• They’ll just call him “american Badass”…

    His card have a new “grab 'em by the nose, and kick 'em in the ass” ability.


  • A cool idea… such a commander could have excellent commander abilities… BUT when did a three star general or Field Marshal ever involve himself in such close, squad level combat?  I know Patton was gung-ho… but don’t know too much about him.

    I doubt Rommel ever charged a hill with a few Mausers.


  • I thought Rommel rode along in german armor?..or maybe that’s the way they portrayed him in old movies. Patton on his jeep would be pretty cool…Rommel in a Panther and Monty in a Humber or such…that would be cool…

    Here’s another idea, how about fortified position? Pill boxes with MG42s which any soldier can enter and utilize…give the marines something to torch.


  • oohh i like that, but they should be moveable, i wouldnt want to play with the same pill box or what ever in the same place. fox holes or trenchs would be cool to. to dig a fox hole you could say take one movement turn to do it, then your in it and it would take one movement turn to get out of it, something like that.


  • You could have both…the more permanent ones would have serious defense and could pack a punch at the expense of no mobility…while others could be re-positioned to strenghen the front lines…for that matter…terrain could be added. Barb wire defenses to impede infantry, mine fields, and even Hedgerows…


  • All of these defensive structures can be incorporated in the game by giving units a cover roll bonus while they remain in certain predetermined hexes… For instance, on one of the North African scenarios on the Avalon Hill website allows all units to make cover by rolling a 3 or higher because they are dug-in.

    This would be a simple way of adding a little depth without burdening the game with more rules and things to remember… as you know from playing the game, when a unit continues to makes cover rolls (which my usual opponent does at an alarmingly high rate) you can’t destroy the unit, no matter how much fire you direct at it.

    You could even make a rule that is some cases a unit automatically makes it’s cover roll that ignores enemy units special abilities (like the Red Devil Captain’s ‘pinpointer’), unless attacked by a unit in the same hex, forcing the enemy to get close in to “root out” the entrenched units.  Once in the same hex, the defender would roll for cover as normal, with the -1 penalty because the attacking unit is in the same hex.

    That would be simple to do.


  • I like the idea of air units.  Maybe have different planes, and possibly ships too.  The ships would be a lot more involved, I know.  But, if you chose to use ships AND planes, then you could have map tiles that have one side that is land, and the other side be water.  A small-scale naval battle would be cool.

    However, I also think there should be some tiles that have beachheads.  This way, you could have amphibious landings, sending troops into the beachhead hexes to assault enemy held land.  And with the addition of air units, you could use them to strike enemy positions.  (If this is the case, you might wanna include AA units or abiliities.)


  • I don’t think you should get to move defensive positions like pill boxes.  The whole point is to position them at choke points to make life difficult for units going through there, or the other effect is to have the enemy avoid them all together.  The price you pay is that they have great defense but they can’t move.  If you want a moving pill box that would be called a tank….  I think a high front armor would be good, with the rear armor only attackable by enemy units in the same hex.  Flame throwers would still be able to destroy it with the 3 sixes rule too.

    And speaking from experience, you would not be able to dig a foxhole of any worth in one turn.


  • I dont see why ofrtifications would be such a bad idea…It would provide some interesting scenarios and strategies. It doesnt mean that everygame has to include them or that every players would be required to toss some into their army list; it would be a similar idea to Agent Orange’s beach heads…just provide some more options into the game.

    Another suggestion one of my friends brought up is a little ‘outside the box’ for mini game but is still interesting. He thought adding other cards to game that arent unit stat cards. Now, he isnt referring building a Magic style deck of cards, but having a series of cards that can alter gameplay for all players…cards like weather conditions to represent the extreme cold of the eastern front of the sweltering heat of the burmese jungle. Other cards could disrupt players supply chain or even cards that impede units deploying on certain areas. I even thought you could have cards that could make it difficult for units to enter into villages because someone played and ‘efective propaganda’ card and the locals are causing problems…

    While these events could be added as special rules for a particular scenario, he suggested them for the standard game. players could determine how many events they would play or wether they could be played all at once or one per turn…it’s a little unorthodox but could have some merit…since he is a big ccg player, I told him that it would interesting to make a few cards and see how it would work, so I’ll post some of them when we are finished with them on Photoshop.


