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    Posts made by baron Münchhausen

    • RE: Balanced Mod [Anniversary 41]

      I included Formosa to allow more participation from UK.
      So, this NOs might figure the South-Pacific campaign from Australia toward Philipines and Japan.

      I don’t like having 7 or 8 NOs.
      Less is easier to remember but means more TTs in the bag.

      I mostly look at USA NOs from Japanese POV (and ww2 history) so to motivate IJN to cut down in different ways these US income.
      Wake, Midway were real amphib landing objectives.
      So, Australia, Solomon, Wake and Midway were different ways to shutdown US income from PTO without scripting too much the game.

      You can see all these islands as airbase from which IJN bombers can destroyed US merchant shipping across PTO.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Balanced Mod [Anniversary 41]

      @Argothair
      Hi Argo,
      my idea on Tank was to nerfed down both Germany (7 Tanks, loosing 14 A/D points), and 1 Japan Tank loosing 2 points, and much more to get India or Russia if purchasing A2 C5 Tank) giving more time to Allies for building units.

      Thanks for additional explanations on the issue in PTO.

      From what I see, it mostly rely on USA NOs.
      You suggested:
      3 IPCs if Allies control Western US, Central US, and Eastern US
      3 IPCs if Allies control Mexico, Cuba, Panama, Brazil, Hawaii, and Alaska
      3 IPCs if Allies control Morocco and Libya and USA has land units in Morocco or Libya
      5 IPCs if Allies control France and USA has land units in France or NW Europe
      5 IPCs if Allies control 4+ of: Midway, Wake, Solomons, Carolines, Iwo Jima, Okinawa
      5 IPCs if Allies control Philippines or Formosa


      For easier calculation, I would group Europeans NOs together and rise US bonus to 5 IPCs:
      5 IPCs if Allies control Western USA, Central US, Eastern US.
      5 IPCs Mexico, Cuba, Panama, Brazil and Greenland.

      (All US peripheric TTs in ETO.
      Including Greenland is a way to provide for Germany amphib target which might help Japan against USA.)

      5 IPCs if Allies control Hawaii, Alaska and Western USA.
      (Western USA capture is meant to cut down 2 NOs.)
      5 IPCs if Allies control Midway, Wake, Solomons and Australia
      5 IPCs if Allies control 3+ of Japanese TTs: Carolines, Iwo Jima, Okinawa, Formosa
      5 IPCs if Allies control Philippines

      This increase the stakes for Japan to help Germany by lowering down US income.
      But, it will slowdown TTs expansion in Asia to cutdown USA income.
      5 IPCs if Allies control Morocco and Libya and USA has land units in Morocco or Libya
      5 IPCs if Allies control France and USA has land units in France or NW Europe

      That way, USA get stronger and stronger by turn two, unless Japan cut down a few NOs.

      JAPAN

      • 5 IPCs if Axis control 4+ of Alaska, Midway, Wake, Solomons, Carolines, Iwo Jima, Okinawa
      • 5 IPCs if Axis control Western USA
      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Balanced Mod [Anniversary 41]

      @SS-GEN said in Balanced Mod [Anniversary 41]:

      For cost and punch I get
      6 med tanks C30 A11.52. D11.52
      5 h tanks. C30. A10.00 D10.00
      Yes the med tank is slightly weaker alone against a h tank but stronger with more quantity.
      5 med tanks C25. A9.60
      5 h tanks. C30. A10.00

      Hi SS,
      are you using the attack factor suggested above?
      6 Med Tank A2 will get A12, why 11.52?
      5 Heavy Tank A3, A15, why A10?

      One on one, of course Heavy A3 (50%) get a better odds for a hit against Medium Tank D2 (33.3%).

      I double checked with AACalc and Heavy is slightly better on same 30 IPCs basis:
      53% vs 44%.
      http://calc.axisandallies.org/?mustland=0&abortratio=0&saveunits=0&strafeunits=0&aInf=&aArt=&aArm=5&aFig=&aBom=&aTra=&aSub=&aDes=&aCru=&aCar=&aBat=&adBat=&dInf=&dArt=6&dArm=&dFig=&dBom=&dTra=&dSub=&dDes=&dCru=&dCar=&dBat=&ddBat=&ool_att=Bat-Inf-Art-AArt-Arm-Sub-SSub-Des-Fig-JFig-Cru-Bom-HBom-Car-dBat-Tra&ool_def=Bat-Inf-Art-AArt-Arm-Bom-HBom-Sub-SSub-Des-Car-Cru-Fig-JFig-dBat-Tra&battle=Run&rounds=&reps=10000&luck=pure&ruleset=AA1942&territory=&round=1&pbem=

      Maybe you were telling me that power* hit ratio is not the same than our excel file?
      You are right on that point because I just skipped the odds calculation out of formula above and used a different benchmark unit 6 IPCs Tank (36 *) instead of a 12 IPCs Cruiser (144 *), as in Excel file.
      According to our Excel file:
      Medium Tank is 2/6 odds, or .333 * 144/5^2 = 1.92
      Heavy Tank is 3/6 odds, or 0.500 * 144/6^2 = 2.00

      To actually calculate and compare two stacks strength during a game :
      5 Heavy A3 D3 are A15 pips for 5 hits = 75 pips * hits
      6 Med Tank A2 D2 are A12 pips for 6 hits = 72 pips * hits
      Meaning Heavys are a better purchase option.

      When using Excel File digits which give a single number, you have to take the number for itself to get which unit is better on a same IPCs basis.
      So, a 2.00 is always more optimal than 1.92.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Balanced Mod [Anniversary 41]

      @Argothair

      I like your wider range of NOs.
      While thinking about the Axis bias of AA50, I came about a way to delay Germany’s punching blitz. Since you probably played more than me on this map, you might have a good feel about: how far this change might set the balance right within the OOB NOs?

