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    Posts made by 1Bean432

    • RE: 2nd Edition Wish List

      Funny thing is, i actually wrote a full-set of rules regarding the following changes i wanted to see in 1914.

      Rail-road movement
      Convoys
      More dynamic neutrals
      A dynamic Italy/U.S.A
      Pacific theater/Japan/Australia
      Colonial mobilization
      Docked Navy and Canals

      posted in Axis & Allies 1914
      1
      1Bean432
    • RE: Forced Armistice Rule for G40/G42

      Best A-bomb rule is by making OP as all hell. As-to make the other side just think ‘well i’ve lost, may as well not prolong it’.

      -Rolls dice against all enemy units @ 5 or lower to kill
      -Maximum damage to all facilities
      -Hit any land territory you like

      Another good idea it to make ALL technology incredibly powerful.
      -Advanced artillery supports 3 Infantry, and 1 Tank
      -Warbonds gives 3 dice worth of IPCs
      -Long-range aircraft allow planes to land on islands as if they were part of the sea-zone, allows them a scramble range of 2, and for land battles
      -Heavy bombers roll 3 dice and pick 2.
      -Improved mech Infantry allow 1 Infantry that start in the same territory to move 2 spaces
      -Rockets can destroy 1 land unit (owner chooses)

      etc

      posted in House Rules
      1
      1Bean432
    • RE: Forced Armistice Rule for G40/G42

      Rules of armistice should be judged by:

      Military power, relative to nearby enemy units.
      Political power, the amount of objectives each side controls.
      Special rules, U.S.A can never sign an armistice.
      IPCs vs enemy IPCs.

      as well as a hand-full of other variables.

      posted in House Rules
      1
      1Bean432
    • 1914 house rules, including Rail-roads, convoys, and colonial mobilization.

      Recently i have re-created the A&& 1914 rulebook to include a bunch of house-rules me and my play group plan to use.

      BUT, i wanted to run them through you lot first. I need feedback on balance/wording etc.

      SETUP:

      National Rail-road capacity:
      Britain: 4, Germany 4, Austria-Hungary 2, Russia, 2, France 2, Italy 1, U.S.A 1, others @ 0

      Add 1 German artillery to German East Africa
      Remove 1 British artillery from union of South Africa
      Remove 4 French Infantry, 2 from Picardy and Burgundy
      Remove 3 Italian Infantry from Rome
      Remove 3 Infantry from Berlin
      Remove 1 artillery from Kiel
      America only starts with 3 Infantry
      Remove all ‘transports’ from the game board

      SPACES ON THE GAMEBOARD:
      Every nation has 2 types of territories, national/regional and colonial. National/regional territories are all territories that you can trace a line from your capital to at the start of the game. Colonial territories are all the territories that are not connected.

      The Danish straits, and the Kiel Canal:
      Movement from SZ 10 to 11 is restricted unless Kiel is friendly OR Denmark AND Sweden are friendly

      Ports:
      Ships you control may move into land territories if the land territory leading into the SZ has a naval base you own. Ships on land may participate in land combat as if they were normal land units.

      THE POLITICAL SITUATION:
      Mobilising a minor power:

      A minor power will only ever mobilise during a certain time. If at any other time it is attacked (from colonies or capital) then it will mobilise against that power, no matter what their original relationship was. When a minor mobilises, the controller of the minor power (and its troops) is the power that has a small national emblem next to the neutrals symbol. If no symbol is present, then the minor powers territory and troops will be controlled by a nation on the opposite alliance. (Opposing alliances decision). Some minor powers will also mobilise on their own after certain requirements are met. The troops that mobilise there are by following:

      Belgium: Mobilises on its own, under Frances control during Frances 2nd Movement phase, Mobilises 3 Infantry on Belgium + 1 Infantry in Belgium Congo

      Spain: Mobilises 6 Infantry, 2 Artillery and 1 Fighter in Spain + 2 Infantry in Spanish Morocco

      Portugal: Mobilises as a British territory during Britain 3rd movement phase IF allies control Lorraine. 1 Infantry, 1
      Cruiser in SZ 14 + 1 Infantry in Angola + 1 Artillery in Portuguese East Africa

      Switzerland: 3 Infantry who defend @ 4 with 2 hit points

      Serbia: 5 Infantry

      Greece: Mobilises as a British territory if Bulgaria, Serbia, and Albania are allied controlled. Mobilises 5 Infantry, 3 artillery, 1 Fighter, 1 Naval base into SZ 20, 1 Cruiser into SZ 17.

