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    Posts made by B.AnderssonGameMaster

    • RE: Soviet Union National Advantages

      @kyrial:

      I would think conscripts is an interesting idea except that I feel it would be better reflected as GG suggests by making Soviet infantry cost less. However, I don’t know about making it 2 because if you look at it that way w/ the original 24 IPCs you are essentially getting 4 extra infantry every turn by going all inf. Going with 2.5 also presents problems because what if I want to buy just 1 infantry? Not that it’s probable but it is possible.

      Perhaps something like with every 5 inf you buy, you get 1 free to represent the conscripted/ “volunteer” (and we know that I use that word lightly) units as opposed to Red Army regulars. That way you are getting some additional units to represent the Soviets manpower superiority while at the same time not skewing things too much to their side because despite these advantages the Germans still made the Russians pay for every mile they took even up until Berlin itself.

      Well, wouldn’t we get the IPM effect if using a rule that makes infantry cheaper? By the way conscripts didn´t cost anything, they were free!

      However, I like the idea of yours!

      Which one of the above assault gun rules do you like most?

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

      Another interesting advantage to Russia would be:

      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 one of the following territories if you control it: Belorussia, Ukraine S.S.R., West Russia or any red territories. This free unit is in addition to the group of units you just purchased.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Tank Destroyers OR Assault Guns?

      @Guerrilla:

      Assault Guns… Sorry I was trying to give what I thought would be a good advantage that was somewhat historical… besides I thought we could post ideas to revise your advantages… or is that illegal? :cry:

      GG

      Sorry GG! It is not illegal! I liked your variant but, it is game balanced and would be very interesting to have for the Russian player, a strong incentive for buying tanks! But historically, you are not talking about assault guns but rocket artillery (Katyusha Rockets)!!!??? I need to check it up, could you give me a hand?? :wink:

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Tank Destroyers OR Assault Guns?

      Other variants for assault guns would be:

      Assault Guns (variant 1)
      Soviet army had had brought its use of artillery to fine art. They produced massed heavy self-propelled guns as ‘breakthrough’ artillery, designed to accompany infantry to deal with strongpoints or obstacles.
      Your artillery have a move of 2 and give one matching infantry one additional movement allowance. An artillery and infantry combination may blitz as tanks do.

      Assault Guns (variant 2)
      Soviet army had had brought its use of artillery to fine art. They produced massed heavy self-propelled guns as ‘breakthrough’ artillery, designed to accompany infantry to deal with strongpoints or obstacles.
      Your artillery have a move of 2 and defends on a 3.

      These variants would strongly favor arillery for the Russian player, especially in combination with Katyusha Rockets!!!

      What do you think???

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • Panzergrenadiers

      1. Panzergrenadiers
      During World War Two, the Germans had troops units that were designed for fighting alongside tanks. These were fully motorised units, so that they could at all times keep up with the tanks. These were the Panzergrenadiers.
      Your infantry have a move of 2 and may blitz as tanks do, but no panzerblitz (SS Panzers).

      2. SS 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.
      The Panzergrenadiers advantage implies that each tank 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.

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

      Why do you vote as you do??? Please write down a few words about why you think the other advantage is better than the other one! :D

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

      I think it is a perfect match to let the Germans have Jagd Panzers (Tank Destroyers) to counter the Russian Assault Gun advantage, not vice versa since now the Russian player control the game! When I say “control the game”, I mean that the Russian player can choose when and were the German Jagd Panzer advantage will come in to play! The attacker always has the initiative!
      :wink:

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Revised Luftwaffe Dive-Bombers OR Jagd Panzers?

      I think it is a perfect match to let the Germans have Jagd Panzers (Tank Destroyers) to counter the Russian Assault Gun advantage, not vice versa since now the Russian player control the game! When I say “control the game”, I mean that the Russian player can choose when and were the German Jagd Panzer advantage will come in to play! The attacker always has the initiative! But at the same time the German player may safe his advance against counter-attacks on his way into Russia!
      :wink:

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Tank Destroyers OR Assault Guns?

      @Guerrilla:

      How about reversing Assault Guns?

      2. Assault Guns
      Soviet army had had brought its use of artillery to fine art. They developed long range Artillery that was mounted on tracked vehicles and could destroy Advancing Armor which allowed their Infantry to oppose enemy Infantry unopposed

      Each Soviet Tank increases 1 defending Infantry to 3

      Considering that Russia already has the Katyusha Rockets advantage, which is an offensive advantage and an incentive to buy artillery. But also has the Guard Tank Regiments advantage that boosts the defense in Russia and is an incentive to buy tanks for the Russian player. Which one of the above advantages would be most interesting to the Russian player do you think? 1. Tank destroyers OR 2. Assault Guns??? And Why, please give a good explanation?? :-?

