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    Posts made by B.AnderssonGameMaster

    • RE: Anti-Aircraft Guns and Heavy Artillery

      @Imperious:

      Andersson-

      When you posted those numbers for carriers, cruisers and destroyers did you use my stats for values and costs?

      How was your calculation done? dice roller program?

      Well I use some statistics and logics! That is all! I am a Master in game theory ;-) You dont want one piece to dominate all others, that is rule number one. The combat ratios must be function of its price, that is desireable. Next thing it has to add value to the game, fix a loophole! Simply it has to make sense and the question one should ask one self is if the new rule is balanced and desirable!

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @Afrika:

      On WHAT move? You said they’d be in France, so now it’s my(edit for clarity: UK) turn, and I land. When in this do you get to move anything? The navy can land on a province before any fighters can attack the fleet.

      Yes, you are probablyt right about that. And have told you this before. The thing is that Germany would NOT have his fighters in France as said before due to that, but in Germant or Gibraltar or …. Dont you get it!!! I should have been giving you a complete scenario instead of a theory or philosophy, since you cannot handle it!

      Ok, UK takes France and maby are reinforced by US, but the hole thing is about the navy. Germany wipe that navy out by subs and a BB waitning in Gibraltar but mostly by the German fighters! And then read my replies before and you will find out how to handle Germany in such an KGF strategy!

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

      @Imperious:

      Im not sure what these are. Are they new NA’s for revised? or a new list of items that you get as a tech roll? …

      Tech roll it is!  :mrgreen:

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @Afrika:

      @The:

      So you are most likely right about that the BBs will attack France before the German air flotilla can attack that fleet. So what, the very next move the fleet will be wiped out from fighters stacked in Germany or some were else in Europe!

      You said that the fighters would be stacked in France, so as to keep it away from Germany. If they were stacked in Germany, the navy can land there before the fighters ever get a chance to attack.

      And also, If you attack the Allied fleet that landed in France you run the added risk of flying across France’s AA gun.

      Africa dude, you don’t get it at all do you! The AA gun will be moved and the fighters on the move. I didn’t say I got the best strategy worked out, but I gave you an example of how to counter your KGF. And the bottom line is that Germany fighters will strike the UK fleet with the German navy waiting in Gibraltar. Germany is ready to sacrifice all navy units and a lot of fighters to take the Atlantic fleet, both UK and US!

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

      What about;

      Heavy Tanks
      Your tanks are now heavy tanks. They defend on a 4.

      posted in House Rules
      B
      B.AnderssonGameMaster
    • New Weapons Developement

      This topic is about to collect all good ideas about techs. I will update and expand this list according to any good ideas!

      Navy Tech

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

      2.  Naval Air-Defense
      Your destroyers are now anti-aircraft platforms. Whenever an enemy air unit attack one of your destroyers, the destroyer fires during the Conduct Opening Fire step of combat. Roll one die for each attacking air unit (but only one destroyer in a sea zone can fire during the opening fire step, even if they are controlled by different powers). For every roll of 1, one attacking air unit is destroyed. This opening fire capability is for the first cycle of combat only and does not cancel the regular roll during the Defending Units Fire step.

      3.  Super Dreadnoughts
      Your Battleships are now super dreadnoughts. They roll two dice each in defens and attack, but still only a single die on shore bombardment.

      Land Tech

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

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

      3.  Mechanized Infantry
      Your infantry are now mechanized. Each of your tanks give one matching infantry one additional movement allowance and an increased attack capability of 2 or less in the first cycle of combat only. Even if supported by artillery, their attack remains 2. The tank and the infantry unit must leave from the same territory.

      Air Tech

      1.  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.

      2.  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.

      3.  Jet Fighters
      Your fighters are now jet fighters. They are immune to AA fire and defend on a 5.

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @Afrika:

      Not quite. The UK Navy can land ground units in France and bombard before the German fighters based there ever have a chance to attack it.

