IL's new KISS AA50 and AA42 House rules 1.1


  • @Imperious:

    yes i need one more on that.
    correct.

    I have an idea.

    Urban combat, Russian infantry defending a victory city defend on three for the first round.
    Or
    Stalingrad, any German territory completely surrounded by allies will have one unit die of starvation each turn. The German player gets to chose the causality.
    What do you think.


  • Urban combat, Russian infantry defending a victory city defend on three for the first round.

    This is better, but powerful. Sounds more like a Russian winter NA


  • bump


  • @Imperious:

    bump

    What does “bump” mean?


  • Means i got requests for what these rules are, so i post to make it easy to find for those who asked.


  • @Imperious:

    Means i got requests for what these rules are, so i post to make it easy to find for those who asked.

    Are the updates that you were posting included in the “pretty version” that is downloadable on the first page?


  • yes all except this new concept regarding modifying the die based on tier.

    The original concept was a 6,5,4,3,2,1 needed for success for tech.

    In light of discussion we are looking at limiting the ‘incremental success’ concept over succeeding turns to this:

    tier 1 Die roll modification is reduced by 1 point each turn and stops at 1  ( automatic)
    tier 2 Die roll modification is reduced by 1 point each turn and stops at 2  ( does not reduce lower than 2 or higher)
    tier 3 Die roll modification is reduced by 1 point each turn and stops at 3  ( does not reduce lower than 3 or higher)
    tier 4 Die roll modification is reduced by 1 point each turn and stops at 4  ( does not reduce lower than 4 or higher)
    tier 5 Die roll modification is reduced by 1 point each turn and stops at 5  ( does not reduce lower than 5 or higher)

    It makes A- bomb harder to get ( at best its a 5+) and only possible if you got 4 lower techs successfully.


  • Okay IL, I found some block houses like mentioned in another forum. I have a question about:

    Blockhouse:
    It defends preemptively at two rolls of 3. It does not move and costs 8. It must be manned by at least one infantry and this infantry also defends. Only Artillery or Bomber hits can destroy a fortification and the fortification takes 2 hits to kill. Infantry inside cannot be destroyed until the fortification is also destroyed.

    Can you explain what you mean? Is it that if 2 threes or lower are not rolled at the same time the defense fails?


  • Blockhouse:
    It defends preemptively at two rolls of 3. It does not move and costs 8. It must be manned by at least one infantry and this infantry also defends. Only Artillery or Bomber hits can destroy a fortification and the fortification takes 2 hits to kill. Infantry inside cannot be destroyed until the fortification is also destroyed.

    Can you explain what you mean? Is it that if 2 threes or lower are not rolled at the same time the defense fails?

    I think you left out a bit of the rule. As i recall only a one result from Artillery or Bombers will score a hit, all other results 2-6 have no effect. Until it takes the two hits, no other hits count or can be assigned to other units.

    That idea is an old one and i think it was meant for another type of game. My approach now just is a simple modification of defense for Infantry and Artillery defending, rather than a “tough nut to crack” for the defender and give nothing in terms of modeling the defensive advantage of having a fortified structure to defend in.


  • @Imperious:

    Blockhouse:
    It defends preemptively at two rolls of 3. It does not move and costs 8. It must be manned by at least one infantry and this infantry also defends. Only Artillery or Bomber hits can destroy a fortification and the fortification takes 2 hits to kill. Infantry inside cannot be destroyed until the fortification is also destroyed.

    Can you explain what you mean? Is it that if 2 threes or lower are not rolled at the same time the defense fails?

    I think you left out a bit of the rule. As i recall only a one result from Artillery or Bombers will score a hit, all other results 2-6 have no effect. Until it takes the two hits, no other hits count or can be assigned to other units.

    That idea is an old one and i think it was meant for another type of game. My approach now just is a simple modification of defense for Infantry and Artillery defending, rather than a “tough nut to crack” for the defender and give nothing in terms of modeling the defensive advantage of having a fortified structure to defend in.

    I posted it as it is on the first page of this thread. I still don’t understand the 2 rolls of 3 for preemptive defense.