      I think it is a perfect match to let the Germans have Jagd Panzers (Tank Destroyers) to counter the Russian Assault Gun advantage, not vice versa since now the Russian player control the game! When I say “control the game”, I mean that the Russian player can choose when and were the German Jagd Panzer advantage will come in to play! The attacker always has the initiative!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • Tank Destroyers OR Assault Guns?

      1. Tank Destroyers
      Soviet army developed tank destroyers in order to deal more effectively with the German tanks. These armor roamed the battlefields to ambush enemy tanks - armed with more powerful guns than similar tanks.
      Your tanks defends on a 4 (5 if you have the Heavy Tanks development) as long as the attacker has tanks in the battle. This advantage does not affect the Guard Tank Regiments advantage.

      2. Assault Guns
      Soviet army had had brought its use of artillery to fine art. They produced massed heavy self-propelled guns as ‘breakthrough’ artillery, designed to accompany infantry to deal with strongpoints or obstacles.
      Each of your attacking tanks increases one matching infantry to an attack roll of 2 or less.

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

      Mideast Oil
      The United Kingdom’s 1920 division of the Middle East tapped into the power from the sands. The Germans tried to get that power for themselves.
      If an air unit you own lands in Anglo-Egypt, Trans-Jordan, or Persia during your noncombat move phase, it may then move an additional number of spaces equal to its normal movement.

      1. British Commonwealth Troops
      The British Commonwealth Troops served in all theatres in WWII - 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. You cannot mobilize more units than the income value of the territoy, no matter if the territory contains an industrial complex.

      2. Flying-Boats
      Flying-boats played a vital role in fighting the U-boat blockade around Britain. This important weapon was a deadly adversary to enemy submarines or warships.
      Your bomber may defend adjacent sea zones on a 3 and has a special ability of submarine disruption (See Special Abilities for Destroyers in Appendix I: Unit Profiles).

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • Revised Luftwaffe Dive-Bombers OR Jagd Panzers?

      1. Luftwaffe Dive-Bombers (revised)
      Europe was blitzed and bombed. The Ju-87 Stuka dive-bomber, a small plane, played a big role. Its screaming siren generated terror on all battle fronts.
      Your fighters may conduct first round tactical bombing runs. They are subject to antiaircraft fire as normal. In the first cycle of combat, if there are no defending fighters present, the fighters hit on a roll of 5 or less. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this first cycle ability is cancelled.

      2. Jagd Panzers (replace Luftwaffe Dive-Bombers)
      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 defends on a 4 (5 if you have the Heavy Tanks development)as long as the attacker has tanks in the battle.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • 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. Sino-Soviet Pact (former 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. Salvage
      After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them.
      If you retain control of a red territory against attacking tanks and at least one attacking tank is destroyed, you may place one free Soviet tank in that territory.

      5. Guard Tank Regiments
      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 defends on a 5.

      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.

      7. Assault Guns
      Soviet army had had brought its use of artillery to fine art. They produced massed heavy self-propelled guns as ‘breakthrough’ artillery, designed to accompany infantry to deal with strongpoints or obstacles.
      Each of your attacking tanks increases one matching infantry to an attack roll of 2 or less.

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

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Top Ten posters

      Who cares about hoe many posters one have, I doubt that any of the top ten have wrote more than 1% of quality posts, that are really useful! If you doesn’t have any good thing to say then don’t, simple as that! The top ten are probably a bunch of loosers who lost self esteem and self respect!

      How about some character you spineless unsure morses (top 10)! You are nothing compared to my ponyboys! Says the cowboy him self! 8)

      posted in Website/Forum Discussion
      B
      B.AnderssonGameMaster
    • RE: Has anyone played with the 3/3 tanks from the new AH edition

      I suggest that one try to play with a variant of 1/1 infantry, where the infantry defends on a 2 or less on the first round of combat only. This is a more accurate and realistic rule. But most of all, bring better balance to the game! :)

      I also suggests that one should consider to reduce the cost of fighters to 10 IPC’s! Think about it! Don’t ask why, ask why that expensive at the beginning? I say this reduced cost of fighters should be done in consert with the use of 2 hit Battelships! This is really a good one, try it! I have used for my last five games. It’s great!!! :D

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: AA GUNS

      @UKcommander:

      My friends and I play with the house rule that you can have more than one AA gun in a territory. It works really well sometimes if you need to defend an important territory.

      Do you have any restrictions for how many AA guns one may use in a territory?

      posted in House Rules
      B
      B.AnderssonGameMaster
    • AA GUNS

      What about allow one to use multiple AA guns on each territory?

      posted in House Rules
      B
      B.AnderssonGameMaster
    • ADVANCED WEAPONS DEVELOPMENT

      ADVANCED WEAPONS DEVELOPMENT
      Any player may try to develop any weapons of his choosing at a cost of 7 IPCs for each Tech roll.

      Russia starts the game with Assult Guns, US with Mechanized Infantry, Germany with 88’s and SS Panzers , as optional rules for Weapons Development Benefits in Axis & Allies.

