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    Posts made by B.AnderssonGameMaster

    • RE: How to improve the Weapons Development?

      The artillery conquers, the infantry occupies.

      The artillery with a 3 attack was too strong since Super Submarines (subs attack at 3 and cost 8 IPCs) became the baseline in the new weapons development for the game designers. I would say they most likely worked out the Techs before the National Advantages, the Fortress Europe advantage mean artillery defend on a 3. I dont find it rational at all! And secondly the Super Submarine did not change the fact that subs were sitting ducks, so that is why I changed the Super Submarine tech to include that no aircraft can attack subs unless a ship (not just destroyers) is present (See next post). And since playtesters loved the artillery to attack on a 3 I think the designers made a big misstake! A 3 attack artillery it is!!!

      P.S. About what playtester did like and not one can reed about on the following link http://www.wizards.com/default.asp?x=ah/article/ah20040109a D.S.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: How to improve the Weapons Development?

      @theduke:

      Why does it seem that lately everyone is posting their house rule ideas everywhere other than the house rules forum?

      IMHO, I don’t like your reasearch points idea. All it’s effectively doing is just reducing the variance in the cost of each tech. You could make an argument that reducing the variance a little might improve the realism, but this is reducing it way too much.

      Now the probability of getting any tech on 1 roll is 0 and only 1/36 on 2 rolls for a ‘cheap’ tech (too low). For the cheap techs, you’re looking at >95% that you get the tech for either 15 or 20 IPCs. That is rediculous IMHO. If you’re going to do that, just make the tech cost 15 or 20 IPCs and save everyone the time of rolling dice (for the record I don’t like this idea either). With your research points idea, every player who wanted a 12-point tech, for example, should just spend 15 IPCs for 3 rolls. If they don’t get it then, then they are pretty much guaranteed to get it for 5 IPCs on their next turn.

      IMHO, I also don’t like your heavy rtl idea either. The implications are that rtl are now better than inf defensively and better than arm offensively. Since the latter units used to be tops in their respective category it seems that once a player achieves this tech they should only build rtl for ground units. (Maybe they’d buy a very few couple infantry for fodder and transporting purposes). I think the backbone of any army should be the infantry and under your rules it is going to be heavy rtl.

      I’m just curious B, is ‘Game Master’ just a self-professed moniker or what?

      Hi Duke,

      I have noted your comments and you are right. I will never post a house rule here again. One explaination to that people like me post them here is that the forum for house rules is not divided into A&A Classic and A&AE and so on!

      Now to your comments, the levels of how many research points (RP) it takes to develop each technology were actually the forum to discuss. I agree that some of them are most likely too low! But your statement “For the cheap techs, you’re looking at >95% that you get the tech for either 15 or 20 IPCs.” is interesting! Please let me know how you calculate it! For 15 IPCs you need to roll three 4s at least and that is a chance just around 40%, not >95%!

      You also right about reducing the variance is the purpose for this variant of Weapons Development method of play! Is it better to have a higher degree of luck? That is what you think (I disagree), but why?

      And about my heavy artillery variant. You wrote that the implications of such an artilley are a unit that will become better than inf defensively and better than arm offensively. I would say better than inf defensively right, but cost more. But is a heavy artillery better than a tank! What I mean is that a 3 in attack is not better than a 2 (that in practice will take out an artillery or tank). That means one will inflict at least 1 extra damage (IPCs lost in cassualties) compared to a regular artillery. But how much is one extra IPC damage translated into an attack value, that is the question.
      To answer that qestion one has to get another point of view. What does an attack value of 2 (rtl) compared to a 3 (tank) means: A 3 cause a 1/6 more in damage of unit worth at least 3 IPCs, which is at least 1/2 IPC more! So the bottom line is that by spending an amount of IPCs on research will make your artillery cause your opponent at least 1 extra IPC per attack roll, which is like 2 extra in attack value. Jepp, you are right! It is even stronger than the 3 attack variant! So what would be a better rule for artillery is if one would like to stick to the idea of heavy artillery?
      One variant would be: Your artillery does no longer support infantry, but for each hit you score in an attackyour opponent must pick two infantry units as casualties, or one other unit as a casualty. Another variant of heavy artillery would be if the artillery attacked during the opening fire step of combat. That would be more balanced, don’t you think duke?

      By the way I am a lot of things, one of them being a game master another a coffein addict ;-) !

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: How to improve the Weapons Development?

      This is a text from the game designers of A&AR at http://www.wizards.com/default.asp?x=ah/article/ah20040109a

      “To replace Industrial Technology, we played around with several contenders, including one so good it became a central game rule. Eventually the choice for Industrial Technology’s replacement came down to two choices, Heavy Artillery and Combined Bombardment.”

      The heavy artillery on a 3 attack was too good!