      I don’t have time for the moment to take a deep look on it. But navy moves 2 sea zone were as a fighter (no LRA) have 4 in movement, which means 1 movement into the sea zone from land and another to to reach the navy you talk about, supposed to be in strike distance (2 sea zones away). Most likely it would take another 3 movements to return those fighters. So you are most likely right about that the BBs will attack France before the German air flotilla can attack that fleet. So what, the very next move the fleet will be wiped out from fighters stacked in Germany or some were else in Europe! I no that you will argue that US will move in to reinforce France and the UK fleet next to France before Germany can wipe out any navy. Well that’s it! This is the core of the KGF strategy. So what can Germany do to be prepared? My answer is that the Axis will go for UK and hunt them down in Australia/New Zealand and Asia and Africa. Then UK wont have so much to chuck chuck into France, just a big navy! In order to do so Germany go for Africa and put Russia mainly on hold (loose Scandinavia most likely to Russia). Germany should use fighters and infantry to do so, my air supremacy rule will help! Those fighters should be turned back to Germany as soon as Africa is conquered, which wont take more than 3 turns! At the beginning of the 4th turn UK will do that strike you are talking about and Germany will have some 10 fighters to use for that fleet you are talking about, but most likely also a  sub and a BB and a bomber! The German navy will be waiting at Gibraltar for the UK navy to move in right next to France (Western Europe), just within striking distance. And then the combat begins. Germany will probably loose many fighters and all navy units, but UK will not have anything left at all and US need to repurchase that Atlantic navy as well. However UK will never recover from such a setback, since the IPC level is almost into the red by now! Hmm… as I said I don’t have time for the exact scenario. So please don’t bother with any details! However I do believe for sure that my rules for Shore Bombardment and Air Supremacy and Convoy Raids will favor Axis in such a scenario (KGF)! It would be a tough fight. Just Imagine the Japanese fleet to round Canada and with Germany’s help go for UK in the 5th or 6th turn. US will go for defens when Japan close in with an armada next to Alaska and UK wont be prepared since all of its thoughts have been on France and the fall of Germany. So there wont much of a defens in UK and if Germany go for as many fighters as could be done at the 4th and 5th, without risking Russia knocking on its door to Germany. Germany use those fighters to soften UK up before the Japanese strike! Or Germany buy some transports in turn 5 to be loaded with tanks in turn 6 to attack UK after the Japanese attempt to take UK! Hmm… just a thought dude ;-)

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @Afrika:

      @B.:

      Any time UK fleet will be in reach of Germany fighters in France he will attack if the odds strongly favor his force! If that does not happen in the first turn he will use those fighters against Russia until its time to fight that navy off!

      How are you going to use fighters based in France to fight Russia? They move four spaces. You can reach Karelia with this, but not Belorussia, or Ukraine. Any further, and they will not be able to land in France.

      Yeah you are right there, but I would bring the fighters in when the UK navy go for France!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @Afrika:

      @B.:

      Any time UK fleet will be in reach of Germany fighters in France he will attack if the odds strongly favor his force! If that does not happen in the first turn he will use those fighters against Russia until its time to fight that navy off!

      Right, Germany cannot destroy that force when it is produced. It will grow. UK won’t put her fleet in range of Germany first turn, unless perhaps Germany’s fighters  have made some odd move.

      But that will take a long time to build that fleet, since UK will loose India and Australia and half of Africa in the first three game turns!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @trihero:

      http://www.harrisgamedesign.com/phpBB2/viewtopic.php?t=322&start=0

      There you go :D

      There’s 3 forums on that site with advanced A&A possibilities that Larry is putting in the game.

      Some other very interesting stuff is a change to 10-sided dice, as well as “aiming” you choose the casualty if you roll a 1 instead of the enemy, and combined arms; for every set of 1 inf 1 arm 1 art you roll an additional bonus 2, and you can use a fighter instead of one of those requirements in a set.

      Well, these rules are not like mine at all! In fact I would like to see those convoy zones. However for those who have the A&A:R map my rule will be a more generic form of convoys!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Anti-Aircraft Guns and Heavy Artillery

      @Imperious:

      yes thats fine but those stats were for a generic piece. American artillery was more mobile. If you want a nation specific list i can provide that.

