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    Posts made by B.AnderssonGameMaster

    • RE: National Advantages for A&A Europe Version 1.2

      @Imperious:

      …

      naval fighters ( planes that only are carrier based/ not mixed with land fighters)
      SS panzers
      Mech infantry
      Cruiser

      The other NA’s you want will be added AS NA’s… where you get to choose what you want from a list. Each item on the list will have a point value ( like AA miniatures) so in the game you start off with a certain amount of points and you choose what NA’s you need  paying these points for the “cost” of having this benifit. This system will then remove the imbalances of one NA Vs. another… what do you think?

      Why naval fighters?

      Your point system rule is briliant! I will dig in to this as soon as possible, but first one need to know what NAs to be on the list!

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

      By the way this kind of nation specific units is just a more less flexible system of NAs!

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

      @Imperious:

      Ok take your time… If you have a D12 system you can have nation specific unit values… how else can you accomplish this idea?
      If you had a Armor unit for germany it would be 4/3, for japan its 2/3, usa 3/3 USSR what? UK what then? remember you cant choose 2/2 because your into artillery values… and 4/4 you run into heavy tank territory or the SS Panzer values… you see only 6 numbers gives you crap for room to maneuver the unit values. Only a d12 solves this problem.

      I disagree! A 4/3 would simply cost more than a 3/3 and not an option, just nation specific! I would say 3/4 for Germany and cost of 6 IPCs were as Russian (US and UK) tanks would be 3/3 and cost 5 IPCs!

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

      @Imperious:

      I know you may not like this but the only way to truely get a accurate index of nation specific values is to install an optional D12 system… which by chance is what Larry harris will be doing when he ever releases his own Advanced Axis and Allies game. I can easily provide a good index of values that in fact is the very list that Larry has tentitively approved.

      The idea with the extra units (which i know you dont like) is under only the optional rules section of phase 2 of the project. So not to worry. BTW i send you some rulesets. Did you get them?

      Will take a look on them next week! And why a D12?

      posted in Axis & Allies Europe
      B
      B.AnderssonGameMaster
    • RE: AARHE: Phase 2: Adding Italy to the game.

      @Imperious:

      I have something to post along these lines… i just got a book with some info on % of lend lease etc… ill post tonight.

      Why not just stick to my NA variant and make it a basic rule!?

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

      @Imperious:

      OK i assume that is the most current version? also do you have any for Italy?

      Haste slowly my friend and be patious! I will think about it since I like your ideas more and more. Finaly it seams as you and I will come up with the same frequency! Lets have a revised edition for A&A:E and start with NA:s and as we both know the board is pretty messy as is, hence no more new units. Lets have different values for each nations units instead, that would do much better. More over one need to think about how to get better rules for air. To start with the cost for fighters, that should be reduced from 12 to 10 IPCs! I dont really know about the tanks combat capabillity yet (3/3 or 3/2)?!

      posted in Axis & Allies Europe
      B
      B.AnderssonGameMaster
    • RE: AARHE: Phase 2: Units

      I dont like the idea with more unit types - more pieces! How ever at a glance the Mech Inf and  Heavy Art looks balanced! I would prefer a tech system for these units.  :wink:

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

      @Imperious:

      Yes thats great! finally a NA about tank destroyers! need something for the Soviets. They both invested heavily in this type of unit.

      I would like to have your complete NA list in our project BTW.

      Well Impy, here you got my NAs for A&A:E. Some of these are not playable and balanced for A&A:R. So it´s not just about have all NAs into one big list. It’s about cherry picking. Many of my ideas have not been good enough by both historical reasons and playabillity. I think that the list for A&A:E is the most comprehensive and balanced so far, for A&A:E. You can read about the first one in house rules for A&A:E on the homepage for A&A.org!

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

      This new NA would be so nice, dont you think? Anyone?  :?