      “Heavy Artillery gave your artillery a 3 attack. Playtesters loved this but it was too good. Super Submarines gave the same attack to a piece costing twice as much. Heavy Artillery lost the fight with Combined Bombardment, which allowed destroyers to bombard in an amphibious assault. As I mentioned in column 2, the destroyer bombardment from Axis & Allies Pacific didn’t make the jump to Axis & Allies. Because people liked that rule, we put it in as a weapons development (but at an attack of 3, not the 2 attack from Pacific). It costs an average of 30 IPCs, still a good bargain for those who want to blow up Western Europe before they land.”

      It is all about thinking outside of the “box” with just adding the values; movement, attack and defense! My variant of Heavy Artillery would make it a much better balanced ideá than the 3 attack artillery variant! By making an artillery technology that is more effective against infantry, one will make the artillery unit as the best cannon fodder (if the opponent have heavy artillery)! the effect is that the opponent will rather pick an artillery unit as a cassualty than two infantry units. However I agree it is powerful, but I don’t think it is too powerful, it is simply a technology. What do you think, is it too powerful?

      In my opinion the Combined Bombardment Technology is not more than an universal advantage, for all nations. A destroyer cost 12 IPCs attack and defend on a 3 were as a fighter cost 10 IPCs and attack and defend on a 3 and a 4 respectively. So by giving destroyers this special ability of shore bombardment (on a 2 not a 3) is just ok. Hence it is fair if one want buy a pile of destroyers to blow up Western Europe before they (US & UK)land. Further more it reflects the history, were destroyers actually did shore bombardment. Don’t you think it is fair to let all destroyers make a shore bombarment shot on a 2?

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • How to improve the Weapons Development?

      Develop Weapons

      Each technology requires a certain number of research points (RP) to achieve. Roll one die for each 5 IPCs invested in research, but one can only invest in one technology at the time. The number rolled corresponds to the research points one get for a certain technology. These research points are cumulative and saved until the next turn one want to continue do research. One can only do research for one technology at the time, until the required research points of the technology of interest is achieved. One can choose to invest in another technology, but then all research points for the initial technology will be lost. Use a note to keep track on each players research points and technology.

      Weapons Development

      1. Heavy Artillery (replace Combined Bombardment)*
      Your artillery are now heavy artillery. For each artillery hit you score your opponent must pick two infantry units as casualties, or one other unit as a casualty.

      • All destroyers may now make a support shot on amphibious assaults on a 2.

      2. Jet Fighters (revised)
      Your fighters are now jet fighters. They are immune to AA fire and may intercept bombers (including superfortresses) in a SBR.

      Bomber Interception: This battle last for one cycle of combat only. The defender declares intercepting fighters before any defending AA guns fire. The intercepting fighters attack on a 3 were as the bomber defend on a 1 (2 if superfortresses). The surviving bombers are on the second cycle of combat subjected to any AA fire. Any fighters used in a interceptor role may not also defend in a regular land attack against that same territory on the same turn.

      3. Super Submarines (revised)
      Your submarines are now super submarines. They attack on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines, unless an enemy ship (not just desroyers) is present.

      4. Long-Range Aircraft
      Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters´ range increases to 6. Your bombers´ range increases to 8.

      5. Rockets (revised)
      Your antiaircraft guns are now rocket launchers. In addition to their normal combat function, they can reduce enemy industrial production. From each territory, one antiaircraft gun may attack an industrial complex within 3 spaces. Roll one die for the rocket. The result of that roll is the number of IPC’s destroyed by that rocket. The maximum combined damage inflicted in one turn by all rocket attacks and strategic bombing raids on the same industrial complex is the territory’s income value. The opponent must surrender that many IPC’s to the bank (or as many as the player has, whichever is the lesser amount).

      6. Heavy Bombers
      Your bombers are now heavy bombers. They roll two dice each in an attack or strategic bombing raid (see Special Combats in Phase 4: Conduct Combat), but still only a single die on defense.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Too balanced?

      @trihero:

      Wait you’re not being smart. If you send your transports/destroyers immediately west, then who’s to stop Germany from landing in Brazil? I always send the east coast troops into brazil before I send the transports west, otherwise you get sneaked upon by Germany’s mediterranean fleet. That’s 3 IPCs you hand Germany. You would have to spend more to dislodge him because he probably he has his battleship lurking around too so you need to not only build a transport and troops, but a battleship or destroyers of your own if you ran away from brazil the first turn.

      Even with that sort of fleet, would you honestly attack a defending force of 4 transports, 2 battleships, 2 fully loaded carriers, and probably the destroyer that survived Pearl Harbor? Even if you won, which you just might, your navy is in absolute shambles. You will have no transports left (hopefully you didn’t load them) and probably missing some fighters/carriers. You have no chance in hell of invading Japan without transports (which you will have to rebuild), while I spend minimal IPCs boosting it with inf each turn so by the next 2-3 turns before you can get there again, you can’t invade it. I don’t care if I lose my fleet because I have my 1-2 complexes down on the mainland. You have to spend many turns getting enough ground troops after our fleets get trashed which takes forever using transports.

