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    Posts made by baron Münchhausen

    • RE: Marines

      An other more damaging rule than the preceding for the amphibious assault:

      http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=9146

      Something simple that my group has adopted is all ground units in an amphibious assault only attack at a 1 in the first round of combat. This represents the vulnerable situation and the difficulty of landing troops and equipment on the beach. We have used this for several games now and we like it. Gives the feel of realism in a simple and elegant way. Try it, you’ll like it!
      KSLyons88

      Reply: That would probably put the dagger into Sea Lion, but the **axis might try to defend the coast instead of just stacking Paris for a counter attack on the beaches.

      Yes, this is the problem with not having addressed this issue before - we have bulked up the UK to prevent Sealion instead of making Amphibious Assaults more difficult…

      At this point, if we were to implement a penalty to Amphibious Assaults, we would make it well nigh impossible to invade the UK.

      I would have preferred to introduce penalties to the attackers making an Amphibious Assault or give a bonus to land units defending - by simply adding units to the UK all we have done is solve this problem for the UK, it has done nothing to prevent Bombardment spamming elsewhere on the board, and it has also meant that the island-hopping campaign on the Pacific board is a non-starter - almost all Japanese players send Transports around their islands removing their garrison infantry, not reinforcing them since they know that they will likely fall to any attack in round 1 due to Naval Bombardment.

      But there you go.


      Caractacus.

      Very well put Caractacus, in order to make a change to amphib of this nature you would have to adjust the starting units yet again (and there’s no way that will fly).

      A while back (just before G40 came out), I remember a proposal to allow coastal artillery to roll its 2 as a pre-empt kill shot in the first round of battle in def of an amphib (if successful, attacking units would be removed before they fire). It was a minor change that could have had an effect on the beaches.

      Just not sure if Germany would attempt to stack the coast (Normandy) w/art. Now if art got to fire at 3 in the first round (no kill shot) for coastal def would most powers including Germany do it?

      WILD BILL**

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Air combat in the first round, bfr Naval or ground Cmbt & Air Supremacy

      After reading more comments on SBR and Air Supremacy,
      I will add that this way of allocating hits can be used against StratB during SBR.

      Also, instead of giving every aircraft att or def@1, I suggest now:
      Strat and TacB Att1 Def1 against other aircrafts.
      Fighter (escort or interceptor) att@1 /def@1 (single) but when paired with either 1 other fighter or 1 TacB gained att@2 /def@2 for this fighter only.

      Example:
      during a SBR: 4 planes: 1StratB+2TacB+1Fgt = SB Att 1@1+TB Att2@1+Fgt Att 1@2
      defending interceptors: 5 Fgt = 2 Fgt: 2Def@2 + 3 Fgt 3Def@1
      When allocating rolls and hits: an escort screen is trying to protect the main aircrafts from being targetted, the fighter@2 are allocated to other fighter before any other aircraft.

      The 1st and 2nd D@2 goes against Fighter / the 3rd and 4th D@1 against the two TcB/
      the 5th D@1 against Bomber/
      A 6th  would be allocated against the Fgt
      a 7th allocated target would have been then (for the 2nd time) one of the TcB.

      So even if StrBomber and TacBomber are protected in priority, after getting two rolls against them, the fighter escort is nontheless doing is job.
      The defender still have a real chance to destroy bigger target but once per plane in most case, unless attackers are very outnumbered.

      In case of a double hit against the same target,
      I suggest now to put the “hit” on the next other kind of aircraft if possible:

      1st hit: StrB, then 2nd hit get down a Fighter, (if none then a TacB)
      1st hit: TacB, then 2nd hit get down a StrB, (if none then a Fighter)
      1st hit Fighter, then 2nd hit get down a TacB, and if there is none then at last a StratBomber.

      So it is possible to destroy the Strategic Bomber even if their is only one hit, so this contradict the rule about SBR and escort from Global 1940 that say defender always allocates hit.
      In this case, surely the defending player would discard the fighter, but this house rule say if the rolls that score the hit was already allocate to the bomber then it is.

      About the aircombat phase preceeding the first cycle of a naval combat I rather prefer now this option:

      Instead let’s give the defending player the choice to send even his only aircraft (and all his aircrafts).