      HOWEVER, if Lorraine is under allied control, at any point, after Britain’s 2nd movement phase. Then Greece gains a naval base leading into SZ 20 that can only be accessed by the allies. This naval port does not lay mines, ever.

      Albania: 2 Infantry

      Bulgaria: Mobilises as Germany during their 4th movement phase OR when Serbia becomes CP controlled. 7 Infantry, 3 artillery

      Romania: Mobilises for Russia if 4 of the 6 adjacent territories are allied controlled AND there is a total of 20IPCS worth of allied units MORE than adjacent CP units. Mobilises 8 Infantry.

      Arabia: Mobilises 3 Infantry, and during Britains 4th movement phase. HOWEVER, Arabia can be partially mobilised by controlling Trans-jordan. Add 1 allied Infantry to trans-jordan upon the first time the allies control it

      Ethiopia: 3 Infantry, 1 artillery

      Sweden: 4 Infantry, 2 artillery, 2 cruisers in SZ 12

      Norway: 4 Infantry, 1 artillery, 1 battleship in SZ 5

      Canada: Becomes British controlled during their 1st movement phase. 4 Infantry, 1 cruiser and 2 convoys in SZ 2

      India: Becomes British dominion controlled during their 2nd movement phase. 4 Infantry

      Japan/Australia: They activate on British dominions 2nd movement phase. 6 Infantry in Japan/Australia + 2 cruisers in SZ 33

      ITALY:
      Italy is considered a neutral power until it joins either the Allies or the Central powers.
      While Italy is neutral, place 1 Infantry in Rome during Italy’s ‘turn’. While Italy is neutral, they do not collect income, or mobilise normally.

      Italy’s Sea units are considered friendly to all powers, and therefore do not participate in any combat of any kind, while
      neutral.

      SZ 17 is now halved. This new sea zone is considered ‘sea zone 17.3 while the other is sea zone 17.6.
      Sea zone 17.3 is connected to Piedmont, Tuscany, Sardinia, Sicily, Naples, Rome (and the naval base there), sea zone
      17.6 and sea zone 16.

      Sea zone 17.6 is connected to Sicily, Naples, Albania, Greece, Egypt, Libya, Sea zone 17.3, sea zone 16, sea zone 19, and sea zone 20.

      For reference sake, draw a line between the very edges of Naples closest to Sicily, and draw a line from Sicily onto the edge of the nearby line of sea zone 16.

      Get a piece of paper, write ‘ITALIAN ALLINING’ and:
      Allies:  -10    -9  -8  -7  -6  -5  -4  -3  -2  -1  0  1  2  3  4  5  6  7  8  9  10  11  12  13  14  15
      Central powers:  -10  -9  -8  -7  -6  -5  -4  -3  -2    -1  0  1  2  3  4  5  6    7  8

      Get two Italian roundels and place 1 on ‘Allies -2’ and ‘Central powers +2’ at the start of the game.

      The Italians will join whichever side has +12 relationship over the other  side

      Italy’s entrance into the war is/can be influenced by:
      During a nations turn, it may choose to ‘influence’ Italy, thus, that nation can choose to either make Italy get a -1 on the enemy powers chart, or +1 to your own… Russia may not modify if they have surrendered (or gone into revolution). And U.S.A may not modify unless in the war.

      +1 towards the side for every 30IPCs worth of units on their borders MORE than the other side.

      Giving Italy 6 IPCs, players may choose to create an Italian convoy at their docks. These convoys are to be controlled by the creator, instead of Italy (use a roundel to represent ownership). These convoys are immediately absorbed by Italy during the Italian collect income phase, every time Italy takes a 6 IPC convoy, +3 to those sides Italian roundel.