      Don´t you worry about Brazil UK or BB and DD in Atlantic or Bomber with fighter can handle it or just skip it!

      But you are wrong. I would send all troops to Soviet Far East, since you did not attack. These units 5 inf 3 art would put pressure on Japan in Manchuria! I would also bring my subs to Alaska together with a fighter and buy 2 more transports and 2 infantry and 2 artillery.

      Since you would only buy your tanks for mainland and go for India next turn UK would step back to Perisa. Just to spred your forces thin and be able to retake it next turn!

      The thing is that Japan are Game Over next turn since you have not bought any defense in Japan! An attack force of 1 Bomber 2 BB 2 AC 4 Fighters 3 DD 3 Submarines and 2 fully loaded transports (2 Inf 2 art) + 2 unloaded transports against your 2BB 2AC 1DD 3Transports at the best!!!

      The odds:
      Combat cycle 1
      US: [4+24+21+43+33+3*2 (opening fire) ]/6 = 6,8 hits (ca6 hits + 1 opening fire hit)
      US casualties: 2 hits on BBs and 1 sub and 1 AC and 2 empty transports!

      Japan: [24+23+44+3+21)]/6 = 5,8 hits (ca 6 hits)
      Japan cassualties: 2 hits on BBs and 3 transports (one as a opening fire) and 1 DD and 1 AC

      Combat cycle 2
      US: [4+24+1+43+33+22 (opening fire)]/6 = 6,3 hits (ca 5 hits + 1 opening fire)
      US cassualties: 2 subs and 2 DDs

      Japan: [24+44]/6 = 4 hits
      Japan cassualties: AC as an opening fire and 4 fighters and 1 BB

      Combat cycle 3
      US: [4+24+1+43+3]/6 = 4,7 hits
      US cassualties: 1 DD

      Japan: 4/6 = 0,7 hits (1 hit at the best)
      Japan cassualties: 1 BB

      Combat cycle 4
      Then if possible US will siege Japan soil with 2 inf and 2 art if not defended by more than 3 inf and a bomber. Normally the Japanes player is not as fanatic as you are and have build up a pile of at least 8 infatry. If so, US will not attack this turn but force Japan to build even more to the next turn, remeber there are coming 2 new loaded transports from Midway by now. But these transports and those two that are left will not attack Japan but wipe them out from mainland by the use of the fighters and the bomber and shore bombardmentand from 2 BBs and the use of 5 inf and 3 art on the very next turn (no 5). As I said before UK will also take back India if lost since UK steped back last turn (leave it with 1 infantry)!!! So what we got here is a Japanese failure. No ships and no ICs on mainland!!! Japan will starv do death.

      Germany on the other hand will almost have wiped out Russia by now, but not completely since Japan have not been so focused on Russia but India and the US ever growing navy. And Turn no 5 will be dedicated by the Allies to wipe Japan out of Mainland and build for a rescue mission of Russia, by giving a helping hand from the backdoore (Soviet Far East)! And now US got 2 ICs on mainland and can pump some 6 tanks per turn to boost Russia with! Game Over!!! It is as simple as that I promise! But there is a counter tactic to it and it is not a try to invade US or Brazil with Germany!!! :wink:

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Too balanced?

      @trihero:

      You seem to think that Japan needs to build a navy in the first few turns, if at all. Japan’s navy is plenty strong as it starts. The US needs to lug a lot of transports and other fodder to blow past 2 battleships + 2 loaded carriers. As US I built a straight armada (I even had the Pearl Harbor fleet alive since Japan was busy with a combined UK fleet in Australia first turn), and believe me even though you have the equivalent bulk of Japan’s navy in the first turn (build 1 carrier and 1 battleship which makes for a total of 2 loaded carriers and 2 battleships equivalent to Japan’s force), it takes 3-4 more turns to get enough forces to actually overwhelm his fleet as well as have the transports and such to invade…

      Hmmm… Ok lets start with that US during the first turn will reinforce his fleet on the East Coast with 2 destroyers (from sea zone 10 and 20) 2 transports (from sea zone 10) then on the first turn US buy 1 AC and 1 BB.

      Next turn (turn 2) the Japanese player move his fleet away from Hawaii if his not braindead! On the second turn US use his fighters in Eastern US and Hawaii to land on the newly build AC. Moreover US buy 1 more AC and 1 transport and 1 destroyer and 2 artillery. Move 2 infantry to Eastern US from Central US and the fighter in Western US to Eastern US. Also the bomber lands in Alaska. Next turn will be no 3!!!

      In that turn US move his fleet to Alaska with 5 inf and 3 art. The fleet is:
      2 BB, 2 AC (loaded with 3 fighters), 3 DD and four Transports. During this phase US buy at least 1 fighter and 2-3 subs to kick Japan if attacking Alaska! If you think that Japan has conqured India already in turn 3, you better think again. I say no chance If I am playing UK and put all my money in that land with some temporary reinforcements from Russia! Russia can spare these extra fighters or tanks four just 3 turns IMO!