      I rewrite the initial post:

      I’m wondering about a way to add some flavor to naval combat in the Pacific (for 1942.1, 1942.2 or even Global versions).

      Before every naval combat, allow 1 round of air combat between attacking and defending aircrafts.

      All Fighters, Tac bombers and Strat Bombers attack and defend @1.
      However, 1 fighter paired with a TacB or another fighter get Att/Def@2.

      Each roll are allocated separately on a one on one basis except for the first fighter escort which block two aircrafts then letting one go on other target.
      Bomber are always the most protected target. TacB are second.
      If one side outnumbers the other, then one aircraft is targetted twice (or three times for a fighter), then a second and so forth.

      In this way, 1) the first individual fighter can be targetted three times before targetting another fighter twice 2) a TacB being a double target, then 3) Strat Bomber at last.

      Fighter @2 are allocated first to the fighters then TacB, and last to the Strat Bomber.

      Example 1
      1 Strat Bomber and 1 fighter attack 4 fighters.
      Thus, two fighters defend @2, and two defend @1.
      The first two @2 are allocated to the escorting fighter.
      The third one @1 is allocated to the Bomber.
      The fourth one @1 is allocated to the fighter.

      If their was only 2 defending fighters, the Bomber couldn’t be hit.

      Example 2
      5 fighters attack against 1 TacB and 1 fighter.
      2 fighters @2 and 3 fighters @1.
      The TacB is @1, the fighter @2.
      The fighter is targetted three times 2@2, 1@1 and two times for the TacB 2@1 .
      If their was only 4 fighters the TacB would only be the target of 1@1.

      If two aircrafts targeting the same enemy aircraft get both a hit, the additionnal hit is pass to another target following the order of protection (Fgt toward TacB toward StrB toward Fgt), so no “1” is lost.

      Example 3
      8 fighters against 1 TacB and 2 fgts.
      4@2&4@1 vs 2@1&1@2.
      The two Fgt are targeted three times (2@2+1@1) each and 2@1 for TacB.
      If only 2 rolls out of 8 get “1” and fall on the same Fgt, then the second hit is allocated to the TacB, not the second Fgt.

      So, this rules will make possible to shot Strat and Tac Bomber even behind a screened of escort fighters even during a Strategic Bombing Raid. And at the same time, bombers are still screened by their escorting fighters if they outnumbered the opponent. Thus making less likely to lose those bombers instead of fighters.

      All attacking aircrafts must be part of this unique round of air combat before a naval battle occur.

      The defending player get some choice to determine the number of defending aircraft:

      If there is only 1 fighter (or TacB) on a carrier, then their is no aircombat (the aircraft is considered patrolling near the other naval units).
      The naval battle is as usual.
      If there is 2 fighters (or TacB) on a carrier, then 1 fighter is sent away against incoming attacking aircraft(s).

      If he had 3 or more fighters, the defender can sent 1 or more aircrafts but should keep 1 aircraft in reserve near the naval units. (So the defender always keep 1 aircraft that will fights normally (at @4 or @3) screened by cheaper unit or a BB that absorbs 1 hit.)

      In the 1940 version, if the sea-zone is near an airbase, the defender can scramble up to 3 fighters (no TacB) against the attacking aircrafts.

      This first round of battle before the regular naval combat occurs, is it unbalanced in favor of the Axis in 1942 (and about 1940)?

      Does the defender choice too limited?
      Instead let’s give the defending player the choice to send even his only aircraft (and all his aircrafts)?

      Is it a real way to simulate the Pacific battles and enhanced battle during SBR or just a sophisticated rule with no benefits?

      What do you think of all this?

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      It’s the CASUALTIES that matter, and with even a modicum of support, these American forces of 1 Inf and 1 Art can take three or so islands under the current system before running out of troops. With a defender bonus (even for one round), there would be sufficient casualties to stop them after just one or two islands.

      Essentially, it is for this reason that I prefer this rule about amphibious assault:

      @Baron:

      I tought about an other way to simulate the difficult beach assault:
      “When an invasion was amphibious only, the defender can “soak” 1 hit from any attacking units including bombardment, aircraft or ground attack, without loosing any defending unit.”
      I tought about this rule with PTO in background, but it should be used also in ETO. Africa, Western Europe, etc. And there I think it will be too much in favor of the Germany. I never test this “house rule” on amphibious only assault.

