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    Posts made by B.AnderssonGameMaster

    • RE: Heavy Tanks - a new technology

      @Kaladesh:

      it was a pleasure :D

      Do tou play A&A Europe, if you do I sugget you to take a look at the A&A Europe forum for NAs! :D

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Heavy Tanks - a new technology

      @Kaladesh:

      not ;-)

      first combatcycle:
      put 2 tanks on 3 and 1 tank on 4 … repeat this until all tanks are on your battleboard. at the end of the combat remove casualties.
      second combatcycle:
      remove all remaining tanks from battleboard and redeploy them by putting 2 on 3 and 1 on 4 … repeat that until all your remaining tanks are on the battelboard…
      and so on

      Thank you Kaladesh, for clarifying how Tiger Tanks works! :)

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Most Powerful Country

      @UKcommander:

      Who do you guys think is the most powerful country in the game? In other words, who is the country who takes the most I.P.C.'s and racks up the most capital kills in most of your games.

      Most IPCs would be Germany for the Axis and US for the Allies! And Germany racks up the most capital kills in most of my games! But for what sake is it iteresting? :-?

      posted in Axis & Allies Classic
      B
      B.AnderssonGameMaster
    • RE: Japan National Advantages

      @Kaladesh:

      sure … i forgot about the dice :-)
      somehow that does make it even more useless to me, as i stated above …
      somehow i cant think of a rule which makes kamikaze usefull (even as it should be a national advantage) ……

      Well Kaladesh, let me ask you a question?

      If U.S. need to spend some extra IPCs on its navy to protect any ACs with BBs. And if U.S. can be kept at bay for just one or two turns longer, just to buy time for Japan to hunt the Allies in Asia (including Russia) down with support from Germany. Would not that extra time be worth something, since the Axis hardly need to delay the effect of the Allies economic power? And tell me then, would not you call that an advantage for the Japan (Axis)? :wink:

      If U.S. reach East Indies with a fleet of BB/AC/DD and some cannon fodder with Marines, then the Japanese onslaught in Asia will stop dead!

      However if you don’t like my kamikaze variant I use here, maybe you should take a look at my bomber variant (no suicide), No2 in the thread for Kamikazes. :D

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Japan National Advantages

      @Kaladesh:

      back to the NA ;-)

      fugo sounds interesting indeed ;-) a good oportunitiy to harass us and prepare for an invasion into us ;-)

      however i still do not like the kamikaze version.
      hitting a capitalship for sure does inbalance the start in my view. now japan could surely destroy the ac in pearl harbour in j1 with a single plane. us would be forced to have their ac and bb together (which would not be the problem) but since japan has its first round before us the attack on pearl harbour would be “standard” … after that this kamikaze would probably become useless since the us would hold its capitalships together. even 2 planes (20 ipc) can destroy the bb (24 ipc). thats a bit too strong to me. at least the enemy fighters may have a chance of hunting down this kamikaze right before they hit the ship. but then kamikaze would be useless as well.
      i could not figure out a rule how this kamikaze might become useful but not too strong :-/

      and to the dreadnoughts … i already stated it that i belive 5/5 to be to strong as well. 3hit bb or opening fire first round only (due to the larger range of their guns before entering the actual battle) may be a bit more ballanced (and i still believe that japan does not have the ipc to produce a bb early on and if they have enough later, than they might be on the winning run anyways).
      the rest goes fine with me :-)

      btw. i like to play japan but in my view those two things are a bit overpowered.

      The chance to sink a BB with two kamikazes is 44% (0,66*0,66)! And that is if The BB is alone, otherwise one can always pick a hit on a second BB!

      About the AC in Pearl Harbor in J1, the fighter on board can land on Hawaii! That means a cost of 16 IPCs (AC) at a chance of 66% compared to the sure cost of 10 IPCs. That is some 10,7 IPCs in damage on average, compared to the cost of 10 IPCs for Japan! Not to tempting I guess, but worth a try I guess!

      I still think the BB variant with opening fire first round only is stronger than the 5/5 variant! About the 3 hit BB I am not sure, however it could compensate for the U.S. cheap cannon fodder, namely Liberty Ship Program! Lets see how the poll will come out! The poll will be my law in this case!