      So my Q is: Since you (Japan) have bought three transports and most likely lost 1-2 of them already and also spent a lot on building 2 ICs and some 6 tanks during turn 3! And you would not have spend any IPCs on your navy except for those transports. Just as you said. Would you feel bad when you see an US armada next to Alaska whithin striking distance of your home land? I guess you would build some defence and gather your hole fleet around Japan. But still you would not feel safe since when you bought those transports, you did shuffle all your infantry and artillery and tanks from Japan to mainland. I guess Japan does not have more than 1-3 infatry and 1 bomber at most! You would buy infantry or bring a lot of your units back from mainland to Japan, just to be safe. Or what would you do?

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Too balanced?

      @trihero:

      First, I never said that India can be taken first turn. I said early, which to me means like 2-4.

      Second, I never said that India can’t be defended. I just don’t think it’s worth defending unless you have the US supporting it, either with his Sinkiang IC or a navy. I don’t think the Russians can afford to send his fighters down there with Germany breathing down his neck.

      Third, I don’t believe you’ve seen Japan build an IC or 2 on the mainland. If the US is not threatening Japan, I always build 2 ICs on the mainland within the first 2-3 turns and dump out 6 tanks per turn. Your Indian IC isn’t looking good at all then….

      No you are right when it comes to that you never said the first round and that you never said that India cannot defend succesfully when there is help from US or Russia. Right!

      But you are wrong about that I have not played against a Japanese player who builds 1 or 2 ICs. As you mentioned US could help a lot by building another IC in China and I do belive some help frum US will be is necessary too! But it doesn´t mean that US need to choose either Japan or Germany at ones.

      What I mean is if US build an armada in western US turn 1-3 with a few transports. Then I would like to see Japan goes wild about those 1-2 ICs in main land you are talking about. Imagine then that this armade has back up of some fighters and a bomaber at Alaska and moves to the coast next to Alaska. Then Japan must build defens or strike. If he attacks that armade he will most likely loose his fleet of fighters and ships or at least most of them if is lucky. But if he just build defens US can round Canada and go for Europe in the very next 2 turns or reinforce Russia!

      Your idea about start building 3 transports in turn 1, as you always do, and 1-2 ICs and then 3-6 tanks will not leave any economic space to build any more ships or defens during the first 2-3 turns! And as you know when US starts building an armada Japan will most likely not stand a chance if not trying to counter it with some defensive navy builds!

      So simply in plain english, India will not fall within the first 5 turns if US and UK use such an strategy. If not having very bad luck and a crazy one who play Japan. This startegy means KGF by putting presure on Japan then go for Germany, just to force Japan go defens for some turns and Germany feel safe so it will be spred out when one change the rute for the armada and goes for either western Europe or Southern Europe. Or perhaps first retake Africa and Scandinavia, since these territories most likely have fallen into German hands by now!

      Another counter strategy against Japan goes wild and crazy in mainland is to let US go for heavy bombers and bring 2-3 bomabers and 2-3 fighters to Russia to ruin Japan on IPCs by SBRs and if possible hack slash its navy! These bomabers will be followed up be even more bombers heading for Europe! In such a strategy UK should simply bring an IC in Australia and build some fighters and subs ther just to force the Japanese think defens! An IC in Australia is simply not worth it for Japan if protected by 5 infantry and 2 or 3 fighters!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Too balanced?

      @trihero:

      The Indian IC is only a good idea if the US is going to focus entirely on a navy in order to occupy Japan (indeed I think this is one of the best Allied moves; US can easily outmuscle Japan in a few turns considering it produces more IPCs as well as can focus entirely on a navy while Japan has to muster land forces to invade Russia.)

      If you just build an IC in India without a very large deal of US support, you basically just give Japan a complex. Japan can run India over very early on if he uses all his 6 starting fighters and 2 bombardments from the battleships.

      Have to say you are so wrong!!! Japan will never reach India with any coastal bombardments in the first turn if UK does not want it, UK can easily block those possibilities!!! The destroyer in India would also hunt one of Japans transport down to block any kind of reinforcemnt that way as well! And more over when Japan can strike UK with six fighters then India will have like six fighters too (2 from Soviet) and dont forget about the AA gun!!! No boy you and all other who thinks India is not possible to hold better think again!

      I have never lost India, but was very close ones! I have played against several players and noone were able to take India from me when I choose to put up an IC there. If Japan would be succesful to take India it would cost them almost all of their fighters, its simply too expensive if UK choose to hold it!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Revised Tech & NAs

      @theduke:

      shouldn’t this subject be under ‘house rules’?

      You are so right duke! This will most likely be here for a short while, since I hope that the webmaster will publish it online on the homepage!