      So, this means that the attacker need more punch on offensive to killed fastly all the defending units, because the more cycles of attack and defense the more chance the attacking ground units can be crippled and whole invasion strategy compromise because of lack of Infantry.

      An other interesting house rule that can be introduce in conjunction with marines unit:
      @Koningstiger:

      Amphibious assaults: Each defending unit defends at +1 during the first cycle of combat (each time it is attacked). Simple, effective and makes amphibious assaults a lot riskier!

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      It worths the attention:
      http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4062&start=56

      kcdzim wrote:
      Gotta say I like this more than marines or defense +1.

      The only problem with this system is that it doesn’t in any way solve the problem if the Land Units have any support.

      Let us have a quick example: 1 American Aircraft Carrier with 1 Ftrt & 1 TacBmr, 1 Cruiser, 1 Transport with 1 Inf and 1 Art attack an island with 1 Japanese Infantry on it. Inf attack on 1 (assuming Art is still allowed to support whilst disembarking…)and Art on a 1.

      Result: ��� Inf killed; 33.3% chance of an Inf loss to the Americans.

      With the alternative system (+1 Def), the same death occurs for the defenders (100%), but the chance of an American casualty becomes 50%,

      Even with a second defending Inf, the problem is essentially the same with the decreased Attack system:

      Cruiser: Att 3
      Fighter: Att 3
      TacBmr: Att4
      Infantry: Att 1
      Artillery: Att 1

      vs

      Infantry: Att 2
      Infantry: Att 2

      Result? Almost certain loss of both Japanese Inf and probable (approx 66%) loss of 1 US Inf (chance of losing both is just 11.1%).

      With an increase Def instead:

      Cruiser: Att 3
      Fighter: Att 3
      TacBmr: Att4
      Infantry: Att 2
      Artillery: Att 2

      vs

      Infantry: Att 3
      Infantry: Att 3

      Now there is a better chance (25%) that both the American Land Units will be hit even though both Japanese units still go down.

      The point:

      It’s the CASUALTIES that matter, and with even a modicum of support, these American forces of 1 Inf and 1 Art can take three or so islands under the current system before running out of troops. With a defender bonus (even for one round), there would be sufficient casualties to stop them after just one or two islands.

      In point of fact, we also use the reduced Attack system as well as the bonus to defenders in our heavily-house-ruled game. This makes using one’s navy to hammer (for example) French-based German armies less of a cheap victory. The point being here that in the real world, one can retreat from the coast to avoid naval shelling, but in the game, one can’t and one can lose ALL one’s units if the enemy navy is big enough.

      But anyway…back to the Cruiser/Destroyer/Submarine issues! :wink:


      Caractacus.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      About this new rule:
      “Units which are amphibiously assaulting suffer a -1 penalty on the first round of combat.”

      Maybe we can just halfed the penalty:
      So we get 1@1 for every 2 Inf on 1 first round of an amphibious assault.
      So on solo Inf beach invasion, this Inf get 0@1.
      If their is 2 Inf, they get 1@1.
      If their is 4 inf, they get 2@1 on the first round.
      If their is 6 inf, 3@1 and so forth…

      Every units wich Att2 or more must still suffer -1att in the first round.
      Thus 1Inf and 1Art get only 2@1 on the first round.

      Marines unit: negate -1att first round of amphibious penalty for this unit and another paired with.
      Cost: You can upgrade (train) any 2 regular units (Inf/MecInf/Art/Arm) marines units for 1 IPC.
      In this manner, with 2 marines you can prevent 2 other units from suffering first round penalty.
      For example, on the first round of amphibious assault, a regular Inf+Art will get 2@1 (7 IPCs).
      One marines Inf unit + same Art will fight 2@2 (3.5+4= 7.5 IPCs).

      1 Inf+1 Arm: 0@1+1@2 (9 IPCs) vs 1 Marines Inf+1 Arm: 1@1+1@3 (3.5+6= 9.5 IPCs).

      Thus, for 1 IPC, this give back 4 attack points for the first round of an amphibious assault.

      You just have to put some “marines token” under regular unit or exchange regular for specific miniature.

      What do you think of this totally different way to add marines and amphibious rules in A&A?

