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    Topics created by B.AnderssonGameMaster

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      Kamikaze Attacks - National Advantage for Japan

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      GG are you there, so please answer my question. :-?

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      Axis&Allies.org Weapons Development and National Advanta

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      @prof_tc:

      1: Are you sure the Superfortresses aren’t too strong? Then again, it is historically accurate.

      2: what happens as you lose tanks with the Ger. heavy tanks?
      I know you tested all these new rules, and I’m sure you made a decision. I assume that the first is a heavy tank, and then every 4th after that.

      1. The superfortresses advantage is now counterable for the Axis, but cost a lot to develop Jet Fighters! However to old rule of mine that I have in these revised NAs may be a better choice since now the U.S. needs to develop heavy bombers as well. This variant with one additional die per bomber in a SBR is not really playtested! But compared to the original one, I am sure it wont be worse to the Axis as long as they can counter it with jets! :wink:

      Damage caused by heavy superfortresses (Heavy Bombers development and Superfortresses advantage) against an IC protected by jets (Jet Fighter development):
      5/63(1/61+1/62+1/63+1/64+1/65+1/66) + 5/61/610 IPCs = 10,1 IPCs

      Damage caused by AA fire and intercepting jets (on a 1:1 ratio for fighters and bombers) on bombers in a SBR:
      1/615 + 3/615 = 10 IPCs

      This means that the German and Japanese player needs to develop Jet Fighters to an average cost of 30 IPCs and have as many fighters protecting each IC as there are U.S. heavy superfortresses within reach for a potential SBR! The allies would just have a slight advantage to the axis if conducting a SBR with heavy superfortresses, it is even less then for a regular bomber that conducts a SBR on an IC only protected by an AA gun!

      2. this is from another thread about “Heavy Tanks”:

      First cycle of combat:
      Put the first 2 tanks on 3 and every third tank on 4. Repeat this until all tanks are on your battleboard. At the end of the combat remove casualties.

      Second cycle of combat:
      Remove all remaining tanks from battleboard and redeploy them by putting the first 2 on 3 and every third tank on 4. Repeat that until all your remaining tanks are on the battelboard… and so on!

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      Heavy Tanks - a new technology

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      Well Kaladesh, have you tried the opening fire variant yet? :D I find it balanced and use it every time!

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      Dreadnoughts - National Advantage for Japan

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      Variant 3 will make subs more or less useless against a Japanese fleet with at least one BB. So I think it is better to not mess up too much with the rules and vote for variant 2 or 1. In plain english, it is not worth fixing a rule that is supposed to fix another one. Things can get too complicated if one does! :wink:

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      Replacement for the crappy Wolf Pack advantage

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      U-Boat Program it is! Or is there any other thoughts of how one can replace or revise the Wolf pack advantage??? :o

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      Replacement for the crappy LDB advantage

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      Maby this advantage is better than all other suggested before!

      Tiger Tanks
      A single Tiger tank could halt the advance of a complete armoured division. These tanks were massively protected and had an extremely powerful anti-tank gun, which were more than adequate to deal with any allied armoured fighting vehicle of that time.
      Every third tank you have in each combat cycle, attack or defend on a 4.

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      Panzergrenadiers

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      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.

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      Tank Destroyers OR Assault Guns?

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      ?

      i like the first variant of assault guns.

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      British Commonwealth Troops or Flying-Boats?

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      @UKcommander:

      I see your point. However, do the infantry still cost three and are you only allowed one infantry in a territory per turn? I guess the commonwealth’s just don’t interest me that much if that’s it, unless it’s India with an I.C., then I can see where you’re coming from :wink:.

      Yes the infantry still cost three IPC’s, but I think this infantry should be in addition to any units mobilized by an industrial complex. Thus it means that you can mobilize one additional infantry unit than what the restriction says; one cannot mobilize more units than the income value of the territory.

      This rule would definitely bring some favor to UK, as you said in combination with an IC in India, it would be awesome to capture for the Japanese player!
      :wink:

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      Revised Luftwaffe Dive-Bombers OR Jagd Panzers?

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      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:

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      Soviet Union National Advantages

      Axis & Allies Revised Edition
      • • • B.AnderssonGameMaster
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      @Guerrilla:

      Sounds like fun… I’ll try a solo (or 1on1) game this sat (unless I have something going…) to playtest for you (or us :wink: )

      GG

      Well GG, how did it all work out? Did you win or just win! :wink:

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      AA GUNS

      House Rules
      • • • B.AnderssonGameMaster
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      I would love this rule because it would also allow me to use my AA guns more effectively in my AA gun/ artillery house rule.

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      ADVANCED WEAPONS DEVELOPMENT

      House Rules
      • • • B.AnderssonGameMaster
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      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.

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      Axis OR Allies

      House Rules
      • • • B.AnderssonGameMaster
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      I’m a bit surprised of the poll’s results. I thought we were all “geeks” here. I expected axis’s score to be a bit higher…

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      SS PANZERS

      House Rules
      • • • B.AnderssonGameMaster
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      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

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      THE BASIC TACTICS

      House Rules
      • • • B.AnderssonGameMaster
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      Imperious LeaderI

      Yes but Herr Andersson you too have been held in such high regard and sorely missed by thousands who can benefit from your wisdom. Well to get you up to speed another company is making new pieces and many of these new ideas are to form the rules for the new pieces. I am sure you have been aware of the FMG project?

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      FIGHTER COVER & SBR

      House Rules
      • • • B.AnderssonGameMaster
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      @dezrtfish:

      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

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      ‘88s’ – ANTI-TANK GUNS

      House Rules
      • • • B.AnderssonGameMaster
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      @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

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      A House Rule for A&A Europe

      House Rules
      • • • B.AnderssonGameMaster
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      @Rommel:

      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.

      Could someone post the Cap rule from A&A Pacific.
      Really appreciate it, thanks.

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      3rd edition Rules?

      House Rules
      • • • B.AnderssonGameMaster
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      Guerrilla GuyG

      Paratroopers:
      Any Bomber can drop 1 Infantry into battle or Unoccupied Territory or fly him somwhere in Non-combat move. it cannot preform Bombing or SBR if Transporting.

      Kamikazis:
      All planes can fly max movement during Combat regardless of wether they make it home 8)

      2 hit BB:
      BB when in battle if chosen as a hit are turned on there side. if hit again sunk. if battle is won by BB side auto-repair.

      GG

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