      One thing which differs in AA50 is Tank cost at 5 IPCs instead of 6 IPCs.
      What do you think if people use 1941 game Tank sculpts to allow two types of Tank in AA50?
      Starting setup Tank would be weaker mostly impacting Germany while players may chose to purchase either a 5 or 6 IPCs Tank according to their taste and money at hands.

      I’m thinking about:
      Heavy Tank
      1941’s Tiger Tank sculpt for Axis or IL2 Tank for Russia & Allies
      Attack 3 (power*hit ratio: 3.00)
      Defense 3 (3.00)
      Move 2
      Cost 6
      1 hit
      Blitz

      Medium Tank
      OOB AA50 Panther for Germany and T34 Soviet Tank for instance
      Attack 2 (2.88)
      Defense 2 (2.88)
      Move 2
      Cost 5
      1 hit
      Blitz

      6 Medium Tanks A2 D2 C5 for A12 D12 punch
      are about same strength (just slightly weaker) than
      5 Heavy Tanks A3 D3 C6 for A15 D15.

      Power*hit ratio is obtained:
      Arbitrary unit reference cost^2 * unit strength value / unit cost^2
      36 (6 IPCs Tank used) * 3 / 5 IPCs ^2 = 2.88 for Medium Tank

      If people just want to add historical depth (or an AA MB Classic feel) into their AA50 and use your NOs, Medium Tank can be adjust like this:
      Medium Tank
      OOB AA50 Panther for Germany and T34 Soviet Tank for instance
      Attack 2 (2.88) 3 when paired 1:1 with Infantry (4.50)
      Defense 2 (2.88)
      Move 2
      Cost 5
      1 hit
      Blitz

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: G40 Redesign (currently taking suggestions)

      Still trying to simplify much deeper unit interactions, I noticed that there was 1 type of Transport not defined in my above posts with a missing sweet spot at 10 IPCs, a fully regular combat unit to figure troopships (which is not meant to figure for merchant ship, since Convoy are for that purpose):

      Transport (MIs TP and regular combat variant) (0.24)
      Attack 0
      Defense 1
      Move 2-3
      Cost 10
      1 hit
      Carry 2 Infantry or 2 Mechanized Infantry OR
      1 Infantry/Mechanized Infantry + 1 any ground unit
      Can be taken as casualty according to owner’s choice.

      An interesting aspect is that DD C5 and such TP C10 (A1 D2 C15, 2 hits), is mostly similar to OOB DD+TP A2 D2 C15, 1 hit.

      In addition, in such case, there is no hesitation for casualty between Cost 5 DD defending @1 and cost 10 TP defending @1.

      10 IPCs might seems prohibitive. But it can be use as a way to compensate for a much cheaper warship roster which help Allies first.

      Cheaper boats haste the pace for an Allies fleet built while costlier Transport delayed Amphibious assault. So, all in all this might help to keep game pace within known limits from OOB game experience.


      2 other TPs from above post:
      Transport (0.00)
      [variant Move 3-4]
      Attack 0
      Defense 0
      Move 2-3
      Cost 7
      0 hit
      Taken as last casualty,
      Carry 1 Inf+1 any ground

      Transport (reg combat variant) (0.38 or less)
      [Variant M3: Move 3-4, Cost 8, 1 hit, each TP also gets 1 escape roll @1]
      Attack 0
      Defense 1* * 1@1 for all friendly TPs group in SZ
      Move 2-3
      Cost 8
      1 hit
      Carry 1 Inf+1 any ground
      Can be taken as casualty according to owner’s choice.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: G40 Redesign (currently taking suggestions)

      Keeping 2 basic units of G40 Redesign cost structure:
      Destroyer A1 D1 C5 (0.96),
      Submarine A2 D1 C6 (1.33, 0.67),
      I realized that some psychological wall needed to be trespassed so to make unit interactions still simpler.

      By rising Fighter to Defense 3, I got ride of combined arms for Fighter with Air Base or Carrier which was needed to have an aircraft with a better defense factor than offense.
      However, such high defense factor imply a greater attrition rate for aircraft. Hence, the cost should not be risen to 8 IPCs. But Tank is A3 D3 M2 Cost 6, which is very near Fighter cost with less versatility.

      So to compensate such, Anti-Aircraft Artillery now is working for both Attack and Defense.
      That way, defending aircraft will not be easily protected behind ground units.
      Anti-Aircraft Artillery (1.50, 3.00 / AA from 1.50 up to 3.00)
      Attack 1 or 2AA@1
      Defense 2 or 2AA@1
      Move 1
      Cost 4
      1 hit
      Roll 2@1 vs up to two aircraft, 1 roll max per aircraft.

      Also, Tactical Bomber in bombing raid dogfight is increased to attack @2.

      To compare ground units with aircraft:
      Unit / Combat Value / (Power*cost ratio)
      Infantry A1-2 D2 C3 (2.67, 5.33)
      Anti-Aircraft Artillery A1 D2 C4, 2AA@1 (1.50, 3.00)
      Artillery A2 D2 C4 (3.00)
      Mechanized Infantry A1-2 D2 M2 C4 (1.50, 3.00)
      Tank A3 D3 M2 C6 (2.00)
      Light Tank A2 D2 M2 C5 (1.92)
      Heavy Tank A4 D4 M2 C7 (1.96)

      Mechanized Artillery A2-3 D2-3 M2 C5 (1.92 wLT: 2.40 /with Tank: 2.38/with HT: 2.33)


      Fighter A2 D3 M4 C7 (0.98, 1.47)
      TacBomber A3 D2 M4 C8 (1.13, 0.75)
      SBR TcB dogfight: A2 D1 (0.75, 0.38)

      In addition to AAA, I also add a real Attack factor @1 for Fleet Carrier, so to get rid of zero combat value, as much as possible, besides Transport (which is a special case).