      Every turn, as long as Austria-Hungary controls Tyrolia AND Trieste, -1 to Central powers Italian roundel.
      +2 every turn to the allied Italian roundel if the allies control Tyrolia AND Trieste.
      -3 to the side who attacks Albania.
      -2 every turn towards the power that controls Switzerland.
      +3 towards the central powers for every allied nation that has surrendered/had its capital captured

      During Italy’s turn, it will move units if:
      There is a difference of +8 as the Central powers compared to the Allies, doing this means all Italian units on Venice move to Piedmont

      There is a difference of +6 as the Allies compared to the Central powers, doing this means all Italian units on Piedmont move to Venice

      U.S.A:
      U.S.A works in a similar fashion to Italy, but instead of working out which sides it’s on; U.S.A works out when it will join the Allies.
      Get a piece of paper and write:
      U.S.A entrance chart:
      –8  -7  -6  -5  -4  -3  -2  -1  0  1  2  3  4  5    6  7  8  9  10
      Place a U.S.A roundel on 0
      U.S units cannot move.
      U.S.A can build convoy’s ship belonging to Britain ONLY. Use a U.S.A roundel below to indicate American convoys.

      U.S.A will enter the war when:
      Mexico attacks U.S.A via the Zimmerman telegram
      When U.S.A reaches 10 on the U.S.A entrance chart

      U.S.A gains IPCs based on the amount under the U.S.A roundel X2 (except when it’s in the negatives).
      This limit is removed and U.S.A gains its 20 IPCs when it enters the war

      Things that influence U.S entry:
      Every turn, move the roundel 1 space up if the roundel is in the negatives

      Every turn that Germany does unrestricted submarine warfare, move the roundel up 2

      Whenever an ally influences Italy, move the U.S.A roundel down by 1. Move it up by 1 whenever its influenced by a CP.

      Every time a neutrals power is violated, +4 if central power, -4 if allied

      +2 whenever a nation joins the central powers by themselves

      +20 if attacked by a Central power
      +12 if the Zimmerman telegram is intercepted
      -20 if attacked by an allied power
      +20 if London is captured
      +10 if Paris is captured
      +4 if Russia revos or Moscow is captured

      Sending the Zimmerman telegram:
      If the US is not at war, then Germany may send the Kruger telegram at any point during their turn.
      Now roll three dice and add their scores together and use the chart below to see what happens:
      3-5: Mexico agrees, U.S.A does not intercept, place 3 German Infantry and 1 Artillery in U.S.A.
      6-8: Mexico agrees, U.S.A intercepts, place 3 German Infantry and 1 Artillery on U.S.A, place 6 US Infantry and 2 US artillery in U.S.A.
      9-10: Mexico denies, U.S.A does not intercept.
      11-18: Mexico denies, U.S.A intercepts, place 6 US Infantry and 2 US artillery in U.S.A.

      Mexican units (represented as German units) are unable to take or contest U.S.A unless additional Central power units arrive. This prevents the awkward situation where Mexico is able to beat the US.

      ORDER OF PLAY
      Austria-Hungary
      Russian Empire
      Germany
      France
      Britain
      Ottoman Empire
      British dominion
      Italy
      United States of America

      British dominion:
      India and Japan/Australia are controlled by British dominion. To represent Japan/Australia, get a piece of paper, divide it into 4 spaces. Write SZ 31-33 on the left three and Japan/Australia on the other. Japan/Australia is the capital @ 6 IPCs and has a naval base going in SZ 33.
      Britain does not start with any units in India, or SZ 29

      Turn Sequence:
      Purchase units, repair units and purchase rail-road capacity
      Movement
      Rail-road movement
      Conduct combat
      Mobilise new units and create convoys
      Collect resources and absorb convoys

      Purchase units
      Infantry @ 3
      Artillery @ 4
      Tanks @ 5
      Fighter @ 6
      Battleship @ 12
      Cruiser @ 8
      Submarine @ 4
      Convoy @ 2
      Additional rail-road capacity: X x 2 +6 (were X is the current number of rail-road capacity)
      Additional transport capacity: X x 2 + 6 (were X is the current number of transport capacity)

      RAILROAD MOVEMENT:
      During this phase, a nation can move a single land unit 2-3 spaces additional spaces IF the unit dint already move during the movement phase. Units that move these additional spaces a required to use rail-road credit or each unit moved. Units can only use rail-road movement if the territory they start in, and move through are friendly, and are considered rail-road territories.
      Rail-road territories are:
      All regional territories, Egpyt, India, Belgium, Holland, Denmark, Spain, Portugal, Albania, Greece, Bulgaria, Romania, Serbia, Canada