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      @Baron:

      @toblerone77:

      Thinking about your thoughts on beach combat. This could be simulated by giving defenders a first round reprisal or sneak attack. personally the problem I see in all the AA series is that the PTO islands aren’t worth attacking as hard as other targets elsewhere.

      If it is the case, like a preemptive strike (with no retaliation for the killed attacker) from defenders in islands, I think it will hinders a PTO strategy and create stalemate of not enough ground units to capture those islands (for no IPCs). USA will even more turn is war effort against Germany in Atlantic (10 IPCs in Western Europe).

      Even with an offensive armada, with many Fgt, CA, BB it is still the Inf that capture territory. For each two Inf killed, it means a useless transport wich need to turn back toward USA/Hawaii. It’s a long chain of communication when USA wants to make “Islands hopping”.

      I tought about an other way to simulate the difficult beach assault:
      “When an invasion was amphibious only, the defender can “soak” 1 hit from any attacking units including bombardment, aircraft or ground attack, without loosing any defending unit.”
      I tought about this rule with PTO in background, but it should be used also in ETO. Africa, Western Europe, etc. And there I think it will be too much in favor of the Germany. I never test this “house rule” on amphibious only assault.

      So, this means that the attacker need more punch on offensive to killed fastly all the defending units, because the more cycles of attack and defense the more chance the attacking ground units can be crippled and whole invasion strategy compromise because of lack of Infantry.

      An other interesting house rule that can be introduce in conjunction with marines unit:
      @Koningstiger:

      Amphibious assaults: Each defending unit defends at +1 during the first cycle of combat (each time it is attacked). Simple, effective and makes amphibious assaults a lot riskier!

      Worth also thinking about it when introducing Marines units:

      @KillOFzee:

      Re: Revised Amphibious Assaults
      This rule makes for a more realistic take on assaulting beaches or Islands.

      During an Amphib Assault, on the first round of combat, attacking infantry cannot be supported by artillery. Also defending artillery is defends on 3 during the first round. Every round afterwards combat continues as normal.

      This rule has solved the “easy sea-lion” problem in some of our Europe games, and it encourages the Germans to actually defend Normandy rather than stack up in France. It doesn’t really affect small Amphib Assaults, because only the first round changes.

      @skinny1:

      Would Marines in AA42 with the rules from AA Pacific, not AAP40, be viable if the Japanese had a Fukkaku Defense?
      “The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic called Fukkaku included bunkers and pillboxes connected by tunnels.
      All your infantry on islands defend on a 3.
      ”

      This is taken from here:  http://www.axisandallies.org/forums/index.php?topic=15052.0

      Would Marines work in AAP40 under the same circumstance?

      Thanks.

      I found other interesting suggestions here, with Larry Harris comments:
      http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4062&start=40

      I REALLY like the suggestion of giving the defender a +1 to all units on the first round of amphibious assaults. I share your concerns about anything that makes the game more defensive, but I will argue below that this is OK.

      First off, if you are interested in pursuing this, I recommend the following variant:

      “Units which are amphibiously assaulting suffer a -1 penalty on the first round of combat.”

      This has four advantages over the +1 to defenders.

      • First, it is more flavorful. Put the penalty on the attackers.
      • Second it is more realistic. Let unsupported infantry attack at a 0. The first stages of a landing are more about getting boots on the ground than getting anything effective out of them (Just watched “Saving Private Ryan” last night).
      • Third, since it doesn’t affect planes, it will be less impactful than boosting defense, if you’re worried about it shifting game balance.
      • Fourth, it makes it very simple rules-wise when you have attacks which combine a land attack with an amphibious attack (just give a -1 to the units actually coming from the sea). Also, if you do implement a Marines rule (which I think you should NOT do, BTW) you can just exempt the marines from the penalty.

      Now, whichever of these you might choose to use, these are the reasons I think it’s a good plan from a gameplay point of view.