      This would clearly modify Full Carrier combat values:
      Fleet Carrier A1 D2 C12 (0.43, 0.87), 2 hits, still carry only 2 aircraft and is stronger on combat values per cost ratio than OOB Carrier (0.00, 0.49) on same IPCs basis, but weaker in absolute combat values.
      Full Carrier with 2 Fgs A2 D3 for A5 D8 C26 (0.90, 1.44) has a stronger combat factor than
      OOB Full Carrier with 2 Fgs A6 D10 C36 (0.53, 0.88);
      Full Carrier 1 TcB & 1 Fg A6 D7 C27 (0.92, 1.08) is stronger than
      OOB Full Carrier 1 TcB & 1 Fg A7 D9 C37 (0.48, 0.75).
      Also, both aircraft types have special abilities which can compensate and also because of cheaper Full Carrier compared to OOB units.

      Tactical Bomber A3 D2 C8 (1.13, 0.75) has targeting capacity on Sea and Land units, and also get Depth Charge @1 against submerged Subs.
      Fighter A2 D3 C7 (0.98, 1.47) directly fire at aircraft first, as usual for my HR. But it is treated as OOB when there is no enemy’s aircraft.

      This units profile allows a fuller spectrum of combat values for Naval combat than last post above:
      Unit / Combat Value / (Power*cost ratio)
      Destroyer A1 D1 C5 (0.96)
      Submarine A2 D1 C6 (1.33, 0.67 / First strike: 2.00, 0.89)
      Carrier A1 D2 C12 (0.43, 0.87)
      Fighter A2 D3 C7 (0.98, 1.47)
      TacBomber A3 D2 C8 (1.13, 0.75)
      Cruiser A3 D3 C8 (1.13)
      Battleship A4 D4 C15 (1.12)
      Escort Carrier A1 D1 C7 (0.49, 0.49)

      Of course, any OOB setup will need adjustments because of much cheaper aircraft and Carrier.
      Conversion rating is 2 OOB Full Carrier A12 D20 C72 –-> 3 Full Carriers A15 D24 C78 minus 1 Fighter : A13 D21 C71.
      2 OOB Fighters A3 D4 C10 (A6 D8 C20) —> 3 Fighters A2 D3 C7 (A6 D9 C21)
      2 Tactical Bombers A3-4 D3 C11 (A6 D6 C22) —> 3 TacBs A3 D2 C8 (A9 D6 C24)
      2 Strategic Bombers A4 D1 C12 (A8 D2 C24) —> 2 StBs A0 D0 C5 & 2 TcBs A3 D2 C8 (A6 D4 C26)
      2 Destroyers A2 D2 C8 (A4 D4 C16) —> 3 Destroyers A1 D1 C5 (A3 D3 C15)
      2 Cruisers A3 D3 C12 (A6 D6 C24) —> 3 Cruisers A3 D3 C8 (A9 D9 C24)
      Also, cheaper warships will increase the pressure on Axis much earlier in game.
      Submarines are still potent offensive units with pretty good elusive capacity with all special rules.


      Destroyer (0.96) (Depth charge on submerged Sub: 1.92 max)
      Attack 1
      Defense 1
      Move 2-3
      Cost 5
      1 hit
      Cannot block Subs CM or NCM, but each Sub moving through a SZ controlled by Destroyer must submit to 1 @1 anti-sub defense roll per DD, up to 1 roll @1 per Submarine.
      Block Submarine’s First strike on a 1:1 basis
      Cannot block submerge but can Depth charge submerging Sub:
      Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
      _1 roll @1, only for on going combat round
      Destroyer doing Depth charge can still roll in regular combat.
      1D in Convoy SZ

      Submarine (1.33, 0.67 / FS 2.00, 0.89)
      Attack 2
      Defense 1
      Move 2-3
      Cost 6
      1 hit
      Cannot block Subs or surface vessels CM or NCM,
      but each Submarine or surface vessel moving through a SZ patrolled by Sub (Sub cannot control SZ) must submit to 1 @1 Sub potshot defense roll per defending Sub, up to 1 roll @1 per Submarine or surface ship moving through SZ, whichever the lower.

      Stealth Move: Submarine CM or NCM is not block by Destroyer and
      in Combat Move, only Subs attacking do not allow scramble from adjacent Air Base
      Submerge or First strike prior to 2- Depth charge and 3- General Combat phase,
      First strike: Destroyer blocks Submarine’s First strike on 1:1 basis
      Submerge: Destroyer does not block submerge but can do Depth charge @1 at submerged Sub.
      Cannot hit Submarines nor aircraft.
      2D in Convoy SZ.

      Escort Carrier or Light Carrier, as a Sub Hunter (0.49)
      Attack 1
      Defense 1
      Move 2-3
      Cost 7
      1 hit
      Carry 1 Fg (0.73, 0.98) or 1 TcB (0.85, 0.64)
      Escort Carrier blocks Submarine’s First strike on 1:1 basis,
      Does not block Submerge.
      Cannot block Subs CM or NCM,

      Each Sub moving through a SZ controlled by CVE must submit to 1 @1 anti-sub defense roll per Escort Carrier, up to 1 roll @1 per Submarine.

      Fleet Carrier (0.43, 0.87)
      Attack 1
      Defense 2
      Move 2-3
      Cost 12
      2 hits
      Carry 2 planes (Fg or TcB):
      2 Fgs A5 D8 C26 (0.90, 1.44),
      1 Fg & 1 TcB A6 D7 C27 (0.92, 1.08),
      2 TcBs A7 D6 C28 (0.92, 0.79)
      Air operation not allowed: if damaged, cannot carry plane.

