categories.

    Research & Development Sequence:
    1. Buy researcher tokens
    2. Roll research dice
    3. Roll breakthrough die
    4. Mark development

    Step 1: Buy Researcher Tokens
    Each researcher token costs 5 IPC’s.

    Step 2: Roll Research Dice
    For each researcher you have, roll one die.

    -Success: If you roll at least one “6”, you have successfully made a technological breakthrough.  Discard all your researcher tokens and continue to step 3.

    -Failure: If you do not roll a “6”, your research has failed.  Keep your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.

    Step 3: Roll Breakthrough Die
    If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.
    Step 4: Mark Development
    If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart.  Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology.

    Land Technology:
    Tier #1:
    • Paratroopers- Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
    • Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.
    Tier #2:
    • Self Propelled Artillery- Your Artillery now moves 2 spaces in NCM.
    • Tank Destroyers- Tanks hitting on a 1 can force the defender to select a unit that is not an infantry as his casualty if he has one. (either Tank, Artillery, or Mech).
    Tier #3:
    • Heavy Tanks- Tanks attack at 4 on the first combat round.
    • Prepared Defenses- Artillery can now provide a +1 boost on defense for infantry units only

    Sea Technology:
    Tier #1:
    • Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
    • AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.
    Tier #2:
    • Sonar- Destroyers now have a first strike against subs if subs are present.
    • Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
    Tier #3:
    • Improved Carriers- Carriers now take 2 hits and have a 3 fighter capacity. Damaged carriers can still defend with planes, but cannot launch attacks on naval units until repaired. They can launch their planes for land attacks only if damaged.
    • Super Subs- Your subs now defend at 2 and attack at 3.
    Air Technology:
    Tier #1:
    • Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
    • Torpedo Bombers- your tactical-bombers can make one targeted first round attack against naval units. If they hit the selected unit is damaged or sunk. Further combats are handled normally.
    Tier #2:
    • Long Rang Aircraft- Aircraft now moves 2 extra spaces.
    • Air ASW- Aircraft can now attack submarines without the need for a Destroyer (or Cruiser with naval ASW technology).
    Tier #3:
    • Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, Bombers also now attack at 5 or less and defend at 2 or less.
    • Carpet Bombing- On the first round all air units rolling a one can select defending land units hit. Further combats are handled normally.
    Tier #4:
    • Jet Fighters- The attack value of your fighters is now 4 and the defense is 5.
    • Rockets- Your antiaircraft guns are now also rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This flak level for this is not regarded and each AA gun gets one roll.
    Tier #5:
    • Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.

    Production Technology:
    Tier #1:
    • War Bonds- add one die to IPC total each turn.
    • Lend Lease- You may now give IPC to your allies. Each transport you own gets you one D6, which is rolled and the income transferred to a friendly player on the following turn. For each enemy submarine on the map, subtract one from this total. The final result is subtracted from the giving players IPC treasury for his current turn. This transfer is made at the start of your turn before purchases.
    Tier #2:
    • Underground factories- SBR hits count at ½ value rounded down.
    • Research Talent Pool- Future research costs are now reduced to 4 IPC each.

    Tier #3:
    • Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    • Total War- The first land or air unit built (by type) costs -1

    Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.
    Eventually, you can get to a tier #3 technology and chose any lower tech.

    whats not kiss about this?


  • KISS = Keep It SIMPLE, Stupid


    Well, um, simple means:

    sim·ple   /ˈsɪmpəl/  Show Spelled [sim-puhl]  Show IPA adjective,-pler, -plest, noun
    –adjective
    1.easy to understand, deal with, use, etc.: a simple matter; simple tools.
    Easy to use?  I guess after you use these rules in several games, maybe they might be

    2.not elaborate or artificial; plain: a simple style.
    these rules are quite elaborate

    3.unaffected; unassuming; modest: a simple manner.
    these rules are not very modest either

    4.not complicated: a simple design.
    5.not complex or compound; single.
    Level of complexity can be argued, but there are definitely more complicated than simple rules

    6.common or ordinary: a simple soldier.
    these rules are not very common (dice challenges?)


  • Written by Larry Harris on Mon Apr 12, 2010 10:53 pm

    This is a rather impressive list of Techs IL… Very creative and relate to the spirit of the game components rather effectively. None of them seem too exaggerated. They usually also come with an interesting story-telling caveat as well. I could live with these.

    Hey questioneer…
    If I’m not confused it’s definitely not too complicated… :lol:

    Well i guess they are KISS then :mrgreen:

    let me try to make it more clear.

    The question was not what KISS means, but what i posted above your response is too complicated and not in keeping with KISS?


  • @Imperious:

    let me try to make it more clear.

    The question was not what KISS means, but what i posted above your response is too complicated and not in keeping with KISS?

    All of it.

    My point was you are calling all of these changes SIMPLE, and they are not SIMPLE, IMHO.

    The rules are probably fine.  They’re just not simple.


  • Well thats fair enough.


  • @oztea:

    just had another idea for the research roll

    It decreases each turn, 6, then 5, then 4….etc

    but get this…you only get to pick your tech on that tier on the roll of a “6”…all future turns may sucesses may or may not be decided by coin flip

    So if you roll a 6 in land 2, you pick…if you dont succeed, and next turn you roll a 5, then your tech is decided by coin flip.

    I tried to modify your techs just enough so that every power can use each one (russia might not be using tactical bombers much over water so I added Divebombing to the Torpedo tech you had)

    Bravo Oztea
    I love the techs and the research system is one of the best I’ve seen.


  • He hasn’t explained it with examples. Too me its not clear what he is saying.

    I think he is saying within the same tier you don’t get a choice unless you rolled a 6 and in the case you didn’t the tech is determined randomly?


  • Yes IL that is what im saying
    Id at least like some element of randomness in the tech if you can succeed on more than just a 6

    any “non 6” success should have random tech determination.


  • ok along these lines:

    tier 1 can choose which one you want- no roll needed
    tier 2 can choose if you roll 3+
    tier 3 can choose if you roll 4+
    tier 4 can choose if you roll 5+
    tier 5 can choose if you roll 6 only

    ??


  • interesting….
    a little more rules added to the mix, but interesting


  • Russia only has 5 Techs. They are numbered 1-4 and 6. Maybe add Katyusha Rockets(modified Heavy Artillery).


  • Russia only has 5 Techs.

    what does this mean? Techs are the same by nation, not individual.


  • @Imperious:

    Russia only has 5 Techs.

    what does this mean? Techs are the same by nation, not individual.

    he means NA


  • Yes, Thanks. 5 NA’s.


  • yes i need one more on that.
    correct.

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