      Anyone: I would like to here what you think about replacing Combined Bombardment with Heavy Artillery??? :D

      Why not play with the optional rule that all destroyers may make a support shot on amphibious assaults on a 2.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Aircraft

      @lnxduk:

      you could play with the optional rule that tanks can’t hit air (like subs can’t hit air)
      that way you will unlikely leave a tank unguarded to those bombers!
      It would also help balance the game, the usa can build bombers, and prevent armor only in eastern poland (sometimes I attack the german armor stack with air only anyway if I have a lot converted)

      Or one could play with the optional rule that all air units attack or defend in the opening fire step of a landbased combat, but only if the opponent does not have any air units. This would reflect air superiority!

      Another optional rule would be that fighters are free to pick enemy targets!

      What do you think about it???

      posted in Axis & Allies Europe
      B
      B.AnderssonGameMaster
    • RE: National Advantages for A&A Europe Version 1.2

      @djensen:

      Did you want me to update what’s online currently?

      Yes, I would be greatful if you replaced the ones that are A&A.org House Rules for Europe with these ones. So far there are only three votes, so I gues it is more or less now it has to be done. Thanks in advance of your respons!

      /B. Andersson

      posted in Axis & Allies Europe
      B
      B.AnderssonGameMaster
    • RE: Revised Tech & NAs

      @djensen:

      Hey B, did you already submit this one to the website?

      I have a backlog of a bunch of your house rules, etc. I’ll slowly get to them all.

      No, not really. But I would be greatful if you replaced the old ones with these. Thanks in advance of your respons!

      /B. Andersson

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Revised Tech & NAs

      Ok!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • National Advantages for A&A Europe Version 1.2

      National Advantages for A&A Europe*
      Version 1.2

      By B. Andersson, Stockholm 2005

      *Method of Deployment

      · The Allies will have a total of 9 NAs and Germany will have a total of 6 NAs.

      · NAs do not come into effect until declared at the start of each nations respective turn.

      · During the 1st round, every country declares 2 NAs each. Germany goes first, the Allies as a group goes second. Â

      · During the 2nd round, Germany declare 2 NAs and the Allies as a group declare 1 NA. The Allies must decide which country that will get the NA.

      · During the 3rd and 4th round, Germany declare 1 NA and the Allies as a group declare 1 NA. Again the Allies must decide which country that will get the NA.

      Germany National Advantages

      1.  U-Boat Program
      During World War II, 1,162 U-Boats were built, and these U-Boats sank 14,687,231 tons of Allied shipping.
      Your submarines now cost 6 IPC’s.

      2.  Atlantic Wall
      The Germans fortified the European beaches with massive defensive concrete blockhouses that formed part of the German defensive “Atlantic Wall”.
      All your infantry defend on a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Norway, Denmark, Germany, Netherlands-Belgium or France. Â

      3.  Panzergrenadiers
      During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
      Each of your tanks give one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

      4.  Wolf Packs
      Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby.
      Your subs attacks on a 3 or less if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. The submarines may come from different sea zones, but they must attack the same sea zone.

      5.  Afrika Korps  
      The Axis forces in Africa relied upon supplies for weapons and most importantly panzers.
      Once per turn, you may reinforce Libya if you control it. Roll one die each turn during your non-combat movement phase. On a roll of 2 or less, you may move a maximum of two tanks and two artillery from your existing units in any tan territory to Libya.

      6.  V2 Rockets
      Guided missiles were one of Germany’s most important scientific achievements during World War II.
      You have one free rocket attack per turn against an industrial complex, fired from one of your antiaircraft guns with a range of 3. Roll one die to determine how many IPC’s the enemy must surrender to the bank.

      7.  Blitzkrieg
      German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
      When a fighter attacks along with a tank, their attack increases to 4 respectively. This pairing is on a one-to-one basis. The increased attack ability is for the first cycle of combat only and is cancelled if defending fighters are present. Â

      8.  Fortress Europe
      By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoints on key terrain in Europe .
      Your artillery in brown and tan territories defends on a 3.

      9.  Jagdpanzers
      The Germans put their early war experience into the development of tank destroyers. These armor roamed the battlefields to ambush enemy tanks - armed with more powerful guns than similar tanks.
      Your tanks have a first-strike ability (defense only) at an defense factor of 2 as long as at least one enemy tank is present in combat. For each scored tank hit, the enemy must pick a tank as a casualty prior to any other unit. Any cassualties destroyed are removed from play, with no chance to attack. This first-strike ability is for the first cycle of combat only.

      Soviet Union National Advantages

      1.  Rasputista
      With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance.
      Once during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, no combat movement for land units is allowed in any red territory.

      2.  Scorched Earth
      Whilst withdrawing from the front, the Soviets came to fight a war were they destroyed anything that might be useful to the Germans.
      When the German player conquer any red territory, that territory has no value until the next round of play. The German player may not add a control marker on the just captured red territory, hence may not increase the National Production Chart correspondingly. If the territory is liberated during Russias turn, then the territory regains it’s value.