      Fighter (0.98, 1.47) (SBR: 0.98, 1.47)
      Attack 2
      Defense 3
      Move 4-5 (M6 from AB as escort for bombers)
      Cost 7
      1 hit
      Hit aircraft first, then AAA, then owner’s selecting his own casualties as usual.
      SBR A2 D3,
      1D in Convoy SZ.
      Needs no Destroyer to hit Subs.

      Tactical Bomber (1.13, 0.75) (Depth Charge: 0.38) (TBR: 0.76/ 0.38)
      Attack 3
      Defense 2
      Move 4-5 (M6 from AB for TBR only)
      Cost 8
      1 hit
      Can pick any land or naval enemy’s unit (excluding aircraft) if rolling a hit
      TBR A2 D1, damage 1D6 on AB & NB
      1D in Convoy SZ
      Needs no Destroyer to hit Subs.
      Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
      1 roll @1, only for on going combat round, no max roll per submerged Submarine (stackable rolls).
      Tactical Bombers doing Depth charge can still roll in regular combat.

      Anti-Aircraft Artillery (1.50, 3.00 / AA from 1.50 up to 3.00)
      Attack 1 or 2AA@1
      Defense 2 or 2AA@1
      Move 1
      Cost 4
      1 hit
      Roll 2@1 vs up to two aircraft, 1 roll max per aircraft.
      This is not preemptive fire: roll in regular combat phase.
      If no enemy’s aircraft, roll regular attack @1 or defense @2.
      Move as any ground unit in CM and NCM.

      Tank
      Attack 3 (2.00)
      Defense 3 (2.00)
      Move 2
      Cost 6
      1 hit
      Blitz, gives blitz with Mech Infantry or Mech Artillery
      Gives +1A/+1D to Mechanized Artillery paired 1:1

      Light Tank
      Attack 2 (1.92)
      Defense 2 (1.92)
      Move 2
      Cost 5
      1 hit
      Blitz, gives blitz with Mech Infantry or Mech Artillery
      Gives +1A/+1D to Mechanized Artillery paired 1:1

      Heavy Tank
      Attack 4 (1.96)
      Defense 4 (1.96)
      Move 2
      Cost 7
      1 hit
      Blitz, gives blitz with Mech Infantry or Mech Artillery
      Gives +1A/+1D to Mechanized Artillery paired 1:1

      Mechanized Artillery (1.92-2.38)
      Attack 2-3
      Defense 2-3
      Move 2
      Cost 5
      Need Tank to blitz,
      Gives +1A to Inf or MI, paired 1:1
      Gets +1A/+1D paired 1:1 with Tank

      P.S. First official post in the new Forum…

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Global War 1940 2nd ed.

      @SS:

      Ya just a couple tweaks to game otherwise Im leaving rest due to Allies play.

      New South Wales going from 2 to 3 in value so Anzac can buy 3 units like 3 destroyers if they get that high in money or buy inf to defend.

      Add 2-4 more inf to Philippines on setup or make Event card for US for uprising in the Philippines from 2 inf to 4-6 for the Guerilla warfare. Or split this.

      Carriers now only shoot at planes. A2 D4

      Transport values changing to.

      A: Fleets with planes and Transports vs fleets with planes and Transports.
      1. Can take transport as a casualty with no AA D@2
      2. Transport stays gets AA D@2
      3. Transport can ES @2

      B: Fleets with no planes vs fleets with Transports.
      1. Cant take as casualty and no AA D shot.
      2. Transports can only get a ES @2.

      C: Fleets only vs Transports only.
      1. Casualties get a no AA D shot.
      2. Survivors get a ES @2.

      D: Planes only vs Transports only.
      1. Casualties get AA D@2.
      2. Survivors get a ES @2.

      Thats it for now.

      Nice split up of 4 cases.

      Does attacking TPs in case A can also do AA@2, like defending TPs can?

      BTW, thanks for the report.
      I like to read them more than once.
      All limitations for Japan seems to improve the overall challenge and historical depiction.
      Nice.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Global War 1940 2nd ed.

      Nice report.
      It seems there was a lot of unoptimized play for Allies.
      The new rules seem to have bring more interesting things.
      I would not change anything else without more plays.
      Maybe your players need time to adjust with the new depth you are bringing into your game.

      M1 Tank in China and Siberia seems more credible in terms of pace of conquest.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Japan tank Blitz no more

      To prevent IJA Tank and (Tank+MI) from blitzing seems enough to delay a lot from JTDTM.

      IDK if anything else is required.

      Building minor IC for Japan can be seen as an industrialization of chinese coastal Cities. To explain MI built.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Global War 1940 2nd ed.

      I played a few times with Cruiser and TP moving 3 SZs.

      Clearly, on wide map with a lot of SZs, it increase the pace of invasion and add more smaller fleet battles because other warships moving only M2 cannot follow as much as they wish.

      The issue to incentive more amphib landing is to give a bit of escort to Transport, Cruiser get this more specialized role without being able to protect against Subs.
      The lust for gain to conquer an Island may outweigh the risk of placing a few ships in vulnerable SZ (which can be in a deadzone from a few enemy’s units).

      Another possibility, is to give a complete defense  @1 out of 12 per Transport with M3.
      This will generate more amphib with TPs being use as expendable unit to grab land.
      Of course, cost should be increase compared to defenseless.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Global War 1940 2nd ed.

      @SS:

      Baron the figs and tacs being able to M5 has made the island battles a lot better from all the airbases on islands. With fleets only being able to M2 from Naval bases in combat it keeps your fleets save at a distance but now  with figs and small fleets you can have more island battles.

      This combination of restriction for Naval Base and special M5, seems to enhance the usefulness of Island Airbase and land-base aircraft.
      Pretty cool to make all this work in PTO so, it is not just Strategic bomber which are tactically viable but now Fig and TacBs can play a working role similar to WWII. Now Islands can be viewed as unsinkable Aircraft Carriers.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Global War 1940 2nd ed.

