Hi Michael!
I lost yur email when I was sending you the rules in pdf, and eveything went wrong. So if you send me your email again, I’ll try again!
B. Andersson, Game Master
Hi Michael!
I lost yur email when I was sending you the rules in pdf, and eveything went wrong. So if you send me your email again, I’ll try again!
B. Andersson, Game Master
I like it.:D If I were you,I’d use the Cap (Combat Air Patrol) rules from A&A:Pacific for your house rule.
I think you are right about that, by using the CAP rule! Don’t you think one always should use this rule, for all sea zones, as an advanced player, since it brings more strategy as well as realism in to play? :)
B. Andersson, Game Master
So, you take a bad odds chance of loosing 12 IPCs worth of equipment for an average of 3IPCs loss to your enemy.
1/61 + 1/62 + 1/63 + 1/64 + 1/65 + 1/66 = 3.5
About the odds! If one uses one fighter to escort the bomber and the enemy has one fighter in the target area, then one has the odds of loosing units to a cost of 8.5 I.P.C.'s (3/6 * 12 + 1/6 * 15). On the other hand the enemy has the odds of loosing 11.5 I.P.C.'s (4/6 * 12 + 3.5)!!! The question is if the enemy chooses to use his fighter to intercept the escort??
If one chooses to perform a SBR whithout fighter cover, then one has the odds of loosing units to a cost of 10 I.P.C.'s (3/6 * 15 + 1/6 * 15), where as the enemy has the odds of loosing 5.5 I.P.C.'s (1/6 * 12 + 3.5)!!! :wink:
What we have learned here is that this rule pracrtically reduceses the bombers range to 4! But there is another thing that is very interesting with this rule, and that is when one player has developed Heavy Bombers. Then it’s worth building a stock pile of fighters in all IC territories, except new or captured ones (se rules for ‘New Complexes’)!
B.Andersson, Game Master
The problem is, if you need escorts you stand a good chance of loosing one or more of them.
So, you take a bad odds chance of loosing 12 IPCs worth of equipment for an average of 3IPCs loss to your enemy.
Oh, I see! You think it is a problem to stand a good chance of loosing an escorting fighter, hmmm…… Maybe you have not red the article after all! :( You have probably forgot that any intercepting fighters attack the fighter escort on a 3, but the escorting fighters defend on a 4 (and a 1 for the bombers)! The dog fight last for one round only, but you are right about that one stand a good chance of loosing one or more of the fighter escorts if there are any potential intercepting fighters in the target area!
Now a little twist, the one who owns the intercepting fighters stand a even bigger chance of loosing one or more of his fighters, since they only attack on a 3 compared to the escorting fighters 4!!!
Well, enough about that! By using this rule one makes fighters even more desireable, since they now are vital for each player to fend off any SBR! The rule also more or less forces the attacker to use fighters to escort the bombers, fighters that could be useful for other missions! This brings even more strategy into the game and realism as well!
If one want to know for sure that there wont be any intercepting fighters one use a superior combat force (a stock pile of fighters), then the enemy probably wont choose to intercept the escort with his fighters!
I suggest that you should take a look at the ‘Tactics’ article I just wrote! :wink:
B. Andersson, Game Master
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.
If using the optional rules for Weapons Development Benefits in Axis & Allies® Second Edition Rules Booklet, the German palyer may build SS Panzer units instead of starting the game with Jet Power.
For more house rules take a look at Nice House Rules! :D
B. Andersson, Game Master
@Guerrilla:
I like you, you like Houe Rules :lol: …
If you actually have used this rule or any other rule from ‘Nice House Rules’ I would love to hear how it came out? If you used 88’s, did Russia start with Assault Guns or did you compensate the Allies in another way? :o
B. Andersson, Game Master
I don’t know if this is the right forum for this, but I put it here anyway!
This is based on Michael Sandy and his “Comprehensive German Naval Strategy”, since I really liked it and especially “Part 1”!
TACTICS
Tactics are an art, not a science. There’s no way to absolutely quantify them, no way to define secret formulas for victory. There are rules a good tactician follows, but they aren’t absolutely binding. The ‘secret’ to winning lies not in trying to manipulate the enemy, but in creating general situations in which you know the available menu of maneuvers and the balance of firepower will favor your force.
Superior Combat Power
If one add up the combat capability rating and divide by 6 you get an average number of hits that force will inflict on a round.
Mixed Force
A force of mixed combat capability will gain advantage after each side takes a casualty since it reduces their combat power by a smaller amount. If one attack a territory defended by a better mixed force, one will need a larger initial advantage.
Cannon Fodder
If one can take casualties in cheap units while the enemy has to take casualties in expensive units, one will come out ahead.