      SEA MOVEMENT:
      Naval transport capacity reference chart:
      Britain 4, British dominion 3, Italy 2, France 2, Ottoman empire 1, Germany 1, U.S.A 1 (gains 5 upon war), others 0
      This chart represents how many lands units of each nation can have in a sea zone. Land units attacked at sea act as normal transports: Must be attacked last, no defences etc.
      Players can purchase additional Transport capacity during purchase unit’s phase and mobilise the additional capacity during the mobilisation phase.

      MOBILISE NEW UNITS:
      All units bought at the beginning of the turn must be placed in the capital HOWEVER. Colonial possessions are capable of creating units:

      During this phase, players can trace a line through friendly (or neutral) colonial territories and create units equal to the total amount of IPCs in total. The total amount of units that can mobilise in a single territory is equal to its IPC value.

      EG: During Britain’s mobilise units phase, Britain can trace a line through British east Africa, Anglo-Egyption Sudan, Egypt, then all the way to Gold Coast and Nigeria for a total of 6 IPCs. Which means Britain can mobilise 6 IPCS worth of units in any British controlled territory. (FOR FREE)
      Colonies can only mobilise Infantry, Artillery and Convoys in your own nations control.

      COLLECT INCOME:
      Players collect income from all regional territories. NOT COLONIAL POSSESSIONS.

      EXCEPTIONS: Eire for Britain.

      During this phase, if your capital is under enemy control, you may move your capital to another territory and continue collecting income at 25% only.

      allies: Paris, London. Russia may not move capitals
      Central powers: Vienna, Berlin

      At this stage, you also collect rail-road capacity. Receive rail-road capacity until your maximum is reached.

      CONVOYS:
      During a players purchase units phase, players can purchase convoys under the control of another, friendly nation. During this phase, you can remove convoys that are adjacent to a sea zone with a naval base and gain IPCs equal to the amount of convoys removed X 2.

      Nations may only mobilise a total of 12 IPCs for another nation per turn.

      Convoys attack and defend @ 0. Whenever a convoy (and her fleet) meet an enemy sub-marine, the controller of the sub may choose to attack the convoy. When this is done, 1 round of combat is done using the sub-marines attack status and the ships defence status, convoys must be chosen as casualties first during this battle.

      Unrestricted Submarine warfare:
      When this is declared, German submarines attack @ 4 vs convoys

      Armies do not need an Infantry unit:

      Any airplanes left alone in combat are immediately killed without retaliation

      posted in House Rules
      1
      1Bean432
    • RE: Favorite 1940 Global house rules?

      I dont remember the name, but it went a little somthing like this:

      -G40
      -game starts in 1936
      -IPCs removed
      -oil added
      -metals added
      -man power added
      -a blitzkrieg/breakthrough system
      -a modified map, ONLY really notable difference included the addition of about 10 extra islands in the pacific
      -a resource route system, which removed India and A.N.Z.A.C
      -more units. (motorised Infantry @ 1/3/3/6 for example
      -create air combat dynamics
      -removed ICs
      -added cities as a buildable
      -added Barracks (builds Infantry)
      -added academy (builds elite infantry, like paratroopers)
      -Inudstry (builds artillery and Fighters)
      -Heavy Inudstry (Tanks, heavy tanks)
      -research center
      -rocket base
      -an amazing tech tree (tech was OP, which made is necessary if you wanted to win)
      -a political handbook for the nations, basically it allowed nations to do all sorts of things (like assassinate Hitler as Germany)
      -amazing political flexibility (U.S.A can possibly spend the entire game neutral) (you could potentially get all of South America onto your side)
      -An amazing convoy system

      I remember the idea behind the project was to make it more complex than anything else.

      posted in House Rules
      1
      1Bean432
    • RE: Advice for newbie, Please!

      pro tip - play as the Axis.

      In all seriousness though, you might need to give the Allied players some extra units. The allies in this game are seriously disadvantaged.

      posted in Axis & Allies 1941
      1
      1Bean432
    • RE: New to game, got questions

      You should post this in the player help forums.

      anyway.