      I really like this colored roundels mapping to visually understand each Islands NO group.

      Each 5 IPCs NO will attract immediate interest. 
      IMO, you will get more actions in PTO and the additional money influx could be to built more ships in this area.

      I’m pretty excited about it.
      I will certainly check how I can implement a smaller variant into AA50 or 1942.2.
      Thanks for this game mechanic.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: AA Gun can attack

      @SS:

      Been messing around with AA guns having an attack value. This has discussed before. I posted values and what they can do in a games. This is for d12 system.
      AA Gun
      A2 pick target with return shot
      D2 pick target or plane shot
      M1
      C6

      Can be towed by a Mech or SPA
      2 spaces non combat only.

      D6
      A1
      D1

      About picking target, I’m not a fan of selecting ground unit with a ground unit.
      I understand why AAA pick aircraft or why TcB can dive upon Tank and not Infantry.
      Outside these two, I cannot understand why entranched field artillery gunners can truly pick what division is thrown at them. If attacker send many Infs and 1 Tank, it does not seems right your immobilized Arty unit get rid of Tank first.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: AA Gun can attack

      Hi Barney,
      4 IPCs for an Artillery unit like AAA seems intuitively more acceptable than 3 IPCs.

      Did you modify the AAA unit in TripleA, so you get to defend preemptively against up to 2 planes and rolling @1 during reg combat phase?

      In my last playtest, I considered AAA as a real defensive unit to purchase, since it does not have attack value. So, I boost regular defense to @ 2, same as Inf or Arty.

      It is easier for casualty order of losses.
      If you want to keep costlier for same defense, it goes: Inf (3), Arty or MI (4), then AAA (4).

      However I played it with no preemptive fire.
      Only in-built AAgun on IC were preemptive.
      Still, it can be played with both preemptive fire @1 vs up to 2 planes and a reg defense @2, so defending player does not have to forsee if he is going to survive the present battle and keep a lame defense @1 while sacrificing better defense @2 of Inf and Arty or MI (same with bombers defending @1).

      It makes sense that on defense you kind of protecting your assets of bombers and airfield. However, AAA were meant to be a purely defensive unit so, it is somewhat inconsistent from a gameplay POV to make AAA weaker than other units able to attack also.

      IMO, besides in-built AAgun, attacking AAA and defense oriented AAA can be seen as two different approaches which can find some real historical basis on types of AAguns.

      @CWO:

      @Ichabod:

      Anti-aircraft units are/were embedded with combat commands at varying levels and always go “forward” with the command they fall under during offensive operations. In the US Army today; Air Defense Artillery is mostly a Corp level asset in which various companies or battalions are attached to brigades or other commands as needed.

      Just as a point of background (since I don’t have any particular preferences about the proposed HR itself), not all WWII AAA units were intended to be mobile support units for advancing ground forces.  Some were, some weren’t.  Speaking very generally, light WWII AAA weapons were sufficiently transportable that they could, in principle, alternate quickly between moving and shooting (or even do both simultaneously in the case of vehicle-mounted light autocannons or heavy machine guns).  Heavy WWII AAA weapons could be towed to their place of operation, but then had to be set up before they could operate and could not move while doing so.  The heavier the weapon, the more it tended to be used for the fixed defense of fixed installations (like cities and military bases), not for mobile battlefield support.  Keep in mind that US Army practice today, 70 years after WWII, doesn’t provide an accurate picture of what US Army practice was during WWII, when armies were far less motorized (especially when you consider the situation of other WWII armies, which by and large were even less motorized than US forces).

      So, for SS D12 game, it might be:
      AAA
      Att 1
      Def 4
      Move 1
      Cost 4
      Prior to general combat offense or defense, roll @1 (12 side dice) against up to 3 planes, 1 roll per plane max.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: G40 Redesign (currently taking suggestions)

      After playtest on AA50, I realized that Axis setup needed to receive more Navy based on OOB IPCs values and StB mutation from combat unit to SBR only unit required an additional Tactical Bomber to compensate for the missing attack “4” for regular combat.

      I provided below 2 adjusted setups for StB Cost 5, and all this modified roster quoted: one for 1942.2 and one for AA50 1941.

      These setups also include Convoys SZs (4 IPCs to maxed out) which can be raided by Submarines only on these maps.
      It helps Axis to compensate for the rapid growth of Allies Navy due to 5-6-8-12-15, lower cost structure.
      Germany’s u-boats were clearly more interesting in ATO. However, TcB and Destroyers Depth Charge have to be @1 only. Giving Depth Charge @2 to Destroyer was too high and was too easy to sink all u-boats.

      For US, the lower cost for warships allows US to built sea units on both sides. However, have to remember that a Full Carrier with 2 Fighters (A4 D7 C26) is easier to built but weaker than OOB (A6 D10 C36). An hard lesson learned when IJN wipe out US West Coast fleet.

      Tactical Bomber being able to pick ground unit (on land) or naval target (at sea) was pretty interesting.
      Japanese player decided to take one hit on a carrier but later US TcB got a hit and pick a Carrier. Japan chose to loose 1 already damage carrier but, after combat had to ditch 1 Fighter because of not enough room on his last Carrier.

      TPs were at 8 IPCs but get 1 hit and a single roll @1 per group. Was pretty straight forward for a new player.
      It provides a minimal risk in many cases against Allies dispersed TP with DD.
      With Destroyer defending @1 and last TP also defending @1, this gave an even option to keep one or the other, except against Subs. So, there is no predictable outcomes with lasts remaining naval units.