  • IL will you add a fifth NA


  • I still don’t understand the 2 rolls of 3 for preemptive defense.

    The unit gets 2 rolls at 3 or less and any hits are removed from attacking units before they fire ( similar to shore bombardments)

    IL will you add a fifth NA

    Have not found one that is juicy enough. Do you have one?


  • @Imperious:

    I still don’t understand the 2 rolls of 3 for preemptive defense.

    The unit gets 2 rolls at 3 or less and any hits are removed from attacking units before they fire ( similar to shore bombardments)

    So they cancel out the first 2 hits? Thanks IL.


  • ok:

    Attacking Shore bombardments go first ( remove loses), if you got no SB, then the Fortification fires
    Fortification fires ( remove loses)
    Remaining attacking units fire
    Defending units fire
    Remove loses


  • @Imperious:

    ok:

    Attacking Shore bombardments go first ( remove loses), if you got no SB, then the Fortification fires
    Fortification fires ( remove loses)
    Remaining attacking units fire
    Defending units fire
    Remove loses

    So the fortification fires using two dice at 3 or less for a hit?


  • yes


  • @Imperious:

    yes

    Ok. Thanks IL.


  • Blockhouse:
    It defends preemptively at two rolls of 3. It does not move and costs 8. It must be manned by at least one infantry and this infantry also defends. Only Artillery or Bomber hits can destroy a fortification and the fortification takes 2 hits to kill. Infantry inside cannot be destroyed until the fortification is also destroyed.

    interesting, it seems the house rules mentioned in this post are more for A&A 50 or the new A&A Pacific (Europe Combo)…
    but to use these in A&A 1942 they may need to have different stats.

    here’s what i was thinking:

    Blockhouse   Cost 6-8   Move 0   Att 0     Def. 0
    — Only 1 Per Territ, holds 1 or 2 inf. unit
    — 2 DMG Unit (never Destroyed)
    — • Inf. in B. House = Inf. inside Def. 3 on 1st Cycle
    OR • Inf. in B. House = Inf. fire preemptively during Amp Assault (Hit w/ 1) on 1st cycle hit only or maybe every cycle of combat

    What do ya think?


  • Blockhouse  Cost 6-8  Move 0  Att 0    Def. 0

    –- Only 1 Per Territ, holds 1 or 2 inf. unit
    — 2 DMG Unit (never Destroyed)
    — • Inf. in B. House = Inf. inside Def. 3 on 1st Cycle
    OR • Inf. in B. House = Inf. fire preemptively during Amp Assault (Hit w/ 1) on 1st cycle hit only or maybe every cycle of combat

    So what your saying is you pay 8 IPC and get up to 2 infantry getting +1 on defense for one round and the installation takes two hits and cant be destroyed?

    You can buy two artillery and also get 2 hits and they give you two rolls of 2. Id rather have that.

    Secondly, if its on the coast the infantry fire first before first round?

    Why just infantry? Artillery were fixed on the coast to pummel invaders.


  • @Imperious:

    So what your saying is you pay 8 IPC and get up to 2 infantry getting +1 on defense for one round and the installation takes two hits and cant be destroyed?

    You can buy two artillery and also get 2 hits and they give you two rolls of 2. Id rather have that.

    with this you get 2 roles of 3.

    @Imperious:

    Secondly, if its on the coast the infantry fire first before first round?

    Why just infantry? Artillery were fixed on the coast to pummel invaders.

    I guess we can make it 2 units either inf or artillery. 
    I was thinking that the Blockhouse is an artillery unit in itself, just a stationary one.  and it upgrades the units within.
    basicallly, The blockhouse would be an alternative to buying 2 artillery units. 
    that can be repaired for 1 IPC per damage, gives the 2 units inside either a 3 on defense (which i like better)
    or the preemptive fire on a amp. assault (in the 1st round)
    the fact that you can repair them is the biggest advantage i think, but it would have to be held for a full round maybe…

    Its a work in progress For The Spring 1942 game.  Didnt want to radically change the rules.

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