      1. It would make Sea Lion a little harder. From what I’m seeing here, right now it’s a mainstream strategy where I think it should be a bit more of a fringe strategy or gambit of opportunity.
      2. It gives us more of a Fortress Europe feel. If Germany wants to build an Atlantic Wall, they need to garrison Normandy, Holland, Western Germany, and Denmark, making their expenditures 4 to 1 against Allied expenditures (not really, with transport costs, but still…) This just throws a little bone to Germany.
      3. Germany might actually be able to hold onto Norway for a decent time.
      4. I haven’t playtested the new Med setup, but Egypt always felt vulnerable to a combined land and naval assault. This would help the Brits a smidge.
      5. It has always been a disappointment to me that we don’t see a bitter defense of the Japanese Pacific islands (in most of my games, they get stripped for extra infantry). Maybe with this rule and airbases, it might finally become a viable strategy to garrison them.

      As for making the game more defensive, I have several mitigating arguments.

      1. For a decent sized attack, this rule amounts to a reduction of 1-2 expected hits. Enough to make the attack slightly more expensive, but not game-breakingly so
      2. It scales with attack size. With small attacks, it’s almost irrelevant.
      3. In many cases you’re defending multiple territories, which already gives an attacker with naval mobility a huge force advantage.

      I think I totally agree with your approach.
      -1 assigned to the attacker. I must let you know that this is rather radical new rule and it will be an up hill round to ever incorporate the concept into the game, but who knows. Thanks…
      LH-a

      IL amends the rule about giving +1 to all defending unit of an amphibious assault:

      The bonus is only for +1 for each landing unit, if you got less units then thats fine… they are +1

      For my part, I will add: giving for 1st round of an amphibious assault Def+1 to all ground units defending (Inf/Art/MecInf/Arm) and only up to the number of attacking landing units.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      I must add this  suggestion just to have a more complete idea about the wide range of Marines abilities:

      Suggestion made on dec 02, 2010 by Larry Harris
      http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=40&t=4062

      Marines…(and not just US Marines but the Marines of all the powers)
      These units could look something like this:
      Cost: 4
      Attack: Normal attacks 1, Amphibious Assaults 2. In both cases they are, like infantry, promoted up one number when supported by artillery … That’s right … Marines conducting an amphibious assault and receiving Artillery support, can attack at 3.
      Defense 2
      Movement 1.

      Special note: Marines, on one transport, can attack two different objectives at the same time.
      LH-i

      The question is: is there many sea-zone which boarded 2 territories in 1940, 1942.1 and 1942.2?

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: House rule for Anti-air artillery (AAA) A&A Spring 1942 2e - Opinions Plz

      @userx:

      @Baron:

      I would rather prefer to limit them to their role of AA gun but, specialy for Germany, it seems they used a lot their 88mm AAA as antitank gun (El Alamein battle, i.e.).

      I like that because you are correct, in Real Live, AA was just high-velocity ammo pointed at the sky, point it at a tank like the Germans did, it became an effective anti-tank.

      I like the idea of taking out tank and/or armor for the pre-combat AA roll.

      I don’t know if it would be unbalanced but I think I will try this next game

      Thank you

      I just learned that Germans put their Flak 88 on tracks and plates so it becomes the Tiger (Mark VI) and deliver them for the Battle of Kursk in 1943.
      This gun seems quite an invention.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Collect income phase…

      @toblerone77:

      Actually IPCs are medi-chlorians and has nothing to do with what a territory is worth, Larry Harris said so.

      :-D

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      Some very simple way to think about Marines:

      @Vance:

      If you amphibiously invade an island with 1 infantry/1 artillery per transport you can call them “Army”; if you use 1 infantry/1 armor you can call them “Marines”.  Problem solved.

      Historical explanations:

      @Razor:

      @shadowguidex:

      Every nation had their elite or specialized troops. I’m totally against adding Marines. My experiences as a soldier in the Army also bias me since Marines are nothing special.

      Do you want US Marines ?
      I wish I could smite you, but that option was taken away by the mods one year ago. Fortunately you are allowed to change your opinion one time, and do the right thing, before I close this poll.

      On topic:
      You are correct, every nation had elite forces.

      US Marines was not some lame elite force, it was a million man army inside the army. And they had Landing Craft’s. As you propably should have figured, amphibious assaults do favor men that come with Landing Crafts. So basically the Marines unit is not superhumans, but plain infantry that happen to use Landing Crafts. Lets imagine you pay 3 IPC for the inf and the extra 1 IPC is for the Landing Craft. Happy now ? Only USA had this advantage during WWII. The other nations had to use canoes when they invaded some crap island.