      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 when attacked by enemy tanks. The enemy must pick tanks as casualties prior to any other units. Any cassualties destroyed are removed from play, with no chance to attack. This first-strike ability is for the first cycle of combat only.

      posted in Axis & Allies Europe
      B
      B.AnderssonGameMaster
    • RE: AARHE: Phase 3: land Combat

      @Micoom:

      I think that Artillery units shouldn’t be able to occupy a country, if they are the only units left for the attacker. (or when supported by only air units) They should need infantry or tank units to take controll of the area, they can only bomb it  :wink:

      I totally disagree, artillery should be able to occupy a country! I can not see a singel reason for not!!!

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: AARHE: Phase 2: Technology

      @tekkyy:

      Yep we’ve talked about that too.
      We haven’t considered for artillery though.

      So artillery carried by trucks?

      Runiing on gas, no matter if self proppeled or by truck!

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: Weapons Development

      I think the Jet Fighters are only interesting as an defensuve tech to counter Heavy Bombers tech! However I like the revised Jet Fighters much more than the original one! I voted Combined Bombardment since we always play by the rules that all destroyers may conduct shore bobardment on a 2, just like in A&A:E or A&A:P!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: AARHE: Phase 2: Technology

      @Guerrilla:

      I don’t think rail lines should be added… What I mean is either add “oil” and “coal”, and have units be able to “rail-move” inside your “home” spaces, or have players build “Rail Depots” which they pay an upfront price for, and then can transport units up to x spaces away as long as they are going in between “friendly” rails depots…

      GG

      What about Mechanized Army?

      posted in House Rules
      B
      B.AnderssonGameMaster
    • Weapons Development

      Weapons Development

      1.  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 destroyer is present.

      2.  Combined Bombardment
      Your destroyers may now like battleships, conduct shore bombardment during an amphibious assault at an attack roll of 3 or less.

      3.  Jet Fighters (revised)
      Your fighters are now jet fighters. Their defense increases to 5, and they 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. Intercepting fighters attack on a 3 were as the bomber defend on a 1 (2 if superfortresses), after 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.

      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 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.

      6.  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).

      7.  Heavy Artillery
      Your artillery are now heavy artillery. They attack on a 3.

      8.  Mechanized Army
      Your infantry and artillery have a move of 2 and may blitz as tanks do.

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

      @Alcibiades:

      I jsut wanted to note that I was aware of the errata regarding rockets that limits the amount of times any given IC can be hit. This changes things a little, but rockets are still pretty solid with Germany, assuming a good roll. But I’ve never been big on WD in general, it’s too risky and additional units are too important.

      That said one know that there has to e a bigger incentive for techs - the pay off is simply not good enough! The true problem lies in not making them to good and not too cheap! Today I found the original rule for Rockets too lousy!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: AARHE: Phase 2: Technology

      @Imperious:

      This is rules under phase two covering a new Technology rules

      What about having Mechanized Army or Railroads as a tech?

      Mechanized Army
      Your infantry and artillery have a move of 2, but may not blitz as tanks do.

      Railroads
      Your and all friendly land units may move 3 territories per turn only among territories in your powers color (no conquered territories).

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      House rule for RISK:

      Combat Strength Bonus
      If one has a cavalry or artillery in their force that player gets a bonus; if the biggest unit is a cavalry one get to add +1 to the highest die roll and if the biggest unit is a artillery one get to add +1 to each die roll.

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      @Imperious:

      Anderson can you PLEASE help us in out Historical edition… WE grant you partial authorship of the project. we need help with your game theroy on the NA’s and other ideas… please contribute!

      By the way I am just a casual family gamer, not an old school war gamer. ;-)

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      @Imperious:

      Anderson can you PLEASE help us in out Historical edition… WE grant you partial authorship of the project. we need help with your game theroy on the NA’s and other ideas… please contribute!

      OK!

      What about this new tech?

      Railroads
      Your and all friendly land units may move 3 territories per turn only among territories in your powers color (no conquered territories).

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: House Rules from Game Master

      @Imperious:

      well they facilitate having to read the rules… I admit they are wordy…

      What about the revised Air Supremacy rule:

      Your fighters attack on a 4 if no enemy fighters are present or remain in combat.

      This modification will make aircover more important for the navy, just as in history. Don’t you like this one better?

      posted in House Rules
      B
      B.AnderssonGameMaster
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