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    Best posts made by baron Münchhausen

    • RE: [Global 1940] Changing AA in the game

      @General-6-Stars

      Another way to keep 5 IPCs AAA interesting is to make it a 2 hits unit, which could be repaired on next purchase phase.

      Up to 3 preemptive rolls @1, then can soak 1 hit before being destroyed. No roll during regular battle.

      Someway to figure strongholds and somekind of defensive fortifications.

      Buying them is still a niche units for specific defensive situation but cannot buy only such.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: [Global 1940] Changing AA in the game

      @General-6-Stars said in [Global 1940] Changing AA in the game:

      @baron-Münchhausen said in [Global 1940] Changing AA in the game:

      @General-6-Stars

      Another way to keep 5 IPCs AAA interesting is to make it a 2 hits unit, which could be repaired on next purchase phase.

      Up to 3 preemptive rolls @1, then can soak 1 hit before being destroyed. No roll during regular battle.

      Someway to figure strongholds and somekind of defensive fortifications.

      Buying them is still a niche units for specific defensive situation but cannot buy only such.

      Cost to low for a 2 hit unit. Be used as a fortification.

      Hi General,
      Can you develop a little more, please ?

      In many occurrence, unless a very large stack of units in Capitol Victory city, when on defense with AA guns, they might be destroyed in many battles due to overwhelming attacking units. In addition, beside the opening rolls, it is only value as hit soaker while an Inf or Arty still roll @2.
      5 IPCs for 2 hits, is 2.5/ hit but AA gun has no mobility Combat move and cannot be use on offense, to the contrary of standard units.

      I don’t see how it can drag down so much a game to make it an all purchase favorite to turtle up. 2x 5 IPCs can provide a Fighter and is much more interesting in many aspect.

      Maybe it can be interesting to compare all cases on a 30 IPCs basis:
      1- 10 infantry (A10 D20, 10 hits)
      2- 6 AA guns (A0 D1* vs up to 18*, 12 hits)
      3- 3 Fighters (A9 D12, 3 hits)

      4- 5 Inf, 3 AA (11 hits)
      5- 5 Inf, 1 AA, 1 Fg (8 hits)

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Convoy Disruption: 1941, 1942.2 & G40 Submarine economic warfare

      I have playtested my National Convoy House rule and Convoy SZs for 1941, so only Submarine can do convoy damage.

      It works in a way that it increase possible losses for Allies vs Axis but the counter will be 0.5 IPC bonus per undamaged NCM for Allies while giving 1 IPC bonus for Axis, which I believe favors two Allied powers (UK and USA) over 1 Axis power (Japan).

      I use Convoy rules to reduce UK and US economy, so purchasing become tough on pocket due to IPCs shortage. I have hope this can balance things out to play an interesting 1941 game.

      Russia have 2 Convoy SZ**, so its economy can suffer from raid and get a little bonus.

      National Convoy Disruption for 1941 Submarine economic warfare
      First thing, each Convoy SZ is to be identify with owner’s Control Marker.

      All Convoy SZs worth 2 IPCs and are bordering at least 1 TT or have one island group or more islands in it.

      These TTs can worth 0 IPC to many IPCs, this doesn’t change the 2 IPCs Convoy SZ basis for 1941.

      Here is all 1941 Convoy SZs I would implement (some such as SZs 2, 3, 28, 37, 40, 43 can be considered as Allied lend-lease shipping SZs coming from either UK or US toward Russia or Australia) :

      Soviet Union 7 IPCs starting income.
      2 C-SZs x 2 IPCs = 4 IPCs max.
      SZ 4 (Karelia & Archangel), deactivated if both captured,
      SZ 28 (Middle East), deactivated if captured.
      Bonus: 2x 0.5 = up to 1 IPC

      United Kingdom 12 IPCs
      6 C-SZs x 2 IPCs = 12 IPCs max.
      SZs 3 (Iceland), 10 (Eastern Canada),
      14 (Gibraltar UK), 27 (Union of South Africa / French Madagascar),
      30 (East Indies), 37 (Solomons).
      Bonus: 6x 0.5 = up to 3 IPCs