      A.
      Destroyers cant bombard.

      And no, the defending Infantry may not shoot back at the destroyer.

      B.
      No. every unit that rolls a hit kills an enemy unit. Think of it as if every unit only had 1HP.

      EXCEPT, battleships, battleships require 2 hits to kill.

      C.
      Yep, add up both and that’s how much you deal.

      posted in Axis & Allies 1942 2nd Edition
      1
      1Bean432
    • RE: DK's Arms Research System…

      @Der:

      I think you are right on the infantry - although it was in the classic rules under production its too strong. How about “one new infantry placed in any territory you have controlled since the beginning of your turn” to represent conscription in outlying areas?

      My thinking on the mobile V-2 bases is in late war they looked like this:

      And here is a clip from Wikipedia:

      “The missile could be launched practically anywhere, roads running through forests being a particular favourite. The system was so mobile and small that only one Meillerwagen was ever caught in action by Allied aircraft, during the Operation Bodenplatte attack on January 1, 1945”

      And why would the A-bomb take an entire A/C carrier to move? The parts fit easily on a cruiser when carried to its assembly point in WWII.

      Thats a German thing. I dont think the allies would be making German things.

      Besides, i doubt the rocket truck would be able to blitz through and conquer enemy territory. Why cant it just be immobile? all the other bases are.

      I think every nation should have a slightly different

      posted in House Rules
      1
      1Bean432
    • RE: DK's Arms Research System…

      You should make the tech more interesting and make tech dice linger.

      Like: every tech dice that fails gives a +1 to the first dice in the next tech roll.

      @Der:

      OK here they are - most of them are pretty standard and found elsewhere:

      ADVANCED ARTILLERY: Each artillery unit can support up to 2 infantry units
      per attack.

      Should also give an extra ‘first strike’ roll on defense @1

      SUPER SUBS: Subs now attack @ 3, convoy raid +1.

      Convoy raids should also happen @4 or less.

      PRODUCTION & DAMAGE CONTROL: Each of your industrial complexes can
      now produce additional units beyond their normal production ability. Major
      industrial complexes can now mobilize up to 12 units. Also, when repairing a
      damaged industrial complex, you can remove 2 damage markers for the cost of
      1 IPC (in other words, half price). The maximum damage that can be applied to
      your industrial complexes is not increased.

      HEAVY FLAK: Your AA guns shoot down enemy planes @2 or less.

      And can roll up to 4 dice?

      PARATROOPS: Bombers can carry & drop one troop each into land zones. (+1
      attack bonus for initial combat.)

      WAR BONDS: During your Collect Income phase, roll a die and collect that many
      additional IPCs.

      LONG RANGE AIRCRAFT: Bombers’ range increases to 8, fighters’ range
      increases to 6.

      Tac’s range increased to 6. I also think this should only increase a planes movement by 1, otherwise bombers will move @9 from an air base.

      TANK PRODUCTION: Tank cost is reduced 1 IPC.

      The FIRST tank you build that turn, should cost 1 less.

      NAVAL PRODUCTION: Major warship costs are reduced by 3 IPCs. Minor ship
      costs are reduced 1 IPC.

      cool.

      AIR PRODUCTION: Airplane costs are reduced by 2 IPCs.

      cool.

      INFANTRY CONSCRIPTION: Infantry cost is reduced 1 IPC.

      …forget heavy bombers, THIS, is ‘the tech’ to get.

      Price should be reduced to 2.5IPCs
      OR
      Get 1 free Infantry in or capital per turn

      HEAVY BOMBERS: Your strategic bombers are now heavy bombers. When
      attacking, whether in a battle or a strategic bombing raid, roll two dice for each
      bomber. Add 2 to every die roll during factory raids.

      ROCKETS: You can now purchase and use Rocket Bases. (One free to start.)
      During the Strategic Bombing step of each turn, each of your rocket bases can
      make a single rocket attack against an enemy industrial complex within 3 spaces
      of it. This attack does one die roll of damage to that facility. Rockets may not be
      fired over neutral territories and cannot be shot down. (V-2 Variety) Rocket
      bases cost 10 IPCs each and defend @1 if attacked. MOVEMENT: Identical to
      tanks. Cannot fire after moving during same turn.