      StBs A1 in SBR were dangerous but AAA @1, TcB D1 and Fg D2 or D3 provided an efficient defense.
      U-boats were more efficient at reducing UK and US money than any German StB (needing a critical number to fight interceptors).

      @Baron:

      I got time to add more details and much more elements from Triple A Redesign sequence (like targeted First strike: Interdiction Patrol)
      :-D

      This is a unit profiles for G40 Redesign, I will try to test on my boardgame.
      Do you think it can be interesting on board map game?

      The Depth Charge sequence for Destroyer is inspired by YG’s 3G40 project.
      This allows to not block Sub’s submerge (which is realistic from a ship-to-ship POV).
      I also used SS long time play-tested HR, Destroyer blocking Sub’s Surprise strike on a 1:1 basis.

      These two abilities seem better at depicting Sub warfare with not so complex mechanic.

      The Naval sequence will be:
      0- Interdiction Patrol: 1 roll @1 against Sub or surface vessels (up to 1 roll max against each unit) crossing SZ defended by Sub or Destroyer (against Sub only), prior to actual combat.
      1- Submerge or Surprise strike
      2- Anti-Sub Patrol:  Depth charge against submerged Subs

      • Tactical bomber @1 each
      • Destroyer @1 @2 each, up to 1 roll max per submerged Submarine
        3- General combat:
      • Roll Fighters [and AAA  in land combat, if attacking aircraft present],
      • then roll TcBs,
      • Subs,
      • All other units.
        4- Retreat:
      • Surviving Transports escape roll @1 (place in SZ)
      • Air retreat, attacker then defender,
      • Attacker’s general retreat
        If no general retreat, cycle to phase 1.

      Increasing dogfight occurrences:
      Up to two aircraft, either Fighter or Tac Bomber, can land in a just conquered territory, if aircraft have 2 move left for NCM after battle.
      A land unit must first conquered the territory before allowing any aircraft to land on.


      Keeping 2 basic units of G40 Redesign cost structure:
      Destroyer A1 D1 C5 (0.96),
      Submarine A2 D1 C6 (1.33, 0.67)
      But all other units are adjusted according to ENIGMA-Vann formula so to keep
      Cruiser A3 D3 C8 (1.13) and
      Battleship A4 D4 C15 (1.12), 2 hits, better in combat compared to Destroyer (0.96) but both even combat ratio based on same IPC basis (1.12).

      Fleet Carrier A0 D2 C12 (0.87), 2 hits, still carry only 2 aircraft and is stronger than OOB Carrier (0.49) on same IPCs basis, but weaker in absolute combat values.
      Still, Full Carrier with 2 Fgs A2 D2 for A4 D7 C26 (0.72, 1.11) has a stronger combat factor than
      OOB Full Carrier A6 D10 C36 (0.53, 0.88).
      Full Carrier 1 TcB & 1 Fg A5 D7 C27 (0.77, 1.03) is stronger than
      OOB Full Carrier 1 TcB & 1 Fg  A7 D9 C37 (0.48, 0.75)
      Also, both aircraft types have special abilities which can compensate and also because of cheaper Full Carrier compared to OOB units.

      Tactical Bomber A3 D2 C8 (1.13, 0.75) now gets targeting capacity on Sea and Land units, and also get Depth charge @1 against submerged Subs.
      Fighter A2 D2 C7 (0.98) directly fire at aircraft first, as usual for my HR. But treated as OOB when there is no enemy’s aircraft.
      Strategic Bombers cannot be part of regular combat, but get A1 in SBR dogfight.

      This units profile allows a full spectrum of combat values for Naval combat:
      Carrier A0 D2 C12, DD A1 D1 C5, Sub A2 D1 C6, Fg A2 D2 C7, TcB A3 D2 C8, Cruiser A3 D3 C8, BB A4 D4 C15

      Now, Cruiser at 8 IPCs is taking the middle place of Destroyer in OOB roster
      Of course, setup will need adjustments because of cheaper aircraft and Carrier.
      Rating is 2 OOB Full Carrier A12 D20 C72 –-> 3 Full Carrier A12 D21 C78
      2 OOB Fighter A3 D4 C10 (A6 D8 C20) —> 3 Fighter A2 D2 C7 (A6 D6 C21)
      2 Tactical Bomber A3-4 D3 C11 (A6 D6 C22) —> 3 TacB A3 D2 C8 (A9 D6 C24)
      2 Strategic bomber A4 D1 C12  (A8 D2 C24) —> 2 StB A0 D0 C5 & 2 TcB A3 D2 C8 (A6 D4 C26)
      2 Destroyer A2 D2 C8 (A4 D4 C16) —> 3 DD A1 D1 C5 (A3 D3 C15)
      2 Cruiser A3 D3 C12 (A6 D6 C24) —> 3 CA A3 D3 C8 (A9 D9 C24)
      Also, cheaper boats will increase the pressure on Axis much earlier in game.
      However, Subs are still potent offensive units with pretty good elusive capacity.


      Destroyer (0.96) (Depth charge on submerged Sub: 1.92 max)
      Attack 1
      Defense 1
      Move 2-3
      Cost 5
      1 hit
      Cannot block Subs CM or NCM,
      but each Sub moving through a SZ controlled by Destroyer must submit to 1 @1 anti-sub defense roll per DD, up to 1 roll @1 per Submarine.
      Block Submarine’s First strike on a 1:1 basis
      Cannot block submerge but can Depth charge submerging Sub:
      Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
      1 roll @1, only for on going combat round, up to 1 roll per submerged Submarine max.
      Destroyer doing Depth charge can still roll in regular combat.
      1D in Convoy SZ

      Submarine (1.33, 0.67 / FS 2.00, 0.89)
      Attack 2
      Defense 1
      Move 2-3
      Cost 6
      1 hit
      Cannot block Subs or surface vessels CM or NCM,
      but each Submarine or surface vessel moving through a SZ patrolled by Sub (Sub cannot control SZ) must submit to 1 @1 Sub potshot defense roll per defending Sub, up to 1 roll @1 per Submarine or surface ship moving through SZ, whichever the lower.