      United States 17 IPCs
      7 C-SZs x 2 IPCs = 14 IPCs max.
      SZs 2 (Greenland), 11 (US East Coast),
      12 (Caribbean), 22 (Brazil),
      SZs 40 (Hawaii), 43 (Midway), 48 (Alaska).
      Bonus: 7x 0.5 = up to 3 IPCs

      Germany 12 IPCs
      2 C-SZ x 2 IPCs = 4 IPCs max.
      SZ 5 (Norway-Finland: Baltic Sea)
      SZ 17* (Anglo-Egypt Sudan)
      Bonus: 2x 1.0 = up to 2 IPCs

      Japan 9 IPCs
      5 C-SZs x 2 IPCs = 10 IPCs max.
      SZ 31 (Southeast Asia),
      SZs 32* (Borneo),  38* (Philippines),
      SZs 45 (Manchuria), 46 (Coastal China).
      *Deactivated on set-up.
      Bonus: 5x 1.0 = up to 5 IPCs

      The most important thing to note :
      lf at least 1 territory bordering (or Island or an Island group within) the Convoy SZ is taken from his original owner and the Convoy SZ belong to the same owner, then this Convoy SZ is deactivated and can no longer be raided by enemy’s of the original Convoy SZ owner’s which have his control marker in this Convoy SZ. But can no more gives bonus either.

      When such Convoy SZ is deactivated, simply flip this Nation Control Marker face downward.

      Only Submarine can raid Convoy SZ.

      During Phase 3: Conduct Combat
      Combat Sequence
      1. Strategic and tactical bombing raids AND/OR Convoy Disruption

      Each Submarine can either make a regular attack (Step 3. General combat) or a Convoy raid (Step 1. S&TBR AND/OR Convoy Disruption).
      Even if there is warships (excluding DD) in Convoy SZ, Submarine can still make such raid.

      Once the raid is done, Submarine cannot retreat and must stay in last raided C-SZ.

      Each 6 IPCs Submarine can do 0 to 2 IPC damage, by rolling 1D6: 1-2 = 1 IPC / 3-4= 2 IPCs / 5-6 = 0 damage.
      So a single Submarine may do from 0 IPC damage to 6 IPCs in a single raid, depending on how many SZ raided, up to 3 Convoy SZ.

      There is no defense roll.
      Destroyer presence protect a SZ from raiding.

      Damage are immediately remove from Convoy owner’s hands, never more than 2 IPCs per SZ for the whole game round.

      And attacker must put chips under SZ owner’s Control Marker (1 chip per IPC damage) as a reminder for the game round of how many IPCs were raided if multiple raids occur from more than one alliance powers.

      These chips under owner’s National Control Marker will be removed at no cost from the Convoy SZ during raided SZ’s owner
      6. Collect income phase while counting damaged C-SZ to give Convoy bonus IPC.


      1941 Cost structure:
      Sub 6, DD 8, Carrier 12, BB 16.

      Unit type
      Cost    Combat values
      Special abilities

      SUBMARINE
      6 IPCs A2 D1 M2
      Cannot hit Submarine or Aircraft
      Submerge and Stealth Move
      Combat OR Convoy raiding

      Convoy raiding: up to 3 rolls, max.
      On Station: 3 rolls in same Convoy SZ
      Active raiding:
      1 roll in starting C-SZ,
      1 roll in other C-SZ moving through, if any.
      Can roll once or twice in ending Convoy SZ.
      Max 3 rolls total.
      Results per D6 roll:
      1-2 : 1 IPC lost
      3-4 : 2 IPCs lost
      5-6: 0 IPC lost.
      Once movement is done, roll according to C-SZ along the Submarine path.

      DESTROYER
      8 IPCs A2 D2 M2
      Cannot block Sub’s Submerge
      Block Stealth move and Convoy raid in actual SZ
      Depth charge @2 once on submerging Subs.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
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