      *I use an actual rocket game piece from HBG that fires over and over - hence “rocket base” - I think it is lame to use AA guns as they have NOTHING to do with rockets and that is just the gamemakers attempt to avoid supplying another piece.

      The rocket BASE should be immobile, and support 1 Infantry during combat. Instead of fighting on its own.

      JET FIGHTERS: Fighters now attack @4, defend @5. Also, your fighters are
      now immune from AA fire.

      HEAVY TANKS: Your tanks now attack and defend @4 instead of 3.

      Should be:
      Tanks can take 2 hits
      To be able to have your tanks absorb a hit, you must lose an other units on a 1:1 ratio
      E.g:
      you have 3 heavy tanks, 4 Infantry, and 5 casualties.
      you assign 2 hits onto your tanks, but the other 2 hits MUST be on your Infantry.

      ATOMIC BOMB:
      • A-Bombs Cost 15 IPCs each. (One free to start.) May be dropped in land or
      sea zones. Must be carried and dropped by a bomber. (One per bomber.)

      Or launched by a rocket base?
      Also the atomic bomb should not be able to target a sea zone.

      • Due to the extreme altitude that the A-bomb is dropped from, no interceptors, AA guns, or other defending units can return fire.
      • Roll 10 die for each A-bomb dropped into a zone. Any 5’s or less are hits. An A-
      Bomb will destroy anything in a zone but an IC, including AA guns.

      You should roll dice = to half the number of units on the territory OR 10. Whichever is higher.

      • Roll 5 die and add for damage to any factory present. Leave a radioactive
      symbol on the spot where each A-Bomb was dropped.

      Also roll a dice for the naval/air//rocket bases?

      Subtract one I.P.C. from
      the value of the territory for each radioactive marker left in a bombed zone.
      • A-bomb defends @ 1 if attacked.
      • A-bombs can be moved by bombers in air, and like tanks on land and sea.

      It should not be allowed to move like tanks, it should only be able to move 1 territory per turn ONLY through a territory that has an IPC value of at least 1. (to represent the need of SOME infrastructure to move such a precious object)

      It also shouldn’t be allowed to moved onto transport. It should only be allowed to move over the sea by taking up an entire carriers capacity.

      SPECIAL NOTE: Attacker cannot combine a nuclear attack with a conventional
      attack or non-combat move in the same territory or seazone during the same
      turn.

      posted in House Rules
      1
      1Bean432
    • RE: Need Atom bomb input…

      No.

      posted in House Rules
      1
      1Bean432
    • RE: Blitzing into a neutral

      Maddogs right.

      The only reason the tank can move into a hostile territory and continue is due to the ‘blitz’ ability. The ‘blitz’ ability only works during combat-move.

      Therefore, moving into Trans-jordan would activate the ‘blitz’ ability, allowing you to move into another territory.
      but if you choose to stay (which you did), then the tank would have used up ALL of its movement that turn.

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: DK's Arms Research System…

      Mind listing what all the original techs do? (E.g Conscription)

      I’m interested  :-)

      posted in House Rules
      1
      1Bean432
    • RE: Average number of rounds per game?

      Most After action reports i see have the CPs surrender at around turn 6-9.

      I don’t know how that happens. Every time my group plays they always end up just stopping the game at round 17.

      posted in Axis & Allies 1914
      1
      1Bean432
    • RE: Diplomacy

      Is it just me. Or does the diplomacy board look scarily similar to 1914 mechanics wise.

      France, Austria and the Balkans in particular.

      posted in Other Games
      1
      1Bean432
    • RE: 1812 - Invasion of Canada

      @FieldMarshalGames:

      http://www.fieldmarshalgames.com/product/1812-the-invasion-of-canada/

      I cant believe i actually just said ‘awwww’ to those little blocks.

      posted in Other Games
      1
      1Bean432
    • RE: Adapting A&A1914 rules for G40

      @ossel:

      @Gargantua:

      I like the concept, but this is going to bog things down to the point that the Axis doesn’t stand a chance.

      They need to make quick gains in order to win.

      France will have an income for 2 or 3, or possibly 4 turns.