      Stealth Move: Submarine CM or NCM is not block by Destroyer and
      in Combat Move, only Subs attacking do not allow scramble from adjacent Air Base
      Submerge or First strike prior to 2- Depth charge and 3- General Combat phase,
      First strike: Destroyer blocks Submarine’s First strike on 1:1 basis
      Submerge: Destroyer does not block submerge but can do Depth charge @1at submerged Sub, up to 1 roll @2 per Sub max.
      Cannot hit Submarines nor aircraft.
      2D in Convoy SZ.

      Transport (0.00)
      [variant Move 3-4]
      Attack 0
      Defense 0
      Move 2-3
      Cost 7
      0 hit
      Taken as last casualty,
      Carry 1 Inf+1 any ground

      Transport (reg combat variant) (0.38 or less)
      [Variant M3: Move 3-4, Cost 8, 1 hit, each TP also gets 1 escape roll @1]
      Attack 0
      Defense 1* * 1@1 for all friendly TPs group in SZ
      Move 2-3
      Cost 8
      1 hit
      Carry 1 Inf+1 any ground
      Can be taken as casualty according to owner’s choice.

      Cruiser (1.13)
      [Variant M3: Move 3-4, Cost 9, 1 hit, (0.89)]
      Attack 3
      Defense 3
      Move 2-3
      Cost 8
      1 hit
      Shore bombardment @3
      1D in Convoy SZ

      Fleet Carrier (0.00, 0.87)
      Attack 0
      Defense 2
      Move 2-3
      Cost 12
      2 hits
      Carry 2 planes (Fg or TcB):
      2 Fgs A4 D7 C26 (0.72, 1.11),
      1 Fg & 1 TcB A5 D7 C27 (0.77, 1.03),
      2 TcBs A6 D6 C28 (0.83, 0.79)
      Air operation allowed for 1 plane, if damaged.
      Gives +1 Defense to 1 Fighter defending when paired 1:1 with Carrier (Carrier Air Patrol)

      Battleship (1.12)
      Attack 4
      Defense 4
      Move 2-3
      Cost 15
      2 hits
      Shore bombardment @4
      1D in Convoy SZ

      Fighter (0.98) (SBR: 0.98)
      Attack 2
      Defense 2-3 (3) when being supported by an AB in invaded TT or a Carrier in embattled SZ, on 1:1 basis
      Move 4-5 (M6 from AB as escort for bombers)
      Cost 7
      1 hit
      Hit aircraft first, then AAA, then owner’s selecting his own casualties as usual.
      SBR A2 D2,
      1D in Convoy SZ.
      Needs no Destroyer to hit Subs.
      Can retreat aircraft 1 adjacent TTy after first combat round (announce before attacker’s retreat).

      Tactical Bomber (1.13, 0.75) (Depth charge: 0.38) (TBR: 0.38)
      Attack 3
      Defense 2
      Move 4-5 (M6 from AB for TBR only)
      Cost 8
      1 hit
      Can pick any land or naval enemy’s unit (excluding aircraft) if rolling a hit
      TBR A1 D1, damage 1D6 on AB & NB (avg dmg ratio: 3.5 IPC /8 IPCs= 0.4375 or  2.92 - 8/6 = 1.6 IPCs damage / SBR)
      1D in Convoy SZ
      Needs no Destroyer to hit Subs.
      Depth charge against submerged Subs, after Submerge or First Strike phase and prior to regular combat:
      1 roll @1, only for on going combat round, no max roll per submerged Submarine (stackable rolls).
      Tactical Bombers doing Depth charge can still roll in regular combat.
      Can retreat aircraft 1 adjacent TTy, after first combat round (announce before attacker’s retreat).

      Strategic Bomber (0.00/ SBR: 0.96)
      Attack 0
      Defense 0
      Move 6-8 (M8 from AB for SBR only)
      Cost 5
      0 hit in regular combat,
      SBR 1 hit, A1 D0, damage 1D6 (avg dmg ratio: 3.5 IPCs /5 IPCs= 0.7 or 2.9 - 5/6 = 2.1 IPCs damage / SBR)
      [OOB avg dmg ratio: 5.5 IPCs /12 IPCs =[i] 0.458 or 4.6 - 12/6 = 2.6 IPCs damage / SBR]

      OOB G40: 1 StB doing SBR without interceptor
      5/6 StB survived * 5.5 IPCs = 4.583 IPCs
      1/6 StB killed *12 IPCs = -2 IPCs

      Sum: 4.583 - 2 = +2.583 IPCs damage/StB run

      1 StB Cost 5 damage D6 doing SBR without interceptor
      5/6 StB survived * 3.5 IPCs = 2.917 IPCs
      1/6 StB killed *5 IPCs = -0.833 IPCs

      Sum: 2.917 - 0.833 = +2.084 IPCs damage/StB run

      1 TcB Cost 8 damage D6 doing TBR without interceptor
      5/6 TcB survived * 3.5 IPCs = 2.92 IPCs
      1/6 TcB killed *8 IPCs = -1.33 IPCs

      Sum: 2.92 - 1.33 = +1.59 IPCs damage/TcB run

      Air Base
      Cost 12
      Giving +1M, +2M on SBR or TBR only,
      Gives +1 Defense to 1 Fighter defending either AB’s territory or adjacent SZ & TT.
      Allows up to four units to scramble, either Fg or TcB.
      Scramble can occur in either an adjacent SZ or an adjacent TT.
      Do not allow scramble if only Submarines attacking an adjacent SZ.