      @Col.:

      The amtrac actually saw more and more use in the Pacific as the war went on. The Higgins had trouble getting stuck in the coral, and the amtrac offered exit in the rear of the vehicle instead of the door lowering in the front.

      @trackmagic:

      I never liked the idea of armor or artillery being good at amphibious assaults. I think only marine units should get to attack on a 2 during amphibious assaults and everything else is a 1. Since this would make it very hard to land troops maybe BBs and CAs could fire every round during an amphibious assault to return the balance, but make the amphibious assaults rely more on naval/marine units instead of land units.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      Hi Toblerone!
      @toblerone77:

      Baron I’ve mostly played Classic and AAR and AA42SE more recently. Basically we have stuck to the Classic rules format adopting some the new SBR rules and unit stats. I’m old school and don’t sweat a lot of what others sweat here at the forums. I don’t like overly complicated rules with National Advantages, bids etc. You have seem to have put a lot of thought into this so by no means am I critiquing you’re work or thoughts.

      Marines have to be cheap, as cheap as infantry. I think what I’m looking to do is to make one special ability for Marines. A simple advantage that fits the uniqueness of the branch. This is what needs to be worked on at least in my games and if others like them, thiers.

      I think a deployment advantage is where I’m going with this. No build penalty for marines deployed on a territory with a naval base and IC not to exceed twice the IPC value of that territory. �

      What do you mean by “No build penalty for marines deployed” and “IC not to exceed twice the IPC value of that territory”?
      Can you give an example?
      It will help better understand your idea.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      Some guidelines to evaluate the cost of Marines and Elite units:
      @knp7765:

      @Pjor:

      The second unit is Heavy Tank. A:3 D:3 M:2 cost: 9.
      This unit will represent the heavy late-war tanks. Examples are the Soviet Josef Stalin tanks, British Churchill and German Tiger tank. Aside that it function as a normal tank it will rise it’s attack value to 4 if it’s combined with a mechanized infantry OR tactical bomber.

      Tanks already Attack @3, Defend @3 and Move 2 for a cost of 6 IPCs. “Heavy” tanks should attack and defend @ 4 if they will cost 9 IPCs.
      Also, there has been discussion in other threads that “Heavy” tanks should only move 1, or at least can not Blitz. This is due to the fact that they are so big and heavy. For example: The King Tiger tank was a very tough tank but was also kind of big and cumbersome. Part of that problem was that the engine was underpowered so they just couldn’t go very fast at all. However, if the movement is cut down to 1, perhaps the cost should also drop to 8.

      One member came up with a pretty good formula to figure out the cost for land units: Attack + Defense + Movement - 1 = Cost.
      For an example, say Heavy Tanks at 4-4-2-9. This works out perfectly. Attack 4(4) + Defense 4 (8) + Movement 2 (10) - 1 = Cost 9.
      Now try Artillery: Attack 2 (2) + Defense 2 (4) + Movement 1 (5) -1 = Cost 4.
      It actually doesn’t work for tanks since they changed the values to 3-3-2-6. By the formula, tanks should cost 7. Some have argued that OOB tanks should be considered “Medium” and should only defend at 2, which would fit the formula 3+2+2-1=6. Unfortunately, others say if you lower the defense to 2, then cost should go down to 5, which screws up the formula again.
      Personally, I would be fine with Medium tanks at 3-2-2-6 because it also allows for Tank Destroyer units (currently being put out by HBG) that would switch Attack/Defense values (2-3-2-6).

      By the way, this formula does NOT work for aircraft or naval vessels. I don’t know if anyone has figured out a formula for them yet.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      @trackmagic:

      Maybe some countries could have special powers instead of special units:
      Russia: Lend Lease-US can give some of its IPCs to russia (max 10/turn?)
      Anzac: When Guadalcanal Canal is in allied hands anzac gets an infantry unit/turn to represent US supplies flowing
      Japan: Already has kamikaze attacks.
      Germany: Blitzkrieg-tanks increase mech inf attack value to 2?

      Other countries maybe have special units:
      US: Marines-Amphimbious attack on 2 even without artillery? or allow BB to fire every round until the Marine unit is killed? or….?
      UK: Spitfire-1st round bonus when attacking an air unit
      China: Maybe the flying tigers unit already counts?

