Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. B.AnderssonGameMaster
    3. Topics
    B
    • Profile
    • Following 0
    • Followers 0
    • Topics 41
    • Posts 416
    • Best 0
    • Controversial 0
    • Groups 1

    Topics created by B.AnderssonGameMaster

    • B

      Does the Game need cost changes for naval units?

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
      23
      0
      Votes
      23
      Posts
      4.3k
      Views

      B

      @ncscswitch:

      You must have missed a few of the games in the Games threads…

      **NAVAL BATTLES DO NOT AND WILL NEVER WIN A GAME WHERE VICTORY IS DETERMINED BY CONTROL OF LAND TERRITORIES!**  …

      Go ahead, play test it a few times.  You will quickly see what I mean.

      Well, I agree and do understand your point. But it is sad that control of sea is not worth anything when history shows a different story. What if one included a rule for convoy raids! Try my rule for convoy raid in 2-3 games and then tell me if you think the game becomes more interesting. I just want you to try this rule to see what I mean. Navy will be more important, but with the twist of Axis favor!!! Then you will be more open for the discussion of cheaper navy!

      Convoy Raids

      The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule imply that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink” IPCs. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPCs to the bank for each enemy submarine within 1 sea zone of an industrial complex contolled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turn’s conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containting the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).

    • B

      Air Supremacy

      House Rules
      • • • B.AnderssonGameMaster
      36
      0
      Votes
      36
      Posts
      7.3k
      Views

      baron MünchhausenB

      Thinking about AAA role, maybe it could be a more active unit during the rest of the battle and not limited only to the opening fire phase:

      @crusaderiv:

      AAA - Always Active Antiaircraft
      Every round of combat they get a roll @ 1, against each plane.
      Geez…that’s a strong AA! I’won’t take the risk to fly over your territory!
      OK against 1 plane each round but not each plane.

      New rules for AAA:
      On first round, AAA get a preemptive antiaircraft strike (as per OOB rules):
      3 Att @1 against up to 3 aircrafts, limited to one roll per plane.
      After first round, each AAA get 1 Att@1 against 1 aircraft but as regular strike, not in the opening fire phase.
      If Air Supremacy Rule: 1 AAA can block up to 3 planes from striking on the opening fire phase.

      This will somewhat reduces the advantage of AirSupRule and did’t let the AAA be a lame duck for the rest of a ground battle.
      What do you think? Did someone ever try this combination of two house rules?

    • B

      AA-guns or built-in AA-ability for IC?

      House Rules
      • • • B.AnderssonGameMaster
      7
      0
      Votes
      7
      Posts
      1.7k
      Views

      T

      @B.:

      Search roll sounds too complicated, why not just stick to the one die roll for each aircraft and hit on a die roll of 1.

      The OOB rule of one die per enemy aircraft is massively unrealistic. It had to go!
      Damage proportional to size of enemy air force ?!?!

      The AA ability should be built-in for all ICs and only aply for SBRs! Maybe the cost for an IC should be raised?

      Yeah we have AA built-in for all ICs in phase 1.
      As for applying only for SBR…that depends on which way you think of it. Conventional combat can occur near factories. Those factories’ AA can still fire.

    • B

      Weapons Development

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
      11
      0
      Votes
      11
      Posts
      2.8k
      Views

      B

      Anyone who has not voted yet? :?

    • B

      House Rules from Game Master

      House Rules
      • • • B.AnderssonGameMaster
      43
      0
      Votes
      43
      Posts
      7.2k
      Views

      B

      @Micoom:

      Germany had Already Radar in place to defend the “Atlantic wall” in Early 1941, long before “Barbarossa” would begin… So Radar shouldn’t be a UK advantage at all in a 1942 scenario. Only in a 1939…

      We are working here on a Historical edition for A&A, so for this game timelines are essential and therefore more important then game flexibility, IMO.

      Germany had short wave radar only, hence did not pick up a signal on airplanes being long away and the warning was too late sometimes!

    • B

      New Weapons Developement

      House Rules
      • • • B.AnderssonGameMaster
      5
      0
      Votes
      5
      Posts
      1.7k
      Views

      B

      @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:

    • B

      2 Destroyers OR 1 Battleship?

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
      134
      0
      Votes
      134
      Posts
      29.4k
      Views

      ?

      We have strayed into House Rules.  Further discussion along those lines needs to be moved to the House Rules area.

    • B

      How much beer?

      Axis & Allies Classic
      • • • B.AnderssonGameMaster
      8
      0
      Votes
      8
      Posts
      1.9k
      Views

      ?

      @Patton+:

      Sue Wheat!!! If your buying I’m game … win or lose, I am sure I will enjoy the game… But if you could make it Guinness or Murphy’s I don’t really dig on pilsner… so a stout please  :-D

      Not a problem.  And after I kick your butt, you buy me a 12 pack of Newcastle :-)

    • B

      Optional Naval Rules

      House Rules
      • • • B.AnderssonGameMaster
      25
      0
      Votes
      25
      Posts
      5.9k
      Views

      Imperious LeaderI

      Yes, well at least its not as bad as 1 out of 6 … ouch. The worst is when a tranny kills the bomber, which means every bomber Germany had during the war was shot down by a liberty ship carrying tea bags to england.I just want to throw the board out of my window after that.