      One might think that the kamikazes should be used to keep U.S. at bay at all costs, to buy time for the Asian campaign! When that is done Japan have made some extra IPCs that can compensate for the lost fighters and maybe Japan stands a good chance of giving the Russians a hard match! If Japan also have New Zealand and Australia, there is an even bigger incentive to keep U.S. at bay with kamikazes! :wink:

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Japan National Advantages

      A Little History

      Fugos: Japanese Balloon Bombs of WWII
      The Japanese have been using balloons in war since the 1800s. At Port Arthur they were used for observation of troop movements. The Japanese air force come out of the balloon society and little is mentioned of it during the war. Offically; in the waning days of the Pacific War (WWII) Japan tried a last ditch ploy to hit the United States with a terror weapon. That weapon was the Balloon Bomb. It was supposted to set fire to the West Coast and drop anti-personel bombs randomly on the U.S. In research after the war it was found that the Japanese built 15,000 of them but only launched 9,300. A little over 300 Balloon Bomb incedents occured in the U.S. and Canada.

      The balloon bombs were released from Japan in the winter months when the jet stream is the strongest. They popped up to altitude (20,000 to 40,000 ft.) and if they were lucky into the stream. They traveled along in an easterly direction crossing the Pacific at around 200 mph in the jet stream. In daytime they would ride at the maximum altitude but as time wore on they would sink. At night they would collect dew and become heavy. Below a set height the altimeter would cause a set of blow plugs (charges that released the ballast) to fire releasing the sand bag ballast. The lost of weight would cause the balloon to pop back up to altitude. This continued till all the sand bags were gone. The last ballast was the armament. Thermite bombs were armed and dropped in the last positions on the ring. Anti-personnel bombs were also used. After all the ballast was gone a picric acid block blew up destroying the gondola. A fuse was lit that was connected to a charge on the balloon itself. The hydrogen and air mixture burned the balloon envelope up as a large orange fireball.

      Were the Fugos a joke?
      Of the over 300 incidence recorded about the Fugos during the end of WWII (1944-1945) none caused stoppage of war related activity, except for one case where a balloon landed on a power line at Cold Creek in Washington state. It caused the first SCRAM in history, taking down the first reactor used to make plutonium. The reports of all balloon bombs were censored so as not to give anything away to Japan. Eventually, after six people were killed in Oregon, the story did come out. Over Washington at least 50 were seen on one day. In a oral history of Hanford at least 40 were seen over the reservation. Offically no forest fires or other damage ocurred.

      There were other plans for the Fugos. The Japanese infamous Unit 731 of the WW2 was a secret government biological-warfare organization that operated in Manchuria. The organization, under the direction of one physician who had become interested in the possibilities of germ warfare in the 1920’s, conducted intensive experiments (mainly centering on plague and anthrax). After tests had been performed on thousands of unwilling human subjects, in 1942, the Unit commenced large-scale germ warfare on Chinese soldiers and civilians; the deaths numbered in the tens of thousands. During the last stage of the war there was a plan of attacking US population with bacteriological warfare, by using Fugos. These Fugos were to be released from Japan in the winter months when the jet stream is the strongest. Fortunately for the Allies the war ended before the plan become a reality. The head of Unit 731 ordered the remaining human subjects murdered in order to destroy evidence of the Unit’s secret operations.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • Japan National Advantages

      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.

      2. Kamikaze Attacks (revised)
      A terrifying development was the Japanese suicide tactics. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
      Your fighters may execute kamikaze attacks to target enemy capital ships. Such fighters may make a combat move without having to land in a friendly space afterward. Kamikaze attacks must be declared during combat movement turn. They attack on a 4 during the opening fire step of the first cycle of combat, and the defender must chose aircraft carriers or battleships as casualties. The enemy may chose any other ship as a casualty if no capital ship is present. Kamikaze fighters may not be taken as casualties, as they are destroyed when they make their attack.

      3. Floatplane Fighters (replace Kaiten Torpedoes)
      With an empire stretching across thousands of kilometers of the Pacific, the Japanese specialized in good floatplane fighters.
      Your fighters may treat islands you control and adjacent sea zones as one. Therefore your fighters can travel in and out from an island group you control at no cost of movement.

      4. 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 and defend on 5.

      5. Fanatic Resistance (replace Dug-In Defenders)
      The fanatic willingness to die for the Emperor was a terrifying feature of Japanese fighting men in all theatres.
      All your infantry defend on a 3 during the first cycle of combat.