  • i wasnt saying that you should be able tomove pill boxes and such in the game, that wold make no sence. i was saying that they should be loose pices that you can put anywhere for each game, i just dont want it to be part of a map, something you cant change (if new maps ever vome out that is)

    each hex is about 800 yards if i remember right, a solder can move 1 hex in the movement phase, so if a soilder can move 800 yards in one turn they should also be able to dig a fox hole of some worth, but ok fine, lets say it takes 2 movment turns to fully dig a fox hole, would that be ok.
    i can also come from experince on this, trying to dig a good fox hole in lose sand is not easy. :x


  • Each hex is 100 meters from side to side.

    Re: air units.  How about once per game, you can call in an air strike to target a certain number of enemy units… like a strafing run by fighters or bombers dropping their payload on units.  There wouldn’t even have to be a piece for this… just a card with the fighter/bombers special abilities.

    This attack would probably be devastating and ruin the game… artillery barrages I could deal with, but that also isn’t necessary.

    This game is about using tactics of units you have on the map… it takes no tactical skill to fly an airplane over some units and blast them.


  • I like the idea of having fortifications that you can place wherever.  I’ve said before in different places that I’m not all about historical accuracy or historical realism.  With that in mind, I would like to set up a game where the teams are not fighting over a common objective, but sort of a “capture the flag” kind of deal.  To avoid the game ending when the teams’ forces get blasted, I’d have reinforcements coming in at regular intervals.  Maybe one WEEK when I have nothing to do, I’ll set up a game like that.  :lol:


  • i like the capture the flag deal, let me know what you come up with orange


  • Actually, just today I was talking to a buddy of mine about it.  I was considering just using an Allied marker from A&A Revised for the Allied “Flag” while using an Axis marker for the Axis “Flag”.  If these actually represent “Strongholds” then I’m not sure how it will affect occupying units’ defenses, cover, etc.  Any suggestions?


  • For the teams, maybe have a starting team of 100 points, and then three consecutive reinforcement teams of 50 points each.  Too much?  :|


  • @Major:

    i wasnt saying that you should be able tomove pill boxes and such in the game, that wold make no sence. i was saying that they should be loose pices that you can put anywhere for each game, i just dont want it to be part of a map, something you cant change (if new maps ever vome out that is)

    Ah, sorry I misunderstood.  I’m totally in agreement with that.


  • @DFlynSqrl:

    I don’t think you should get to move defensive positions like pill boxes.  The whole point is to position them at choke points to make life difficult for units going through there, or the other effect is to have the enemy avoid them all together.  The price you pay is that they have great defense but they can’t move.  If you want a moving pill box that would be called a tank….  I think a high front armor would be good, with the rear armor only attackable by enemy units in the same hex.  Flame throwers would still be able to destroy it with the 3 sixes rule too.

    I agree completely. Maybe you would be allowed to place the pillbox of foxhole anywhere on the map but you still can only setup your units 5 hexes from the edge. So you could play it safe and place the pillbox 5 hexes in or you could take a chance and put it right next to the objective.


  • Or you can craft a scenario in which, for example, several Japanese defenders are in pill boxes guarding the objective and the American attackers have 7 to 10 turns to eliminate them.


  • @AgentOrange:

    For the teams, maybe have a starting team of 100 points, and then three consecutive reinforcement teams of 50 points each.  Too much?  :|

    more, you need more!!! dont you understnad man!!! actually that sounds good, or maybe some kind of deal that if the enemy captures your flag it goes back to your base and all your guys that were dead come back for the next round, or something like that.


  • Or have it so that your reinforcements only come in when your flag gets captured, and you win by having more “flag points” when all the total forces run out.

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