    • B

      Antiaircraft Artillery

      House Rules
      • • • B.AnderssonGameMaster
      4
      0
      Votes
      4
      Posts
      1.8k
      Views

      Imperious LeaderI

      Im not sure what this is about but i think you offer either function for artillery against air or land. On a d6 a one in six chance is still too much… Perhaps roll 2 dice if you get a 2 then a hit is counted. Or if you got 2 artillery then a 2-3 is a hit. This attack would be preemtive. (planes are removed from play). The artillery should then be allowed to participate in normal combat with ground units. the following are some ideas for air combat missions. They are my old versions but they can help you anyway.

      Air Interception of Air Units
      Defending fighters may intercept and AA guns may fire at moving air units leaving the airspace of the defender’s territory or sea zone. One round of air interception combat occurs in the defender’s territory or sea zone.

      Defensive Air Support
      During Ground Combat Resolution, defending air units (including bombers) may move to an adjacent territory to participate in the defense of friendly ground units being attacked. Movement of these units takes one full combat round before they can be used. (Example: On round one, the defending player announces that he will dispatch fighters and on round two they are used in combat). Aircraft called up for DAS missions are not committed to fight a minimum number of combat rounds. For example: defensive Air Support was called in on combat round one and ready to fight on round two, but the defender rolled very poorly on his first round and decided to call off DAS and not risk losing his planes. At the end of ground combat resolution, surviving Defensive Air Support (DAS) units must return to their original land territory, if possible.

      Combat Air Patrol
      During the Non-Combat phase, you may establish Combat Air Patrol (CAP) from any territory to adjacent sea zones. Simply move any air units in range to unoccupied sea zones. Any enemy naval units (except Subs) that move into this sea zone must now stop and engage the CAP and a battle will then be fought. An enemy player can move planes to either engage the CAP, or to fly to islands in the sea zone and fight ground units or support an amphibious assault. During the regular movement phase, all CAP planes must then land on the friendly Islands or Carriers.

      Coastal Defense
      During Naval Combat Resolution, defending air units (including bombers) may move to an adjacent sea zone to participate in the defense of friendly naval units being attacked, or where defending naval units are conducting combat against enemy naval units that have ended their movement in the defender’s sea zone (including during amphibious assaults). Movement of these units takes one full combat round before they can be used. (Example: On round one, the defending player announces that he will dispatch fighters and on round two they are used in combat). At the end of naval combat resolution, surviving coastal defense air units must return to their original land territory, if possible.
      Air units may provide coastal defense even if the land territory they are from is under attack. They may provide coastal defense, defend the land territory, or provide strategic air defense; they may not do more than one. At the end of combat resolution, if the territory a defending air unit flew from is captured, the air unit must fly to the closest friendly territory within its flight range. If no friendly territory is available, the defending air unit is eliminated.

      Strategic Bombing
      Bombers may perform strategic bombing against enemy ICs within their range. Strategic bombers may be intercepted by defending fighters and attacked by strategic air defense. Each bomber that survives may roll one die; this is the number of IP that the IC is reduced by during the owning country’s next turn. An IC may lose more IP than its printed value.
      Fighter Escort
      Fighters may accompany moving bombers or naval units as far as their range allows them and participate in air interception combat, but they may only enter two sea zones to the target territory or two sea zones and two sea zones when returning from the target territory. Escorting fighters may escort either naval units or bombers (not both) and may not attack naval units or a territory during the same turn they escort bombers or naval units.

      Strategic Air Defense
      Directly before strategic bombers roll for damage on an IC, defending fighters and AA guns in the territory may defend against bomber (and their escorts, if any) with one round of combat. Defending AA guns have a first-shot attack against each attacking air unit. The strategic bombers and their escorts can only target defending fighters (and not any ground units). Any surviving bombers may then bomb the IC.

    • B

      Jets or Radar?

      House Rules
      • • • B.AnderssonGameMaster
      10
      0
      Votes
      10
      Posts
      2.2k
      Views

      B

      @Imperious:

      Who is Jugger?

      he is somebody who basically is a carrier pegion that takes info here and drops it off at larrys site, basically all these ideas with NA’s are taken with him like a German adjunctant reporting to the Fuhrer.

      I will kill him, soner or later :lol: !

    • B

      More Powerful Airplanes #2

      House Rules
      • • • B.AnderssonGameMaster
      36
      0
      Votes
      36
      Posts
      6.6k
      Views

      Imperious LeaderI

      Its just like mine except the “3 or less thing” so you roll two dice the total has to be 3 or less… hmmmm…too much especially with 2 artillery doing it. I like the fact that your rules are getting closer to the mark. good job!!

    • B

      How to improve the Weapons Development?

