Hello everyone. I’ve been viewing this forum for years now and have finally registered. I first started playing Axis and Allies Classic in 1994 and have followed the game through its many incarnations. I haven’t had a chance to read a lot of recent posts but I’ll try to catch up. Right now trying to navigate your board on my phone as I’m, eh, between laptops. I’ve always had a habit of mixing game pieces and making up new rules. I guess when you grow up in the seventies that’s an occupational hazard–lots of board games and not too many computer ones? I have a project I’d like to introduce to get some feedback on–hopefully it’s not too much like “The Cones of Dunshire,” (Parks and Recreation–forget the season) but the nice accountants liked that one. Anyway nice to finally be here.
Six new tech options?!
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Right now there are 2 ongoing discussions about mechnized inf (http://www.axisandallies.org/forums/viewtopic.php?t=2220)and para inf (http://www.axisandallies.org/forums/viewtopic.php?t=2267). Why don’t make this into a extended tech issue?
In the standard rules there are 6 options, Jetpowah, Longe range air, hvybomy, super subs, industrial tech, rockets, why don’t add the choice to each roll, so you get to choose between 2 different tech when achiving a 6?
Theese could be:
1.) mechanized inf
- If a blitz move is possible then each amr can bring 1 mechanized inf as support, simlpy by jumping on to the amr as they stride forwards,
- The cost are 4 ipc and their combat stats are 2/2,
- They can only ‘storm-move’ under the circumstances above, else it’s just 1 terr/turn
2.) para troopers
- Para troopers cost 4 ipc, and in each bomy there is room for 2 - of course the plane cannot bomb while carrying paratroopers
- When they attack their suprised targets, they have a 50% chance to gain a suprise attack, that is described in the following: roll a dice on a 1 = +1 attack (1st and 2nd rounds) 2-3 = +1 attack (1st round only) 4-5 = no bonus 6 = defenders get +1 (paratroopers landed in wrong area)
3.) extra capacity on AC
- The AC can carry 1 extra fgt - still no bomys
4.) super AA guns
- The AA gun get’s 2 in their defence, instead of one
- Stille only one/terr
5.) dubbel shot on BB
- To represent the massive firepower of this floating fortress the bb gets a dubbel shot, but else it’s under standard rules
6.) place twice the amount as the IPC count says
- Eg. a IC placed in india with this tech can produce 6 units each turn.
So what do you say - is it to far fetched, og is it woth a diskussion for some extra house-rules?
Personlly i’d like them all……not all mine idéas thoug.
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Sounds good although if you wanted to, maybe add that one bomber can be carried on an aircraft carrier considering the Doolittle Raid :D :wink: .
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Sounds good although if you wanted to, maybe add that one bomber can be carried on an aircraft carrier considering the Doolittle Raid :D :wink: .
It never really caught on as a regular thang though.
Woo-woo! That’s 600 and I’m in the Top…uh…I don’t know how many posters. Lotsa quantity/li’l quality…dat’s me! :)
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Yeah you have a point, just a thought though.
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still a small AC Bomber could take out BB