      Anti-Aircraft Artillery (0.00, 3.00 / AA from 1.50 up to 4.50)
      Attack 0
      Defense 2 or 3AA@1
      Move 1
      Cost 4
      1 hit
      Roll 3@1 vs up to three aircraft, 1 roll max per aircraft or, if no enemy’s aircraft, roll regular defense @2.
      This is not preemptive fire: roll in regular combat phase.
      Move as any ground unit in CM and NCM.

      If AAA against up to 3 aircraft:
      1/6 TcB shoot down *8 IPCs = 1.33 IPCs * 3 = 4.00
      1/6 Fg shoot down *7 IPCs = 1.17 IPCs * 3 = 3.50
      Average:
      3.75 IPCs shoot down per combat round if at least 3 attacking aircraft
      2.50 IPCs shoot down per combat round if only 2 attacking aircraft
      1.25 IPCs shoot down per combat round if only 1 attacking aircraft

      If AAA against up to 2 aircraft:
      1/6 TcB shoot down *8 IPCs = 1.33 IPCs * 2 = 2.66
      1/6 Fg shoot down *7 IPCs = 1.17 IPCs * 2 = 2.34
      Average:
      2.50 IPCs shoot down per combat round if at least 2 attacking aircraft
      1.25 IPCs shoot down per combat round if only 1 attacking aircraft


      Here is additional units which are optional and require new sculpts to play with:

      Militia (0.00, 6.00)
      Attack 0
      Defense 1
      Move 1
      Cost 2
      1 hit

      Marines (2.67-5.33, 2.67)
      Attack 1-2
      Defense 1
      Move 1
      Cost 3
      +1 Attack in amphibious assault,
      TP can carry 2 Marines, can load 1 on Battleship

      Bunker (0.00, 2.88)
      Attack 0
      Defense 3
      Move 0
      Cost 5
      2 hits
      Requires 1 Inf, MI, Art, Elite, Marines or militia to work.
      1 such unit must share same TTy to repair damage.

      Mobile Artillery (1.92, 1.92-2.38)
      Attack 2
      Defense 2-3
      Move 2
      Cost 5
      Can blitz but cannot give blitz to Mech Infantry,
      Gives +1A to Inf or MI, paired 1:1
      Gets +1D paired 1:1 with Tank

      Elite Infantry unit (1.92)
      Attack 2
      Defense 2
      Move 1-2
      Cost 5
      Can load 1 on Battleship, or 2 on TP,
      Gets +1M paired 1:1 with Tank and blitz with it,
      Can load 1 on Air TP during move CM or NCM,

      Air Transport
      Attack 0
      Defense 0
      Move 5-6
      Cost 7
      1 hit
      Load 1 Elite unit CM or NCM.

      Escort Carrier or Light Carrier, as a Sub Hunter (0.49)
      Attack 0
      Defense 1
      Move 2-3
      Cost 7
      1 hit
      Carry 1 Fg (0.49, 0.98) or 1 TcB (0.64, 0.64)
      _Gives +1 Defense to 1 Fighter defending when paired 1:1 with Carrier (CAP)
      Escort Carrier blocks Submarine’s First strike on 1:1 basis,
      Does not block Submerge.

      Cannot block Subs CM or NCM,
      but each Sub moving through a SZ controlled by CVE must submit to 1 @1 anti-sub defense roll per Escort Carrier, up to 1 roll @1 per Submarine.

      Military Base
      Cost 12
      Allows to built up to three Infantry and can be built on 0 or 1 IPC TT or Island.
      Has 6 damage points, not operational if 3 or more damage.
      Built-in AAgun.

      AA_Baron M units & set-up charts Redesigned for 1942 2ndEd_1941_AA50.doc_

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: AA Gun can attack

      Your TcB are targetting enemy’s unit if I remember correctly.
      So, it is no big deal if AAA roll each combat round, as long as there is no First strike.
      TcB rolling a hit will be able to get rid of such AAA.

      And comparing both types of AAgun, in-built would be at 17% first strike kill ratio per aircraft while field AAgun would be at 8.5% kill ratio with return shot per aircraft per combat round.
      Thus emphasizing the big difference in firepower and how facilities and ICs were much more heavily defended.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: AA Gun can attack

      @SS:

      @Baron:

      Industrial complex also get in-built AA?

      How many rolls get your AAA vs planes?
      Three or unlimited number up to 1 per plane?

      IC don’t have built in AAA guns.

      AAA gun
      A2 1 shot at 1 plane only first round only
      D2 1 shot at each plane first round only

      To make depiction consistent, a mobile Anti-Aircraft cannot be everywhere in a TT nor having tremendous firepower.
      If it was my playground, using 12 sided dice, and wanting more AAA purchase, I would make set-up IC with in-built AA gun (@2 against an infinite number of plane, max 1 roll per plane, First strike against SBR), but other Factory built during game without such in-built AAgun, unless paying a 5 IPCs supplement on purchase.

      Regular AAA would be much cheaper and weaker than in-built counterparts, either 3 or 4 IPCs, probably more 4 (same as Artillery).
      And only 1 roll @1 (D12) per up to 3 units (thus keeping somehow the redundant “3” for special attack), max one roll per enemy’s plane with no First strike.
      Rolling each combat round.
      So, AAA would be at weaker odds than Artys A4 D4, especially when there is only 2 or 1 enemy’s plane.
      (Anyway, this AAA would normally roll two or three combat rounds at most before taking it as casualty instead of an higher hitter, such as Arty or Tank.)

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: AA Gun can attack

      Industrial complex also get in-built AA?

      How many rolls get your AAA vs planes?
      Three or unlimited number up to 1 per plane?

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: AA Gun can attack

      Maybe you can use all facilities with integrated AA defense only.
      It gives more AAA sculpt for various purposes. And gives more space on map for combat unit.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
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