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
      8
      0
      Votes
      8
      Posts
      2.8k
      Views

      Y

      Me and a couple of friends were playing and we used rules like this, but just to shake things up a little we remembered the industrial technology tech from original aa and made it worth like 45 or something, nobody went for it but at least the tech was still there…

    • B

      National Advantages for A&A Europe Version 1.2

      Axis & Allies Europe
      • • • B.AnderssonGameMaster
      55
      0
      Votes
      55
      Posts
      17.0k
      Views

      M

      Partisan Resistance
      When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
      You may end the battle after first round of combat when you attack, and stay in the same territory as the enemy. These units are locked in combat and can not move out of this territory before the opposing force is destroyed.

      This last NA would let a minor Russian infantry-corps attack a larger German panzer army, and if some russians survive, they can stay in this territory and lock the panzer-army in combat. There are historical reasons to back this rule up. Since most Russian territories had forests, swamps, mud, dirt-roads only, and a long cold winter, it was easy to bug down the German advance. Russian units would hide in the forest, let the German panzers through, and then close the gap and do ambush-attacks. Also the russian winter would kill more germans than the bullets. Half of the attackers would freeze to death, or be sick from frostbites and cold desies, just like Napoleons Grande Armee 100 years earlyer.

      Do you think this is a better NA than Rasputista or should I replace it with any other NA of Russia?

      Rasputista
      With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance.
      Once during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, no combat movement for land units is allowed in any red territory.

    • B

      Revised Tech & NAs

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
      42
      0
      Votes
      42
      Posts
      8.5k
      Views

      B

      @3d6:

      In reguards to the Russian Winter N/A, I was thinking if the winter is so restricting why not limit the movement all ground units to one.  It might make the N/A a little more potenet but I do not think out of the relm of plausable.

      I think the 3 in defense for infantry is better than your idea. Why do you think the opposite?

    • B

      Replace or revise the Banzai?

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
      6
      0
      Votes
      6
      Posts
      2.8k
      Views

      B

      @Seador:

      Personally I find Banzai to be one of Japan’s best advantages as it is. It allows them to forgo expensive art and tank buys and just use Inf for ground wars.

      My group uses full NAs too BAGM; for Japan we did the following based on LHTR:

      Combined the Suicide NAs into one,
      Altered the Fanatical Defenders to "Japanese Inf defend on a 3 in the first cycle of combat when defending a yellow territory. Japanese Inf on islands are not subject to Battleship bombardment.

      and are still playing out various “new” NAs. Our current option up for testing is “Total war!”, allowing Japan to build an unlimited number of units on its home territory.

      I also come up with something of a new Fanatical Resistance (Dug-In Defenders):

      Fukkaku Defenses
      The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tacic called Fukkaku included bunkers and pillboxes connected by tunnels.
      All your infantry on islands and Japan are immune to shore bombardment and defend during the opening fire of combat.

    • B

      Tiger Tanks

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
      23
      0
      Votes
      23
      Posts
      7.0k
      Views

      Imperious LeaderI

      Just label the idea in a more generic format and give the same benifit to the Soviet Union.

      Example: Tiger becomes Heavy Tanks….because the Germans had many different tanks that had the same attributes of a Tiger tank not to mention Jagdtiger, Kingtiger, tiger 1 and tiger 2…

      On the Soviet side of things they also had some goodies and should be represented as well.

    • B

      Germany National Advantages

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
      9
      0
      Votes
      9
      Posts
      3.1k
      Views

      B

      @Raarrne:

      Well, in the version i put forward, i think that only the armor should be allowed to continue-bringing the infantry for a second strike may be a bit too strong (i really don’t know how it would play out-but Russian Buffers could end up failing (miserably)).

      Anyway, if it gets some testing, then definately let me know how they work!

      Also, expect more constructive criticism as you put more of these great creative topics forward.

      Hi Raarne,
      I have tested your rule variant and found it too complicated! For example if you want to attack a second turn with the panzers then one might ask one self if is possible to use these tanks together with other units attacking from another territory? All units must do there combat movement at the same time! So any panzers wont be able to make a second combined (with other units) attack! Hmmmm…… I will stick to the Panzergrenadiers advantage instead! :wink:

    • B

      Weapons Development

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
      12
      0
      Votes
      12
      Posts
      3.9k
      Views

      B

      @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!

    • B

      Japan National Advantages

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
      12
      0
      Votes
      12
      Posts
      4.4k
      Views

      B

      @frimmel:

      The fugo raid seems a little unrealistic as according to the history you have supplied they did not stop any war production. So 10 and a turn of mobilizing is seriously out of line. Particularly since you get to choose its use, say the turn before a move towards LA? It seems overpowered both in game terms and historical terms. Perhaps if that were changed to some form of SBR? Can’t get shot down and roll a dice minus one (one min) of loss?  Maybe in some other form but the no mobilization is certainly too much.

      Wow, this was an old one! You are right! The Fugo Raid is over powered as is, but I skipped it in my revised NAs!

    • 1 / 1