      6. Fugo Raid (replace Banzai Attacks)
      Japan used balloon bombs, supposed to set fire to and drop antipersonnel bombs randomly on the U.S. There was even a plan to use balloons in order to attack the enemy with plague.
      Once during the game you can launch a Fugo Raid to reduce enemy industrial production. A Fugo raid must be launched during your mobilize new units phase and from an antiaircraft gun, which may attack an industrial complex within 4 spaces. There is no defense against this attack. The Fugo Raid causes both an economic and a military setback. The opponent must surrender the territory’s income value in IPCs to the bank (or as many as the player has), and no units can be built in this territory on your enemy’s next turn.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Kamikaze Attacks - National Advantage for Japan

      @Guerrilla:

      For Balancing #2 for General playability probably #1… #3 is out the Window…

      I have been thinking is there any other Advantage the Japanese had? If we (you :lol: ) changed it to something a little more thinkable instead of a suicide unit… Because it is not really an advantage… Or maybe make a multiple dice rolled for the Kami to give it more appeal… possibly 2 Die? Besides 5 Planes is all that is needed to sink a Carrier not the 200 represented in the piece…

      GG

      How about Fugo Raid as a new advantage for Japan? 8)

      Biological Warfare
      The Japanese infamous Unit 731 of the WW2 was a secret government biological-warfare organization that operated in Manchuria. The organization, under the direction of one physician who had become interested in the possibilities of germ warfare in the 1920’s, conducted intensive experiments (mainly centering on plague and anthrax). After tests had been performed on thousands of unwilling human subjects, in 1942, the Unit commenced large-scale germ warfare on Chinese soldiers and civilians; the deaths numbered in the tens of thousands. During the last stage of the war there was a plan of attacking US population with bacteriological warfare, by using “Fugos” or balloons. These balloons were to be released from Japan in the winter months when the jet stream is the strongest. Fortunately for the Allies the war ended before the plan become a reality. The head of Unit 731 ordered the remaining human subjects murdered in order to destroy evidence of the Unit’s secret operations.

      Fugo Raid: Japanese Balloon Bombs
      Japan used balloon bombs, supposed to set fire to and drop antipersonnel bombs randomly on the U.S. There was even a plan to use balloons in order to attack the enemy with plague.
      Once during the game you can launch a Fugo Raid to reduce enemy industrial production. A Fugo raid must be launched during your mobilize new units phase and from an antiaircraft gun, which may attack an industrial complex within 4 spaces. There is no defense against this attack. The Fugo Raid causes both an economic and a military setback. The opponent must surrender the territory’s income value in IPCs to the bank (or as many as the player has), and no units can be built in this territory on your enemy’s next turn.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Heavy Tanks - a new technology

      @marine36:

      three sounds pretty good. one would be complicated, how would you know what tanks are heavy and which tanks arnt?

      By using the battleboard and counting every second tank that you still have in the combat as a 4 (heavy tank), put on the 4 hit area on the battle board! Do this procedure for every cycle of combat! :wink:

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Axis&Allies.org Weapons Development and National Advanta

      @Kaladesh:

      one thing i would change is for jet fighters … not in this articel, but in understanding the pocedure:

      jetfighters do not attack before the aaguns do just because you have the order of battle beginning with the opening fire step (that is the aa gun) if the bomber is still on it’s SBR (or if it is a superfortress) than the jetfighter might fight one combat cycle against those bombers. however the defending player has to choose the number of defending jetfighters prior beginning the battle with the opening fire step, so there may be a situation where your aa guns hit and your jetfighter remain on a CAP without engaging enemies.
      this way everything goes fine with the original rules concerning battle order and the like.

      btw… good job mr.andersson ;-)

      Splending Kaladesh, that is alright and I will clarify it in an updated version together with Kamikazes and Dreadnoughts! I have included the 3 hit BB variant in the poll for Dreadnoughts so you can now vote for that, please vote in my polls and continue with your replies of inspirations!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Dreadnoughts - National Advantage for Japan

      @Kaladesh:

      i admire your energy in providing us with your ideas but personally i think your latest ideas are a bit too powerful in my opinion. i do not want to say that they are destabilizing the game, but i think that those ideas are that strong, i can’t judge their impact on the game without testing it a couple of times. as i said before i do not have that much time to play (unfortunately) but i want to encourage you to keep up with your ideas. nevertheless i will state my opinion in a critical way and that is not because i do not like your ideas, but i want to make you think about it in order not to put up some things that will become not as good as your first ideas (and i guess one would realize that after at least a couple of games)
      so my objections are just to tweak your ideas and to make you look at it from a different point of view.

      so with this bbs. yes they are quite expensive, but if japans has even more than its 2 starting bbs i fear us won’t stand a chance against japan in the pacific. maybe this advantage might favour the axis too much if used right. the three hit bb sounds best for me. not to strong, but strong enought to make a difference in the pacific … (even with your starting bbs) thus allowing japan to spend more ipc in asia.

