There’s no official answer that I know of. A&A is such an abstracted game that, in one sense, it would be meaningless to say that game unit X corresponds to real-world military (or naval) formation Y. Given the scope of A&A Global 1940, however, the various unit types on the map would roughly correspond to large formations if we were to assume that the allocation of units in the rules corresponds to real WWII numbers. As an example, Germany’s invasion of the USSR was carried out with over 150 divisions – so from that perspective, the small number of sculpts on the actual board could at best only correspond to army groups. At that level, it shouldn’t even be possible to differentiate between the components of the army groups, nor even of their consitutent armies or corps; the highest-level tank formations in WWII were, I think, armoured divisions and (one level further down) tank brigades. So one way to look at the game would be to imagine that we’re not actually seeing the military formations themselves, but rather a patchwork picture showing some of the elements of those formations, with some of these elements being high-level ones and others being lower-level ones (like tank brigades).
AA50: House Rules
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thx
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On the Phase 2 map, shouldn’t there be some kind of Soviet convoy in the Persian Gulf or Indian ocean as Iran was an important loaction for Allied supplies entering Russia, at least as important at the murmansk run.
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minor edits on rules. some removed and some added.
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Definitely like some of these ideas both giving artillery better defense and being able to leave them in the territory from which the attack originates. however i don’t see any problem with them attacking as i feel it simply represents artillery divisions moving forward to support an offensive.
i’m also working on a house rule where artillery get a shore gun ability for amphibious defense. i feel something needs to change on amphibious attacks since the current system gives no type of disadvantage to the attacker plus the attacker can bring supporting sea units and make the attack even more in their favor. in reality the same troops who are evenly matched doing a land based assault would be more disadvantaged trying to make that assault from a beach head. perhaps give infantry and artillery a roll of 3 first round. for the shore guns it would allow artillery to fire at 1 against each transport in an effort to destroy it. not sure how i would handle the troops inside if the transport is hit.
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You could just have all defending units fire first, remove attackers that got hit, then remaining attackers fire
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@Imperious:
You could just have all defending units fire first, remove attackers that got hit, then remaining attackers fire
hmmm that would make amphib invasion awfully lethal and tricky…… :-D EXCELLENT
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well it is KISS.
just have defenders fire first in every round and remove loses then attackers fire.
for more realism…
You can also limit the number of units landing each round limited by the IPC value… so in france you can land 6 units 1st round, 12 second, 18 third.
The attackers cant get all the pieces on the beach in one load.
also cost the attacking player one IPC for each land unit used for this purpose. ( this is not a picnic son)
Another thing is to roll a die for sea conditions. 1-3 you can land, 4-6 you cant. Its not like "hey lets invade today… hows the weather?.. why do you ask?.. isn’t it enough that we just decide we are gonna land 1 million men today with no care in the world?.. To me this is asinine that they don’t have something in the rules to cover this.