      Italy is a tough one. I have no ideas.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Air Supremacy

      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?

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      I put here some posts that surely had influence on the preceding ideas:
      @Imperious:

      Elite infantry:

      1-3-2-3

      These defend at 3  and move 2 spaces

      If matched with any other land unit they can get a +1 bonus attack.

      They only cost 3 IPC, but can be built at the rate of one per turn and never more than 6 at one time.

      @Imperious:

      OK… so this 1-3  two move unit has a new special mission ability.

      In conjunction with air transport units, these are the only types of units that can be dropped in combat. normal infantry can be dropped by air transport in NCM.

      AS airborne troops they attack at +2, and with a matching armor unit they can attack at 2. ( artillery, mech, or tanks)

      only 6 possible at one time and can only build one per turn/ replace one per turn.

      cost is now at 4 for these.

      @Imperious:

      I do not quite understand the elite unit that you propose. Is it a 1-3-1-4 unit that attacks when air dropped at 2 or attacks at 2 on ground attacks when matched with armor or artillery?

      Yes, and you can only build 6 and one at a time, plus you can only use them as airborne units. They are at 2 when matched with any non-infantry land unit.

      Alternately, this elite infantry could be a 2-3-2-4 unit as well. Waffen SS units had their own logistical supply ( hence the 2 move). Limit must be at 6. With tanks they could get a +1 combat boost either attack or defense, so these are prized units.

      I think the key idea is the boost +1 on either attack or defense with another unit and exclusivity on airborne capability. I prefer a 2-3-2-4 unit. Don’t really buy into this idea that infantry defend at double the capability as they attack.

      Another idea is the boost only applies when they are in originally controlled areas that you start with. The Waffen and Shock Armies fought better in home areas.

      I like the idea of a 1-3 unit making them as ideal garrison duty with the same characteristic as the above idea ( defend at 3 only in home areas), but what would you call these?

      Perhaps thats what the fortification unit can become…. a 1-3 unit?

      @Imperious:

      Call them ‘elite Infantry’ if Waffen bothers you.

      These would be 2-2-2-4 units and limit of 6, with one build per turn. ( If you lose all six, it takes six more turns to get the build maxed)

      In combat, they can be boosted by artillery 3-2 unit.

      The faster speed is because the SS had their own train transport services.

      I would rather the Waffen be represented by the tiger tank mold from 1941.

      That would be a 4-4-2-8 unit ( limit six and one build per turn) you also can choose between building from scratch or convert one tank by paying 2 IPC.

      The Stalin tanks could form “shock armies” ( same stats and rules as above).

      @Imperious:

      They should not, thats why i posted that they should not have all these roles.

      Elite Infantry are basically crack, veteran units of each army.

      Waffen SS
      Shock Troops
      Rangers
      Guard troops
      Kwangtung Army
      Celere motorized infantry

      But +1 in combat ( both attack and defense)

      Airborne and Marines should just be regular infantry with special bonus on first round, where you pay 1 IPC ( considered training for drop and supplies)

      Airborne can be considered “elite” troops however, but to mix them like this is not realistic.
      Marines are special troops trained for sea invasions and are also “elite” but not in the same task as above.

      When acting as airborne, perhaps allow them to keep an enemy unit from joining combat for x rounds.

      Interesting idea here. So when they get dropped in an area with 1 enemy infantry, how do they fight anybody?

      @Tigerman77:

      @Hobbes:

      @Lozmoid:

      Mot. Infantry  1, 2, 2, 4, -

      Mech. Infantry 1, 2, 2, 4, BLITZ with Tank

      Artillery          2, 2, 1, 4, BOOST Inf ATT

      Mech. Artillery 2, 2, 2, 5, BOOST Mech. Inf ATT?

      Tank              3, 3, 2, 6, BLITZ

      H. Tank             3, 4, 2, 7, BLITZ

      I think that the Infantry and Mot. Infantry are about right: Mot. Inf gets no Abilities but it gets 1 extra movement for that you pay 1 extra IPC cost. That seems sensible to me.

      They both cost the same (4 IPCs) - one suggestion would be to increase the mech attack to 2 and the cost to 5. But then the mech would essentially be a light armor.