      No that is fine Impy. I dont like the idea of more units, but just want to make some optional rules that will clearly make the game better balanced and realistic. For the moment I am trying to work out some optional rules that will counter the problem with navy buys. More units like the cruiser unit did not work out in my opinion, due to the fact of the high cost for building up a navy!

      My generic solution is better IMHO, the tech heavy artlillery!

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @Afrika:

      And how will Germany attack it first thing with 6 fighters… She can’t… not even if she buys 4 fighters first turn can she attack it second turn.

      Any time UK fleet will be in reach of Germany fighters in France he will attack if the odds strongly favor his force! If that does not happen in the first turn he will use those fighters against Russia until its time to fight that navy off!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @Afrika:

      @B.:

      Buddy you are lost! Germany will chose that battle, not UK! Germany will attack the navy with air and perhaps a few subs. And when they do, they will be sure about the odds to win!

      No.

      1)Germany must spent the bulk of her IPCs on land units.

      1. For UK, first I would make 1 CV to make use of those 2 fighters that start on the UK, then make transports and DD/BB as far as naval purchases go.

      Well, the first thing Germany will do is to use some 6 fighters and a bomber and most likely a sub or two (those that are left) to attack the fully loaded AC. UK will loose for sure during the first cycle of combat and Germany wont loose more than a sub and a fighter! This wont force Germany to spend a daim on navy, but only use air units that he starts with. Air is good for land combat as well, so Germany will need to repurchase a few fighters if they are lost! If Germany are wise he will use fighters against naval units were he will win in the first combat cycle to reduce the risk for casualties (lost fighters) I will tell you the basics:

      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.

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Anti-Aircraft Guns and Heavy Artillery

      @Imperious:

      attack 4
      defence 2
      move 1
      cost 8

      A major advantage for the American artillery was that it was fully motorized and highly mobile. I think that US artillery should move 2, but cannot blitz as tanks!

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      Imy just wrote a lovely idea that would do in combination with destroyer bombardment (shore bombardment on a 2). In order to get a free shore shot you must land 2 infantry for each shore shot. I think this will actually make the shore bombardment more realistic and balanced. Any comments? :?

      " no more 3 battleships supporting one infantry, killing 3 german infantry and retaking france 20 times in a game.", Impy!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: Optional Naval Rules

      @Imperious:

      Submarines should never be cannon fodder. IN fact Submarines should only participate in one round of combat and not engage in multy surface combat actions. Their was never any major naval actions where submarines were used in a major role in such combat. They are basically sinkers of commerce ships. They participated as advance screening for fleet movements to locate and possibly sink a few ships that were passing thru the area, but a sub travels at 7 knots underwater and a cruiser is at 34 knots and a battleship is 25-32 knots. Thats why the other chap in an earlier thread bought those destroyers and stopped buying battleships. At your 3/3 values they are a better buy. The trick was to make all the ships equally important. The solution was to bring battleships in at 20 IPC, destroyers kept back at 2/2 costing 8 IPC and the new cruiser unit at 3/3 costing 14 IPC ( taking two hits to sink). You other people should playtest these values as i have and you will notice that all the naval units have equal values and equal justifications for buying them.

      So again the values:

      Battleship 4/4/2/cost 20 (takes two hits, shore bombard at 4)
      Cruiser 3/3/3/cost 14 (takes two hits, shore bombard at 3)
      Destroyer 2/2 2 cost 8 (takes one hit, shore bombard at 2)
      Carrier 1/3/3/cost 14 ( takes one hit, carries two planes)

      In order to get a free shore shot you must land 2 infantry for each shore shot. So if you got to land 5 infantry in your 5th invasion of France in as many turns, you can only count on 2 ships supporting it. Their is nothing more unrealistic on this green earth as that stupid lame rule where you have 3 battleships supporting one infantry, killing 3 german infantry and retaking france 20 times in a game. That has to end and these rules end that crap. Each infantry unit equals a corps level organization which is basically  3-5 divisions or about 70,000 men… Their is no way any collection of warships of all the worlds navies could destroy that many human lives, allowing an unopposed invasion by a small force of soldiers with no equipment. An invasion was a major undertaking and not something to just “DO” every turn just to grap IPC’s

      That brings up another problem…. Income should only be counted at the start of your turn… think about this concept!  its your second stage into the advanced system of playing a better game.