      ASSAULT GUNS
      Assault Guns are heavily armed and armoured armor, designed to accompany infantry. Assault Guns make it able to not only attack an enemy position with greater force, but make it less susceptible to counterattack.

      Each attacking armor increases one matching infantry to an attack roll of 2 or less. Each armor’s defense capability is also increased to 3.

      This rule is not applicable to German SS Panzers (see below).

      BLOCKBUSTER BOMBS
      Blockbusters are heavy bombs designed for mass demolition to the extent that a single bomber could deliver more explosive than a full broadside from a battleship.

      Each attacking bomber rolls 2 dice instead of 1. One may choose either military units or industrial complexes as targets, strategic bombing raids.

      MECHANIZED INFANTRY
      Mechanized Infantry are armoured infantry or halftracks accompanying armor units.

      The Mechanized Infantry rule implies that each armor give one matching infantry one additional movement allowance and an increased attack capability of 2 or less. The armor and the infantry unit must leave from the same territory.

      88’s – ANTI-TANK GUNS
      In order to bring play balance, this rule should be used in combination with Assault Guns and Mechanized Infantry. Anti-Tank guns are vital for a defending player to fend off any attacking Assault Guns and indirectly Mechanized Infantry.

      The defending player may take advantage of his A/A guns dual capability and may choose to use his A/A guns as an Anti-Tank gun. The choice of how the A/A gun is to be directed must be declared during the first round of combat and may not be redirected on a new target during the combat.

      A defending A/A gun rolls one die for each attacking armor (or assault gun) during each round of combat or once at every attacking aircraft.

      Casualties have no chance to counter-attack. Any matching infantry, due to Mechanized Infantry or Assault Gun technology, will immediately loose its increased attack capability and return to regular infantry.

      RADAR & ASDIC
      Radar technology implies that each AA gun may be radar-directed to target on a single aircraft.

      Radar targeting implies that one may only roll a single die to an attack roll of 4 or less, no matter of how many enemy aircrafts attacking. One may choose to use radar targeting for an AA gun or use it on regular basis.

      Asdic technology (now termed ‘sonar’) eliminates an attacking submarine’s first-strike capability.

      DREADNAUGHTS
      Dreadnaughts are heavily armed and very large Battleships.

      Attacking Dreadnaughts have a first-strike capability. This capability is for the first round only and does not include shore bombardment. Any casualties are destroyed and removed from play, with no chance to counter-attack. In the case of a Dreadnaught, one hit of damage must be inflicted immediately.

      It takes two hits to sink a Dreadnaught. Once hit, the Battleship is turned on its side to reflect its new status.

      A damaged Dreadnaught may not attack or perform shore bombardment. It moves normally and defends on a 3, but returns fire based on its status before any hits take effect.

      Dreadnaughts may be repaired. To be repaired, a Dreadnaught must move into a friendly Land/Sea zone with an industrial complex in order to be repaired. Repairs can only be made during the active player’s turn and only during the purchase turn. On the turn a Dreadnaught is repaired it may not move, it is considered in port being repaired.

      The cost of repairing a Dreadnaught is determined by the roll of 2 D6 and adding both of them together. The total of both die is the number of I.P.C.’s to repair the ship. If one roll the dice to find the cost of repairs, one must pay that amount. Once sunk, a Dreadnaught may not be repaired. Only a new one can be built.

      ROCKETS
      Same as old rules.

      JET POWER
      Same as old rules.

      LONG RANGE AIRCRAFT
      Same as old rules.

      ADVANCED TORPEDOES
      Same as Super Submarines technology.

      TECHNOLOGICAL ESPIONAGE
      Once a technology has been discovered, any player may use spies to steal that technology.

      By using spies one will reduce the cost of develop a technology. Tech rolls may be made at a cost of 5 IPCs for a technology that is developed by any other player.

      SS PANZERS
      (Germany only)

      SS Panzers are specialized in repelling enemy advancement and make a conciderable reinforcement to the German player’s defense.

      SS Panzers cost 8 I.P.C.’s and can only be built in Germany. A SS Panzer unit has a movment capability of 1, defends on a 5 and attack on a 4.

      SS Panzer units can be shipped via transports and may be built above regular armor units.

      One can use regular armor painted in black as SS Panzer units.

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: Axis OR Allies

      @DutchThor:

      Hey Andersson,

      I don´t think statistics of this kind will help. This is a strategic game, but it´s also a game in which you require a certain amount of luck…

      Greets,
      Thor

      Tell me about it! I know all that, but this ia only for fun! Even if its not useful, it might say something, we will see!

      General B. Andersson, Game Master

      posted in House Rules
      B
      B.AnderssonGameMaster
    • Axis OR Allies

      I think there is a big interest of statistics for Axis & Allies games, do Axis win more often then Allies? I want everyone to vote for their last A&A game, did Axis OR Allies won your last A&A game?

      You need to vote to see the statistics!

      General B. Andersson, Game Master

      posted in House Rules
      B
      B.AnderssonGameMaster
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