      Three hit BBs is an awesome advantage and even stronger than the 5/5 advantage;

      5/5 BBs
      The increased effectiveness in combat for a 5/5 BB is that it stands a 17 % chance better to hit something that at least cost 8 IPCs (6 IPCs if Liberty Ship Program) and for at least two cycles of combat. If we simplify it one can say that’s worth some 2 times (can take two hits) 1/6 times 8 IPCs, and that is 2,7 IPCs (2 IPCs if Liberty Ship Program) in additional damage caused.

      3 hit BB vs 5/5 BB
      In the case of a 3 hit BB one can say it might save a casualty worth at least 8 IPCs, which in turn can fire one additional time on a 1 (at least)! That’s worth some 8 IPCs saved and some additional 1,3 IPCs (1/6 * 8 IPCs) (or 1 IPC if transport purchased with Liberty Ship Program).

      I like the idea of 3 hit BBs; maybe I should remake this poll and include this variant! :wink:

      Thank you for sharing your intellectual capacity! What do think about the kamikaze poll I just wrote???

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Kamikaze Attacks - National Advantage for Japan

      Variant No1 an No3 works by increasing the Japanese fighters range whithout LRA technology. The effectiveness for a kamikaze attack are worse than for a regular fighter attack, but the kamikaze fighter has an increased range capability! The reason to that kamikazes are a hinderance upon Japan could be explained by that kamikazes are just an advantage and therefore cannot be as good as LRA (a technology)! Variant No1 is obviously more powerful than No3. The US player will most likely try to match his aircraft carriers with battleships if Japan have this advantage (variant No1)!

      Variant No2 works by making Japans bombers more powerful in naval combats by targeting enemy capital ships. They attack capital ships as long as there are any left and then turn into regular bombers, loses its opening fire capability. Any bomber conducting a kamikaze attack does not automatically becomes an opening fire casualty as in variant No1 and No3! The bomber just becomes a lot better and not worse at all, that may seems a bit over the top. But it is not as good as heavy bombers, not even close. And remember that bombers are expensive, so Japan wont buy a pile of them! However variant No2 in combination with heavy bombers is awesome, but cost at least 45 IPCs on average to get along with two bombers (including the one Japan starts with)!!! For these IPCs Japan could also buy another three bombers to get four of them! Hmmm…. I don’t think this advantage will unbalance anything, that means that the US still will buy a Pacific fleet! The US player will most likely try to match his aircraft carriers with battleships if Japan have this advantage! And if Japan already has floatplane fighters advantage, this variant (No2) makes more sense than No1 or No3, since they aslo works by increasing the Japanese fighters range

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • Kamikaze Attacks - National Advantage for Japan

      Variant No1 Kamikaze Attacks
      A terrifying development was the Japanese suicide tactics. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
      Your fighters may execute kamikaze attacks to target enemy capital ships. Such fighters may make a combat move without having to land in a friendly space afterward. Kamikaze attacks must be declared during combat movement turn. They attack on a 4 during the opening fire step of the first cycle of combat, and the defender must chose aircraft carriers or battleships as casualties. The enemy may chose any other ship as a casualty if no capital ship is present. Kamikaze fighters may not be taken as casualties, as they are destroyed when they make their attack.

      Variant No2 Kamikaze Attacks
      The Japanese developed a small rocket powered aircraft full of explosives guided by a suicide pilot. This aircraft was carried to the target area by a bomber. After being released, it would engage its rocket motors to make a high-speed dash to the target ship.
      Your bombers may target enemy capital ships. Each bomber attacks during the opening fire step of combat, and the defender must chose aircraft carriers or battleships as casualties. If no capital ship is present then your bombers loses its opening fire and the enemy may chose any other unit as a casualty (casualties can fire back).