      I agree upon the shore bombardment and like it a lot your way: “In order to get a free shore shot you must land 2 infantry for each shore shot”!
      The fact that one get the IPCs in the end of each turn is because it favors offens, we dont wont a static game! How ever your opinion about is right from a logical point of view, but I think the game should favor attack (Axis) in the way it does! I need to think about more befor ethe last word is said! ;-)

      posted in House Rules
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @trihero:

      Oh sorry I didn’t see that it only applies to US/UK/Japan. I thought Germany’s IPCs could be sunk that way hahaha that would suck.

      I like your suggestion overall; isn’t it going to come up in Advanced A&A in a different form? To be honest I’m never going to use optional rules that’s not “official” unless my friends want to. I use u-boat interdiction NA as Germany when I wanna sink IPCs : )

      Where have you red about this Convoy Rule in Advanced A&A. I have not seen it yet!? If so I am very happy, cause then you might use my house rule, since it will become official! ;-)

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @Afrika:

      The navy is fine the way it is. BBs are very fine, UK can use them to great effect against Europe, as can Germany use it’s BB to support land troops attacking Africa. The repair is very nice as well and BBs can pay for themselves conceivably.

      I would much rather buy a carrier and a fighter (26 IPCs) or an infantry, an artillery, a transport and a fighter (25 IPCs) than a BB (24 IPCs) to fight Europe! Buddy you are lost! Germany will chose that battle, not UK! Germany will attack the navy with air and perhaps a few subs. And when they do, they will be sure about the odds to win! The repair is useful if one win a battle and UK wont if Germany decides to attack the navy! And that is especialy so if UK buy BBs instead of fully loaded ACs!

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @trihero:

      No, they are unconditionally the losers in this situation. Germany can never keep his navy alive unless he wants Russia crashing him on like R4 or something, and the US can outspend Japan for a few turns……

      I think the Axis needs to be given a chance to create a strong navy, but they really don’t have the cash to do so. You can increase the incentive to maintain a navy but if you don’t give the Axis a way to actually do this while maintaining their land territories then…

      I agree upon Germany when you talk about buying a navy, but the Convoy rule can never affect Germany negatively. Rather it helps Germany and Japan to thwart UK to build any ICs in Africa or Asia! The Air Supremacy definitely help Germany to conquer Russia and most likely Africa and more over it help Japan in main land Asia a lot! No buddy, you act on feelings here, not statistics and facts! These two rules certainly favors Axis and the heavy artillery tech most certainly will do too! S

      Something that would protect the German fleet in the Mediterranean is a rule for Gibraltar that says that noone can pass Gibraltar with navy, except for subs, unless one control Gibraltar. What do you think about that?

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
    • RE: 2 Destroyers OR 1 Battleship?

      @trihero:

      Maybe I should be clear. The only nation who is really thinking of big navies is the US, and he can afford to mess around with battleships if he thinks his allies can hold out. He hardly has territories to lose, and Japan is hardly in a position to fortify 3 islands with land troops especially considering they have no complexes and it takes a few turns or many transports to get infantry to the farthest one (east indies).

      To win the battle of the seas should be an incentive, that is why I suggest Convoy Rule and Destroyer Bombardment. By these to new rules it will be more important to take control of the sea, or one will get bombarded and ruined and cannot do much about it! Japan and Germany seems to be the loosers one might think, but I think it depends on how you play. One thing is sure one must change the stategy a bit. The Air Supremacy and Heavy Artilley tech favor the Axis in my opinion, but just a bit. I dont think these rules will tip te game too much to Axis or Allies favor, but rather make the navy more important! What do you think about these optional rules of mine? Do you like any of them?

      posted in Axis & Allies Revised Edition
      B
      B.AnderssonGameMaster
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