B. Andersson, Game Master
With your Fighter intercept rules Germany and England will be immune to SBRs. No one will risk a bomber when there are two or three fighters sitting in the target area.
Well, I think you missed one thing about the rule! Fighter cover! The bombers may be protected by fighters that will not be an issue to a defending A/A gun.
What the rule does is that one practically restricts the range of the bombers to 4, due to fighter escorts. But on the other hand it gives the bombers a benefit, since the escorting fighters defend the bomber on a 4 (and 1 for the bombers) where as the intercepting fighters attack on a 3.
Another benefit is that it makes it possible for one to affect the problem with enemies who posses Heavy Bomber technology. But the problem with HB is still big, since fighters still cost 12 I.P.C.'s! This makes fighters even more desirable!
Another thing is that Germany may benefit this rule most since possesion of Western Europe or FinlandNorway gives them an oppertunity of fighter escort when performing a SBR on England! UK on the other hand need to take FinlandNorway (or Western Europe) or Libya to actually make it possible to perform a SBR on Germany or Southern Europe. UK also have Karelia as an option, but this option could be risky if the Germans are close. This brings more realism to the Game as well as strategy. :wink:
B. Andersson, Game Master
@Guerrilla:
I know that… my point is why give hte Axis extra units while you restrict the allies from having any extra units…
I agree GG. That is way I suggest Russia to start with Assault Guns, which make it really fun to play Russia for the first time!!! To compensate the Axis I suggest that one should let Germany start with 88’s and SS Panzers. I also suggest that Japan should start with kamikazes instead of supersubs, since supersubs are a much better benefit for Japan!
Try it! Now Russia have an option, that was not the case in the basic rules! I have tried these rules my self in a few games and found them really nice, especially in a 5-player game!
B. Andersson, Game Master :D
FIGHTER COVER
(Strategic Bombing Raid)
The bombers conducting a Strategic Bombing Raid (SBR) may be escorted by fighters as protection. The defending player’s fighters may then intercept the bombers conducting a SBR, if stationed at the target area.
Any fighters intercepting the bombers (defending player) attack first at a die roll of 3 or less. Then fighters escorting the bombers and the bombers return fire as usual, defends on a 4 and 1 respectively. The battle lasts for one round only.
If there is an A/A gun at the target area, it can only fire at the bombers, not the fighter escorts. The escorting fighters are considered to rendevous with the bombers near the target, but they leave before the bombers actually reach the target. The escorting fighters can then land anywhere within their range limitations.
Any fighters and bombers used in a SBR may not also be used in a regular land combat in the same territory on the same turn. If a land battle was won by the attacker then any surviving fighters that were intercepting bombers in a SBR would be considered destroyed on the ground.
NEW COMPLEXES
(Strategic Bombing Raids)
The damage effects from a Strategic Bombing Raid (SBR) at a new Industrial Complex (or captured complexes) is both economic and military.
The cumulative effect for each bomber:
Cumulative Economic Setback MilitarySetback
die rolls of:
1 1 I.P.C. (Surrender) -1 Unit (can’t be built)
2 2 I.P.C.’s (Surrender) -1 Unit(can’t be built)
3 3 I.P.C.’s (Surrender) -2 Units(can’t be built)
4 4 I.P.C.’s (Surrender) -2 Units(can’t be built)
5 5 I.P.C.’s (Surrender) -3 Units(can’t be built)
6 6 I.P.C.’s (Surrender) -3Units(can’t be built)
For more house rules take a look at Nice HouseRules! :D
B. Andersson, Game Master
‘88s’ – ANTI-TANK GUNS (Gemany only)
Such guns are vital for the German player to fend off any attacking Russian Assault Guns. This rule should be used in combination with Assault Guns, if Russia starts the game with Assault Guns.
The German player may take advantage of his Anti-Aircraft (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. The casualties have no chance to counterattack.
For explaination of Assault Guns and more house rules, take a look at Nice House Rules! :D
B. Andersson, Game Master
One house rule that I have used for some time:
Fighter planes allocated in Gibraltar may defend with any naval units in the sea zone “Strait of Gibraltar”, adjacent to the coastal territory.
Try this one and then give some comments!
How does the 3rd edition PC Game rules for A&A work out in detail for:
PARATROOPERS
KAMIKAZES
2 HIT BATTELSHIPS
I have never seen any of the editions for the PC Games, so please give specific details. By the way I think I will buy it soon, if one can recomand it?!
B. Andersson, Game Master
If you want the paratroopers to have a better attack capability, maby it is better to give them a “suprise attack factor”. This factor allow all paratroops to attack on a die roll of 2 or less, for the first round of battle only!