      Variant No3 Kamikaze Attacks (original)
      A terrifying development was the willingness of Japanese pilots to fly their planes directly into U.S. ships. They even developed “Flying Bombs” piloted by the soldiers inside.
      Your air units may make a combat move without having to land in a friendly space afterward. You must declare during the combat move phase that an air unit is making a kamikaze attack. Each such air unit attacks during the opening fire step of combat, and only an enemy sea unit can be chosen as a casualty. That air unit automatically becomes an opening fire casualty in addition to any other casualties inflicted in this cycle of combat.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Axis&Allies.org Weapons Development and National Advanta

      How about this variant for kamikazes???

      Kamikazes Attacks
      The Japanese developed a small rocket powered aircraft full of explosives guided by a suicide pilot. This aircraft was carried to the target area by a bomber. After being released, it would engage its rocket motors to make a high-speed dash to the target ship.
      Your bombers may target enemy capital ships. Each bomber attacks during the opening fire step of combat, and the defender must chose aircraft carriers or battleships as casualties. If no capital ship is present then your bombers loses its opening fire and the enemy may chose any other unit as a casualty (casualties can fire back).

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Axis&Allies.org Weapons Development and National Advanta

      Thanks a lot for your explaination to adaption, you are all right Dreadnaught! I guess it was anyone of you (adaption or Dreadnaught) who voted that the article is just useful and not great or better than the original ones? It is alright with that, but I would like to know what you think is better in the original ones than mine (couse otherwise you would have voted “Great”)? But if you think my variants are better over all (that means you vote “Great”), It was some one else who voted that mine are worse than the original ones!

      And adaption, the reason to let any fighters onboard on a carrier to protect, might seem too complex. But It is necessary to do that if kamikazes are able to pick target! Otherwise it will not be balanced, since any carrier loaded with any fighters will invite a kamikaze attack, cause it is a bargain for the Japanese player to go for it! This still apply to your suggestion that any kamikazes should hit on a 3 or less! One must not forget that the kamikaze rule is to increase the Japanese fighters range whithout LRA technology. And since kamikazes are just an advantage it cannot be as good as a technology, so kamikazes need to be a hinderance upon Japan! That means that the odds for an attack should be harder for a kamikaze than a regular fighter attack, to compensate for the increased range capability of kamikazes! But it should be balanced!

      So if one want to let kamikazes pick their target, I recomand my variant. For those who think this variant is too complicated, I suggest to use the original one! :wink:

      And about “An enemy antiaircraft gun can roll one die against only each attacking fighter.” This is just to say things twice, that superfortresses are immune to AA fire and that is no matter if it is a SBR or a regular combat. So if there is a combat with superfortresses and fihters and there is a AA gun in the area, then the AA gun can roll one die against only each fighter!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Dreadnoughts - National Advantage for Japan

      @adaptation:

      Seriously,when can Japan afford more Battleship then the 2 starting one?making them 5/5 would be fine…3hit Battleship is good 2.

      It is a matter of taste!

      Variant 1 is most dreadful in my opinion!

      Why? Because;

      One must not forget that a ship with a opening fire means: Any casualties are destroyed and removed from play, with no chance to counter-attack!!!This means that variant 1 is even stronger than variant 2 in cases, where the battle wont last for more than three cycles. Another good reason to use variant 2 is that if a battleship is attacked by a submarine it may fire back in opening fire step of combat, no matter if there is a protecting destoyer around or not.

      Most of the other guys voted for variant 1, since they thought it is less powerful! But I think they better think again! However I like the most dreadful variant and that is variant 1!!! If most people don’t think so I will change it to the 5/5 variant again! :wink:

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Axis&Allies.org Weapons Development and National Advanta

      Well Dreadnaught, thank you!

      But I need to say you should also thank all the others in this forum who have helped along the way! Some deserv too be mentioned and I especialy want to thank the following for dicussions and support concerning this article:

      Guerrilla Guy
      Horatius
      Kaladesh
      sacker of cities

      Thank you! :D

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • Axis&Allies.org Weapons Development and National Advanta

      Weapons Development

      1. Jet Fighters
      Your fighters are now jet fighters. Their defense increases to 5, and they may intercept bombers (including superfortresses) in a SBR. Intercepting fighters attack on a 3 were as the bomber defend on a 1, the combat last for one cycle of combat. 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. See Special Combats in Phase 4: Conduct Combat for more information.

