This house rule was designed by myself independent of any other source and was made in the 1980s when I played A & A Classic and designed my own variant I term ‘Allies and Enemies’. The rule is as follows; During a develop weapons phase a player mat attempt to develop an atomic bomb. A player must pay 30 PFs for every die roll that is attempted. A roll of a 6 on a D6 roll gives the player nuclear capability (needless to say the die roll must be clearly random). Additionally, the second time (a subsequent turn) a player pays 30 PFs to attempt to develop an atomic bomb the die roll to be successful becomes a 5 or 6 on a D6 roll. For each subsequent attempt of 30 PFs the die roll to be successful decreases by one number so that on the sixth attempt research for an atomic bomb is automatically successful. On the turn that an Atomic bomb is successfully developed that player may buy them at the purchase units phase for 5 PFs for each Atomic Bomb. Atomic Bombs may only be delivered to the target space by Bomber aircraft ( 1 atomic bomb per bomber) or by a Rocket (if house rules allow). The effects of an Atomic Bomb are 1) destroys all units in the target space (either land or sea) and 2) permanently (for the rest of the game) reduces the PF value of the land space targeted by 1 PF (0 being the minimum value) for each Atomic bomb dropped.
Strategic Bombing +
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When it comes to strategic bombing no one commits to one. It seems there isn’t enough incentive to proceed with bombings (at least for some people). So I’ve been playing around with an idea on how to solve that problem.
–Strategic Targeting–
This die roll will determine which type of unit becomes temporarily unavailable to the victim’s
next Purchase Units phase.[1-2] [3-4] [5-6]
Ground Units Air Units Sea Unitsdepending on what you roll,
Lets say you roll a ‘2’
The attacker gets to chose any ground unit: I.E. Tank, The unit chosen cannot be
purchased at the beginning of the defenders player’s turn (this only lasts 1 turn).Here’s an example of combat:
You are Strategic Bombing with 1 SB, and 2 Escorts.
The Enemy has 2 Interceptors-The fighters proceed with combat, none are destroyed.
-The SB receives flak fire from the IC built-in AA, fortunately it was not hit.
The IC is within sight of the Bomber, 2 Dice will be rolled.
1 for Strategic Targeting, and 1 for normal damage
1d6 is rolled @ 2 > Attacker selects from Ground Units column > Tank > Tanks cannot be purchased on defenders Purchase Phase (1 turn only)
1d6 is rolled @ 3 > Industrial Complex receives 3 damage points > player chooses either to repair or not.
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I believe this whole problem can get solved by simply making damage points permanent. I like your creativity though. Just a warning that this thread may get moved to the house rules forum.
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I think this problem can get solved by simply making damage points permanent. I like your creativity though. Just a warning that this thread might get moved to the house rules forum.
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@Trisdin:
I think this problem can get solved by simply making damage points permanent. I like your creativity though. Just a warning that this thread might get moved to the house rules forum.
That would be horrible. Maybe make them cost 2-3x as much to repair? Or maybe add + 5 onto the die roll, or maybe make it -3 and make them permanent.
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Ideas that are not OOB are HOUSE RULES.
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@Imperious:
Ideas that are not OOB are HOUSE RULES.
Alpha ?
Any idea outside anything that Larry decides to post as official changes to OOB or OOB itself is a house rule…
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i like this idea. this idea could work well with using it as a tech such as stategic targeting. or added to heavy bomber tech. this will also could come in handy if HBG starts making light, meduim and heavy bombers