      Yeah, that’s my only worry. However much the 1914 version accurately depicted WWI combat, the game plays incredibly SLOW (justifiably so), and this simply wasn’t the case in WWII. However, there were instances (Stalingrad is one) where offensives got bogged down for longer periods of time. The rule would need to be crafted such that it accurately represented what actually happened.

      If an attack force attacks a defending force that has a lower number of total troops than the attacking force, then the defending force can suffer a ‘breakthrough’

      Any attacking Tank that rolls a hit during combat is able to ‘breakthrough’ and can move to any adjacent territory, and conduct battle again.
      A tank can only breakthrough once per turn

      Mech Infantry are allowed to make breakthroughs on a 1:1 ratio with tanks.

      Or maybe there could be an ‘overrun’ mechanic.
      Where the attacker can choose to suffer from more casualties, for more rounds of dice rolling.
      This would stop the awkward ‘1 remaining Infantry squad stops 2 entire armies for 6 more months’ thing.

      posted in House Rules
      1
      1Bean432
    • RE: Trying to learn this with nobody that has played…

      @bmmalloch:

      thank you both…  That makes a bit more sense. We are learning on 1942 second edition.

      Thanks! Keep the question rollin’

      posted in Player Help
      1
      1Bean432
    • RE: Adapting A&A1914 rules for G40

      @ossel:

      @1Bean432:

      The idea to create units in contested territory’s would be amazing.

      Think about it:

      We could have a Stalingrad
      There ‘could’ be a much bigger battle for France
      Sea-lion would be very difficult
      China would be awesome

      Anyway.

      3 rounds for combat is a bit much. A single round is just fine.
      We just need to add some blitzkrieg mechanics for everyone.

      I like the mines, but ships in G40 are much more expensive than their 1914 counter-parts. Mines will be much more devastating.

      I liked the dog-fighting as well. But it should be as many rounds as it needs to be.
      Any and all bombers should not be allowed to participate in ground bombing until your side gains air-supremacy.
      If you are unable to get air-supremacy, then all remaining enemy fighters get to shoot at your bombers @1. After that, all bombers are considered to have retreated.

      What do you mean by “create units?” The concept in 1914 was sort of more along the lines of leaving a battle unresolved, as opposed to rolling it out until the end like traditional A&A. I was suggesting that if the battle went on for 3 attacker/defender rolls (that number can be tweaked, but I don’t think it should be 1), it would mean that both sides were too well dug in (a la Stalingrad) and that the battle would remain unresolved.

      Ok, ok i should of been clearer

      I meant you could still create units from factories in contested territory’s. Since Stalingrad has a factory, the battle could potentially become just like its real life counterpart.

      Being able to create units at these contested territory’s (that have factories) for a country like Russia is a big bonus.

      As for the multi-round battle thing, battles either end in a single round, or go on, and on.

      If a player is unable to roll enough dice to 1 hit all the defenders units, then the battle would clearly be epic enough to last a bit longer than 3 rounds.

      To offset the slow going of 1 round combats, there should be a blitzkrieg/breakthrough mechanic.

      posted in House Rules
      1
      1Bean432
    • RE: Adapting A&A1914 rules for G40

      The idea to create units in contested territory’s would be amazing.

      Think about it:

      We could have a Stalingrad
      There ‘could’ be a much bigger battle for France
      Sea-lion would be very difficult
      China would be awesome

      Anyway.

      3 rounds for combat is a bit much. A single round is just fine.
      We just need to add some blitzkrieg mechanics for everyone.

      I like the mines, but ships in G40 are much more expensive than their 1914 counter-parts. Mines will be much more devastating.

      I liked the dog-fighting as well. But it should be as many rounds as it needs to be.
      Any and all bombers should not be allowed to participate in ground bombing until your side gains air-supremacy.
      If you are unable to get air-supremacy, then all remaining enemy fighters get to shoot at your bombers @1. After that, all bombers are considered to have retreated.

      posted in House Rules
      1
      1Bean432
    • RE: Trying to learn this with nobody that has played…

      I’d like to point out that you roll ALL the attackers dice first.

      THEN ALL the defenders

      Not attacker infantry, then defender infantry, then attacker tank etc

      posted in Player Help
      1
      1Bean432
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