      3. Super Submarines
      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 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. Super Destroyers
      Your destroyers are now super destroyers. They may like battleships, conduct coastal bombardment during an amphibious assault at an attack roll of 3 or less. In addition they have a move of 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 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. Guard Tank Regiments (replace Mobile Industry)
      Russia used heavy tank regiments as guards of Moscow. Invulnerable to any standard anti-tank weapons available of that time, these tanks were instrumental in saving the capital.
      Your tanks in Russia defend on a 5.

      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.
      Your artillery attacks on a 3, for the first combat cycle only. Thereafter, only one artillery unit can retain this increased attack factor of 3.

      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 (replaces U-Boat Interdiction)
      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 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 units 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 (revised)
      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 submarines attack on a 3 (4 if you have the Super Submarines development) 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 Wolf Packs advantage does not improve defending submarines. Enemy destroyers do not affect this National Advantage. The submarines may come from different sea zones, but they must attack the same sea zone.

      5. Tiger Tanks ( Luftwaffe Dive-Bombers)
      A single Tiger tank could halt the advance of a complete armored division. These tanks were massively protected and had an extremely powerful anti-tank gun, which were more than adequate to deal with any allied armored fighting vehicle of that time.
      Every third tank you have in each combat cycle, attack or defend on a 4.

      6. Fortress Europe
      The Gustav line in Italy was ordered to hold at all costs. Those costs included tens of thousands of men on both sides.
      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 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. British 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 in one of the following territories if you control it: India, Western Canada, Eastern Canada, Australia, South Africa, Anglo-Egypt, or New Zealand. This unit has to be 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 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.

      2. Kamikaze Attacks (revised)
      A terrifying development was the willingness of Japanese pilots to fly their planes directly into U.S. ships. They even developed “Flying Bombs” piloted by the soldiers inside.
      Any Japanese fighter may perform a Kamikaze Attack and may use up all of its movement to reach a target of his choosing. A Kamikaze Attack must be declared during combat movement turn and they are only to be used during opening fire step of the first cycle of combat (meaning, their casualties cannot hit back). Kamikazes hit on a 4 and the target chosen may only be an enemy naval unit, except submarines. If an Aircraft Carrier is chosen as a target, any fighters on board can defend the Carrier on a 3 in the opening fire step. Any protecting fighters may than not also defend during the defenders roll turn against another attacking unit. Kamikaze fighters may not be taken as casualties, as they are destroyed when they make their attack.

      3. Floatplane Fighters (replace Kaiten Torpedoes)
      With an empire stretching across thousands of kilometers of the Pacific, the Japanese specialized in good floatplane fighters.
      Your fighters may treat islands you control and adjacent sea zones as one. Therefore your fighters can travel in and out from an island group you control at no cost of movement.

      4. 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 have a first-strike capability (both attack and defense qualify). This capability is for the first round only. Any casualties are destroyed and removed from play, with no chance to counter-attack (it does not disrupt the special ability of a submarine).

      5. Dug-In Defenders
      Many Japanese troops defending Pacific islands elected to die in their bunkers rather than surrender.
      All your infantry on islands 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 one U.S. unit to an equivalent U.K. or Soviet unit. The conversion can only take place on an allied territory containing an industrial complex or in a sea zone adjacent to it. Remove the affected unit from play and replace it 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 flew higher than any other plane in the U.S. arsenal.
      Your bombers are immune to antiaircraft fire and defend on a 2. An enemy antiaircraft gun can roll one die against only each attacking fighter. (If no fighters are in the attacking force, the antiaircraft gun cannot fire.)

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: British Commonwealth Troops or Flying-Boats?

      @UKcommander:

      I see your point. However, do the infantry still cost three and are you only allowed one infantry in a territory per turn? I guess the commonwealth’s just don’t interest me that much if that’s it, unless it’s India with an I.C., then I can see where you’re coming from :wink:.

      Yes the infantry still cost three IPC’s, but I think this infantry should be in addition to any units mobilized by an industrial complex. Thus it means that you can mobilize one additional infantry unit than what the restriction says; one cannot mobilize more units than the income value of the territory.

      This rule would definitely bring some favor to UK, as you said in combination with an IC in India, it would be awesome to capture for the Japanese player!
      :wink:

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Replacement for the crappy LDB advantage

      Maby this advantage is better than all other suggested before!

      Tiger Tanks
      A single Tiger tank could halt the advance of a complete armoured division. These tanks were massively protected and had an extremely powerful anti-tank gun, which were more than adequate to deal with any allied armoured fighting vehicle of that time.
      Every third tank you have in each combat cycle, attack or defend on a 4.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
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