B. Andersson, Game Master
Appropriate in what sense? Do you think the game should be balanced in Allies favor? However, I think one shouldn’t mess up the basic rules too much. I just want to add rules to the basic rules for the more advanced demanding players! Therefore, I think that it would be better to let US start with Long Rang Aircraft, if one think that the Allies should have a benefit!
B. Andersson, Game Master
I have a nice paper about the following house rules on a pdf, it includes nice pictures. If anyone is interested, I can send it by mail! It is 440 kB big, three pages!
my e-mail: bamse_andersson@hotmail.com
2 HIT BATTLESHIPS
It takes two hits to sink a Battleship. Once hit, a Battleship is turned on its side to reflect its new status.
A damaged Battleship 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.
Battleships may be repaired. To be repaired, a Battleship 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 Battleship is repaired it may not move, it is considered in port being repaired.
The cost of repairing a Battleship 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 Battleship may not be repaired. Only a new one can be built.
KAMIKAZE ATTACKS
(Japan only)
Any Japanese fighter may perform a Kamikaze Attack, that may use up all of it’s movment to reach a target of his choosing. The target choosen may only be enemy naval units, except submarines.
A Kamikaze Attack must be declared during combat movment turn, they are only to be used during the first round of combat.
The choosen target defend first, if successful the Kamikaze attack fail. The kamikaze fighter is then destroyed and removed from play. The Kamikaze attack automatically hits the chosen target, if the defending target is not successful.
Any ships sunk as a result of a Kamikaze attack are destroyed and removed from play. In the case of a Battleship, one hit of damage must be inflicted immediatly. If an Aircraft Carrier is chosen as a target, any fighters on board can defend with the Carrier.
The defending target (including any protecting fighters) may not defend more than once during a round of combat, and hence will not counterattack any other attacking units. Kamikaze fighters may not be taken as casualties, as they are destroyed when they make their attack.
AIR TRANSPORTS
This rule make it possible to paradrop infantry units into otherwise unaccessible territories. The rule can also be used to reinforce a defensive position by airlifting infantry from one territory to another.
Infantry may only be dropped from or transported by bombers. A bomber can carry one infantry unit and may not perform any bombing missions for that turn. The bomber and the infantry unit must embark from the same territory.
When airlifting infantry over an enemy or neutral territory, the move takes place during combat movement turn. 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.
Bombers assigned for air transport have a reduced range of 4. Heavy Bombers technology does not affect the rules for Air Transports.
A paradropped infantry go into combat at an increased attack factor of 2 instead of 1 and they cannot retreat from combat. This increased attack factor is for the first round only.
ASSAULT GUNS
(Weapons Development)
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.
Any player may develop Assault Guns instead of Industrial Technology. However, this rule is not applicable to German SS Panzers.
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.
Russia starts the game with Assult Guns, if using the optional rules for Weapons Development Benefits in Axis & Allies® Second Edition Rules Booklet.
‘88s’ – ANTI-TANK GUNS
(Germany only)
This rule should be used in combination with Assault Guns, if Russia starts the game with Assault Guns. In order to bring play balance, 88s are vital for the German player to fend off any attacking Russian Assault Guns.
The German player may take advantage of his Anti-Aircraft (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. The casualties have no chance to counterattack.
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.
If using the optional rules for Weapons Development Benefits in Axis & Allies® Second Edition Rules Booklet, the German palyer may build SS Panzer units instead of starting the game with Jet Power.
FIGHTER COVER
(Strategic Bombing Raid)
The bombers conducting a Strategic Bombing Raid (SBR) may be escorted by fighters as protection. The defending player’s fighters may then intercept the bombers conducting a SBR, if stationed at the target area.
Any fighters intercepting the bombers (defending player) attack first at a die roll of 3 or less. Then fighters escorting the bombers and the bombers return fire as usual, defends on a 4 and 1 respectively. The battle lasts for one round only.
If there is an A/A gun at the target area, it can only fire at the bombers, not the fighter escorts. The escorting fighters are considered to rendevous with the bombers near the target, but they leave before the bombers actually reach the target. The escorting fighters can then land anywhere within their range limitations.
Any fighters and bombers used in a SBR may not also be used in a regular land combat in the same territory on the same turn. If a land battle was won by the attacker then any surviving fighters that were intercepting bombers in a SBR would be considered destroyed on the ground.
NEW COMPLEXES
(Strategic Bombing Raids)
The damage effects from a SBR at a newbuilt or captured industrial complex is both economic and military.
The cumulative effect for each bomber in a SBR is as follows:
Cumulative die rolls of: 1 2 3 4 5 6
(for all bombers)
Economic Setback: 1 2 3 4 5 6
( I.P.C.’s to surrender)
Military Setback: -1 -1 -2 -2 -3 -3
(Units can’t be built here)
B. Anderssson
General B. Andersson, Game Master