      3.  T-34 Tanks
      Soviet tank development was lead to a medium tank destined to become a war winner. It formed the bulk of Soviet tank strength and was superior to contemporary German tanks.
      Your tanks defends on a 3.

      4.  Conscripts
      The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped.
      During your mobilize new units phase, you may place one of your infantry for free in any red territory if you control it. This free unit is in addition to the group of units you just purchased.

      5.  Katyusha Rockets
      The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
      Your artillery have a first-strike ability at an attack factor of 2. Any casualties are destroyed and removed from play, with no chance to counter-attack. This first-strike ability is for the first cycle of combat only and in succeeding cycles of combat, your artillery hit normally.

      6.  Siberian Reserves
      The Japanese decision to strike America, allowed the Soviets to shift the Siberian reserves westwards against the Wehrmacht.
      Once per game, you may reinforce Siberia if you control it. Roll one die each turn during your mobilize new units phase. On a roll of 2 or less, you place three of your infantry and two of your tanks for free in Siberia.

      United Kingdom National Advantages

      1.  Radar
      Britain’s radar alerted it to the threat of German planes crossing the channel.
      U.K. owned antiaircraft guns in green territories hit air units on a roll of 2 or less.

      2.  Joint Strike
      The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
      Once during the game at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

      3.  Enigma Decoded
      Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
      Once per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly space being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

      4.  Commonwealth Troops
      The British Commonwealth Troops supported the British in the Desert Campaign in North Africa.
      During your mobilize new units phase, you may place one of your infantry for free in any yellow territory (Middle East) if allied controlled. This free unit is in addition to the group of units you just purchased.

      5.  French Resistance
      France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
      Once per game, if the Allies control any territory in France (France, Vichy France, Eastern France), you may place four of your infantry there for free during the mobilize new units phase of your turn.

      6.  The Royal Navy
      The Royal Navy was the largest and most advanced navy in the European Theatre of Operations. As the war progressesed the Royal Navy expanded rapidly with large construction programmes, particularly destroyers.
      Your destroyers now cost 10 IPC’s. More over you may once per game place one of your destroyers in a sea zone adjacent to United Kingdom for free during the mobilize new units phase of your turn.

      United States National Advantages

      1.  Lend-Lease Program (replace the Patriotic War rule)
      During World War II, the U.S. military began administrating what became known as the “lend-lease program”. In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
      During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove all affected units from play and replace them with the same unit of your allys´ color.

      2.  Long-Range Fighters
      The twin-boomed P-38 long range enabled it to escort bombers deep inside enemy territory.
      Your fighters´ range increases to 6.

      3.  Airborne Rangers
      The Rangers specialized in airborn, light-infantry and direct action operations to lead the way for the army.
      Your bombers can carry two infantry and may not perform any bombing missions for that turn. Bombers assigned for air transport have a reduced range of 4. The bomber and the infantry must embark from the same territory. If there are A/A guns in their path, these bombers can be fired upon. If a bomber is hit, it is immediatly removed from play along with the infantry unit. A paradropped infantry have a first-strike ability at an increased attack factor of 2. Any casualties are destroyed and removed from play, with no chance to counter-attack. This ability and increased attack factor is for the first cycle of combat only.

      4.  Mechanized Infantry
      With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
      Your infantry have a move of 2 and may blitz as tanks do.

      5.  Liberty Ship Program
      In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
      Your transports now cost 6 IPC’s.

      6.  Superfortresses
      The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
      Your bombers roll two dice each and defend on a 2, when conducting a strategic bombing raid only.

      posted in Axis & Allies Europe
      B
      B.AnderssonGameMaster
    • Revised Tech & NAs

      Weapons Development

      Shared Tech
      If any ally has acquired a Tech, you may roll for that same Tech at 3IPC per roll less (e.g. If Japan develop Super Submarines on J1 at 5 IPC per roll, then Germany may attempt to roll for Super Submarines on G2 at only 3 IPC per roll).

      1.  Jet Fighters
      Your fighters are now jet fighters. They are immune to AA fire and may intercept bombers (including superfortresses) in a SBR.

      Bomber Interception: This battle last for one cycle of combat only. The defender declares intercepting fighters before any defending AA guns fire. The intercepting fighters attack on a 3 were as the bomber defend on a 1 (2 if superfortresses). The surviving bombers are on the second cycle of combat subjected to any AA fire. Any fighters used in a interceptor role may not also defend in a regular land attack against that same territory on the same turn.

      2.  Rockets
      Your antiaircraft guns are now rocket launchers. In addition to their normal combat function, they can reduce enemy industrial production. From each territory, one antiaircraft gun may attack an industrial complex within 3 spaces. Roll one die for the rocket. The result of that roll is the number of IPC’s destroyed by that rocket. The maximum combined damage inflicted in one turn by all rocket attacks and strategic bombing raids on the same industrial complex is the territory’s income value. The opponent must surrender that many IPC’s to the bank (or as many as the player has, whichever is the lesser amount).

