I’m a passionate Axis & Allies player, although I’ve drifted into HBG’s Global War 1936 version, and have been since I first came across it about six years ago. I think I’ve modified and expanded my personal board and miniatures beyond a value of $4000. An insane amount. I’ts a personal hobby and perhaps an addiction.
Anyways! I say all that to illustrate my enthusiasm for the game, and also to illustrate my interest and willingness to change and improve my game to something beyond simple gameplay, and move into a realm of more historical representation.
My interest is to be a Historian first and Boardgamer a close second. I imagine most of you are the same, otherwise many of you would stick to Risk. :-P
When I first started A&A, due to misunderstanding the rules in our haste to begin a game, and since we had no prior experience of the game, me and my brother imagined that the Airforce worked in a different way then the designers intended. Also, since he was my brother, we where not afraid to twist the rules we where aware of as we thought fit.
All Air Units fought ONE round of Air Combat, a Pre-Combat Air Superiority round before the Air-Ground Attack.
Fighters and Enemy Fighters in the province fought vicious dogfights, the high rollers, Bombers made a few hits with their machine guns, but where low rollers. Fighters, being cheaper, absorbed the hits, and dealt the damage, preserving the bombers.
Then the Air-Ground Attack.
The Air-Ground Attack was limited to ONE round of Combat, and only AAA and Cruisers could target them back. Bombers where Kings, they dropped their deadly payloads and decimated the enemy. Fighters could also strafe the ground with their machine guns, but they where low rollers and did not cause much damage. They could still absorb the hits, preserving the bombers to fight another day.
This system worked very well, and we where shocked when we realized other players air units where present the entire battle. Suddenly, Air Units where Kings of Combat, they where the most prized unit. If you lost a Fighter, you might even shed a little tear.
I was a little bit disgusted honestly. Tanks used to be Kings in our games, a stack of Tanks was something to let you gloat or cast fear in your heart. Now, the Airforce? How bizarre. The Airforce shouldn’t be THAT powerful should it? A stack of Airplanes could rapidly flit from front to front and decimate armies, they deployed off the coast and wiped out a fleet, then flit across Europe in time to assist in the defeat of Moscow the next turn.
How many airplanes is a Fighter miniature supposed to represent? 1000 Planes? 2000 Airplanes? And how much is an infantry unit supposed to represent? 50’000 men? 100’000 men? How could a Fighter, 2000 Planes, take out 100’000 men or even 300’000? In a period of 6 months? These numbers are why me and my brother assumed rules for our Airforce without really checking them out.
We kept the same costs for our planes, but we changed their Ground and Air Attacks a bit. We liked our games because it made Tanks the best land units, which we felt was historical, and you needed infantry to back them up. The Bombers Hits on the Ground where bonuses to land battle, but you couldn’t count on them, and sometimes you’d swear at your two bombers unable to hit a lone transport in the sea because you rolled misses, but you rationalized it because the sea is massive, and sometimes you cant find things.
To protect your Armies, you bought AAA that you hauled around with you. Eventually the rules evolved so the Defending Airforce could scramble from Airbases, both on Land and Sea to protect your troops as well. What happened was as you outfitted your Armies with AAA, you had to begin sniping at undefended enemy troops further and further away, gradually migrating your Airforce to Africa, and then suddenly back to the U.K as an opportunity arose.
But because the planes where expensive, one AAA per large army was enough to prevent an enemy bombing run. Once we realized that the designers intended them to be played differently, we dropped their price a bit, especially for Fighters, but we kept our Realistic Airforce Power Rule for me and my brother.
I really liked this rule. It felt historically accurate. Bombers couldn’t destroy 300’000 men in 6 months, Tanks where Kings and wherever they went; they carried battle on their treads.
It’s a unique concept, but because I learnt with it, I accept it as the most natural thing. I like it way more then the original rules.
The few games I do play now, with a few locals, we play as per the original rules, and I find the Powerful Airforce just drives me nuts. I constantly forget, and I risk my transports alone in the water and they get auto-killed, I forget that an enemy can suddenly shift the balance of power extremely radically in their favor from the East to the West by just bouncing their Planes from Paris to Kiev. With the addition of these aluminum flying eggshells, Tanks became kinda boring. All a person needs is Infantry and Airplanes.
Anyways, I’ve tried to introduce a few people to this concept, and even managed to play a game with my rules somewhat in place.
I learned two things:
When playing a game with your rules, don’t be Mr. Nice Guy and let yourself begin making compromises. Its better to stick with one set of rules instead of a constant evolution of what Air Units can’t and cannot do.
Second, we came to a cool compromise. :-) I believe it was present in G39 in some form.
Air Units participate in all rounds of combat, but, Pre-Round, each Round of Combat, an Air Superiority Battle takes place. The Battle of the Skies.
Planes fight for Air Superiority, and the Survivors participate in the Ground Battle. Air units can retreat after each round, and if the Defending Airforce has a Airbase they can also retreat to fight another day.
It works even better if the Defending Airforce can Scramble to adjacent land territories when an airbase is present.
Now we have a vicious and bloody air war, a slogging land war where the Tank is King again, and the Sea…is the Sea.
I still need to figure out how to make naval sea movement somewhat more realistic yet still not allow a player to circumnavigate the globe 8 times before the next turn. Its that Historical Realism vs. Gameplay aspect again.
For now though, I think I like the Modified Airforce rules we have.
Any thoughts?