      3.  Super Submarines
      Your submarines are now super submarines. They attack and defend on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines only, unless an enemy destroyer is present.

      4.  Long-Range Aircraft
      Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters´ range increases to 6. Your bombers´ range increases to 8.

      5.  Heavy Artillery (replace Combined Bombardment)
      Your artillery are now heavy artillery. They attack on a 3.

      6.  Heavy Bombers
      Your bombers are now heavy bombers. They roll two dice each in an attack or strategic bombing raid (see Special Combats in Phase 4: Conduct Combat), but still only a single die on defense.

      National Advantages

      Soviet Union National Advantages

      1.  Russian Winter
      Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down.
      Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.

      2.  Nonaggression Treaty
      The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear coming at them from the east.
      The first time in the game that the Japanese forces attack any red territory, you may place four of your infantry for free in that territory before resolving combat. If Japan attacks more than one red territory in that turn, you may decide which such territory receives the infantry. If you attack an orange territory before Japan attacks you, you lose this national advantage.

      3.  Mobile Industry
      In response to the threat from the Russian front, the Soviets moved their factories east. They produced 5,000 tanks east of the Urals in 1942.
      Your industrial complexes each may move 1 territory during your noncombat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at a complex if you controlled both the industrial complex and it’s new territory at the start of your turn.

      4.  Conscripts (replace Salvage)
      The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped.
      During your mobilize new units phase, you may place one of your infantry for free in any red territory if you control it. This free unit is in addition to the group of units you just purchased.

      5.  Katyusha Rockets (replace Lend-Lease)
      The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
      During the first cycle of combat only, on attack, your artillery fire in the Conduct Opening Fire phase (instead of the Attacking Units fire phases). Casualties are removed at the end of Opening Fire.

      6.  Trans-Siberian Railway
      The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
      In the noncombat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.

      Germany National Advantages

      1.  U-Boat Program (replace U-Boat Interdiction)
      Determined to undermine the Allies’ supply chain, Germany eventually endorsed a program of shipbuilding. As a result a fleet of U-boats were built in an attempt to starve Britain.
      Your submarines now cost 6 IPC’s.

      2.  Atlantic Wall
      The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.
      During any amphibious assault against a gray territory, all your infantry defend on a 3 during the first cycle of combat.

      3.  Panzergrenadiers (replace Panzerblitz)
      During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
      Each of your tanks give one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

      4.  Tiger Tank Battalions (replace Wolf Packs)
      The massively powerful Tiger tanks were assigned to heavy tank battalions to support other units for special operations, to be deployed en masse for decisive shock action.
      You may build three tank units as Tiger tanks, but only one per turn. A Tiger tank attack and defends on a 4 or less. Each Tiger tank costs 6 IPC’s and may be rebuilt if destroyed. Tigers have a movement capability of 2, but cannot blitz as regular tanks.

      5.  Blitzkrieg (replace Luftwaffe Dive-Bombers)
      German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
      When a fighter attacks along with a tank, their attack increases to 4 respectively. This pairing is on a one-to-one basis. The increased attack ability is for the first cycle of combat only and is cancelled if defending fighters are present.

      6.  Fortress Europe
      By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoints on key terrain in Europe .
      Your artillery in gray territories defends on a 3.

      United Kingdom National Advantages

      1.  Radar
      Britain’s radar alerted it to the threat of German planes crossing the channel.
      UK owned antiaircraft guns in tan territories hit air units on a roll of 1 or 2.

      2.  Joint Strike
      The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
      Once during the game at the start of a round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

      3.  Enigma Decoded
      Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
      Once per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly sea zone being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a sea zone being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.

      4.  Commonwealth Troops (replace Mideast Oil)
      The British Commonwealth Troops served in all theatres in World War II - from Europe to North Africa to South-East Asia.
      During your mobilize new units phase, you may place one of your infantry for free in any tan territory with an income value higher than 1 IPC if you control it. If the teritory contains an industrial complex, you can mobilize nomore units than the income value of that territory.

      5.  French Resistance
      France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
      Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn.

      6.  Colonial Garrison
      World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
      You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

      Japan National Advantages

      1.  Tokyo Express
      The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
      Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

      2.  Kamikaze Attacks (revised)
      A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
      You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

      3.  Long Lance Torpedoes (replace Kaiten Torpedoes)
      The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
      Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

      4.  Super Dreadnoughts (replace Lightning Assaults)
      Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
      Your battleships attack (imply shore bombardment) and defend on 5.

      5.  Dug-In Defenses (revised)
      The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tacic included bunkers and pillboxes connected by tunnels.
      All your infantry on islands are immune to shore bombardment and defend on a 3.

      6.  Banzai Attacks
      A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
      When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.

      United States National Advantages

      1.  Lend-Lease Program (replace Island Bases)
      During World War II, the U.S. military began administrating what became known as the “lend-lease program”. In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
      During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove the all affected units from play and replace them with the same unit of your allys´ color.

      2.  Chinese Divisions
      The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
      During your mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.

      3.  Marines
      “Send in the Marines!” was a popular U.S. rallying cry in World War II.
      Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.

      4.  Mechanized Infantry
      With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
      Your infantry have a move of 2 and may blitz as tanks do.

      5.  Liberty Ship Program (replace Fast Carriers)
      In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
      Your transports now cost 6 IPC’s.

      6.  Superfortresses (revised)
      The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
      Your bombers roll one additional die each when conducting a strategic bombing raid.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Replace or revise the Banzai?

      @Seador:

      Personally I find Banzai to be one of Japan’s best advantages as it is. It allows them to forgo expensive art and tank buys and just use Inf for ground wars.

      My group uses full NAs too BAGM; for Japan we did the following based on LHTR:

      Combined the Suicide NAs into one,
      Altered the Fanatical Defenders to "Japanese Inf defend on a 3 in the first cycle of combat when defending a yellow territory. Japanese Inf on islands are not subject to Battleship bombardment.

      and are still playing out various “new” NAs. Our current option up for testing is “Total war!”, allowing Japan to build an unlimited number of units on its home territory.

      I also come up with something of a new Fanatical Resistance (Dug-In Defenders):

      Fukkaku Defenses
      The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tacic called Fukkaku included bunkers and pillboxes connected by tunnels.
      All your infantry on islands and Japan are immune to shore bombardment and defend during the opening fire of combat.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Replace or revise the Banzai?

      I would say that any kind of Banzai charge would be historical incorrect, but Slave Labor would be historical correct. From a military standpoint, a mass suicide or banzai charge is about the most certain form of failure on the post-rifle battlefield. Banzai charges were actually something the Japanese launched as a last resort, something of “all in”! I would say it is a defensive NA and thats why I rolls the banzai and dug-in defenders into one concept of a defensive NA, Fanatic Resistance.

      Obviously, the Japanese were not going to win in the Allied manner of outproducing the enemy, so they were going to have to win against the odds. Japanese religion guaranteed that the Japanese were going to win, if they persisted, so the Japanese looked at ways of using willpower against the decadent Westerners. The most obviously futile method was the banzai charge, in which a Japanese unit would charge en masse, yelling fierce battle cries, against the Americans. The usual American response was to shoot at the Japanese with everything they had, and the usual result was that the Americans were frightened for an hour or so and the Japanese were dead!

      Most Japanese soldiers were willing to do their utmost and achieve their objective or die trying. Most officers were unable to distinguish between attainable and unattainable objectives, and sentenced their men to die trying the banzai. This kind of banzai charge did mostly end tragic and unsuccessful! Granted, the outcome was really never in question, with the benefit of hindsight.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Is it just me or does Panzerblitz Suck?

      I think Panzerblitz helps a bit against Russia in the way you can move in with heavy support from tanks an then move em back when the territory is captured in a safe distance. However I do think The German player is in a bigger need of mobility for his infantry. Therefore I suggest one to replace Panzerblitz with any of my NA variant of Panzergrenadiers, especialy for those who thinks Panzerblitz sucks!

      1. Panzergrenadiers
      During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
      Each of your tanks give one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

      2. Panzergrenadiers
      The Germans used elite troops that were designed for fighting alongside tanks, favoured with a greater proportion of the best equipment. These troops were fully motorised units, so that they could at all times keep up with the tanks.
      Each of your tanks give one matching infantry one additional movement allowance and an increased attack capability of 2 or less in the first cycle of combat only. Even if supported by artillery, their attack remains 2. The tank and the infantry unit must leave from the same territory.

      3. Panzergrenadiers
      The Germans used elite troops that were fully motorised. These troops were designed for fighting alongside tanks and favoured with the best equipment.
      Each of your tanks give one matching infantry one additional movement allowance and an enhanced defense capability of 3 or less. This increased defense ability is for the first cycle of combat only.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • Replace or revise the Banzai?

      1. Forced Labor Camps
      POWs and citizens from Japanese captured territories were forced to perform as slave labor under brutal conditions, in order to support its industrial war effort.
      If you win a battle against any allied player and at least one allied infantry is destroyed, you may collect 2 IPC’s from the bank.

      2. Banzai Attacks
      A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
      When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry."

      3. Banzai Attacks (revised)
      A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
      You may conduct one Banzai “attack” per turn whereby all infantry attacking in a territory attack on a 2 for the duration of combat. You cannot retreat once a Banzai attack has been launched.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Tiger Tanks

      @Linkon:

      From the posts, I gather that Tiger tanks showed great superiority vs other tanks.

      I think it would be fair to treat them as ordinary tanks when the battlefield opponents do not have tanks.

      These special units should only have a bonus feature when fighting opposing tanks.

      You should also allow hits by their special ability to target opposing tanks at the Ger player’s discretion.

      Well, they were superior to anything on ground. Figthers were the only true threat and the machine it self, these tanks were very unreliable for mechanic failure!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
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