      Mechs attack at a 1 but get a boost from mob aartillery and can blitz with tanks.

      @Gen.:

      I would like to see a combined arms rule for Mech. Inf. and Art. units that goes something like this. This rule is for use in Global 1940 games.

      Raise the cost of Mech. Inf. to 5 IPC’S
      Defense values/rules remain the same for both units.
      Mech and Art units when combined 1 for 1 attack as 2’s.
      Mech and Art units when combined 1 for 1 can move 2.
      A combined Mech and Art can only blitz with a Tank. 1 for 1 for 1.

      This rule will take up all the middle ground in the attack and defence abilities in this game. I suggest the increase in the cost of the Mech unit to offset the new power this combo represents. Artilery should most definately boost both Infantry types. If a Mech unit can move 2 spaces then an Artilery unit in tow should move 2 spaces right along with it. The high price of a Tank unit now comes more in line as it will now allow for both of these units to blitz with it.

      Picture if you will a truck loaded with a platoon of men with a Howitzer in tow.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: House rule for Cruisers: Global 1940

      @Imperious:

      OK.
      Cruisers when they shoot and roll a 1 can force the defender to remove a plane
      Cruisers move 3 spaces even if they didn’t come out of port.
      Now they are worth the extra 2 IPC.

      @Young:

      @variance:

      Another idea has been that each cruiser would only fire an AA shot at 1 attacking plane.

      This is better than 3 shots per ship IMO.

      So our Cruisers combine those ideas and get:
      1-An attack and a defense @3 + 1 bombard @3,
      2-A first round AA @1 against 1 attacking aircraft,
      3-Cruisers when they shoot, either on attack or defense, and roll a 1 can force the attacker/defender to remove a plane.

      In the game I played, the AA has more of a psychological impact than a real effect.
      Indeed, it never destroyed any aircraft. And thus, neither by the AA and even by the “1” roll which force the defender to destroy an aircraft.

      But UK bought 3 cruisers, instead of any BB, against German Luftwaffe.

      Thanks everybody, those suggestions makes cruiser a more interesting unit that worth buying.

      However, it can be a real nuisance for Germany but it may also help protect the Baltic fleet against UK aircrafts: at least, it slightly upgrade the Baltic fleet to better defend against attacking UK planes.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      @toblerone77:

      Thinking about your thoughts on beach combat. This could be simulated by giving defenders a first round reprisal or sneak attack. personally the problem I see in all the AA series is that the PTO islands aren’t worth attacking as hard as other targets elsewhere.

      If it is the case, like a preemptive strike (with no retaliation for the killed attacker) from defenders in islands, I think it will hinders a PTO strategy and create stalemate of not enough ground units to capture those islands (for no IPCs). USA will even more turn is war effort against Germany in Atlantic (10 IPCs in Western Europe).

      Even with an offensive armada, with many Fgt, CA, BB it is still the Inf that capture territory. For each two Inf killed, it means a useless transport wich need to turn back toward USA/Hawaii. It’s a long chain of communication when USA wants to make “Islands hopping”.

      I tought about an other way to simulate the difficult beach assault:
      “When an invasion was amphibious only, the defender can “soak” 1 hit from any attacking units including bombardment, aircraft or ground attack, without loosing any defending unit.”
      I tought about this rule with PTO in background, but it should be used also in ETO. Africa, Western Europe, etc. And there I think it will be too much in favor of the Germany. I never test this “house rule” on amphibious only assault.

      So, this means that the attacker need more punch on offensive to killed fastly all the defending units, because the more cycles of attack and defense the more chance the attacking ground units can be crippled and whole invasion strategy compromise because of lack of Infantry.

      An other interesting house rule that can be introduce in conjunction with marines unit:
      @Koningstiger:

      Amphibious assaults: Each defending unit defends at +1 during the first cycle of combat (each time it is attacked). Simple, effective and makes amphibious assaults a lot riskier!

      Worth also thinking about it when introducing Marines units:

      @KillOFzee:

      Re: Revised Amphibious Assaults
      This rule makes for a more realistic take on assaulting beaches or Islands.

      During an Amphib Assault, on the first round of combat, attacking infantry cannot be supported by artillery. Also defending artillery is defends on 3 during the first round. Every round afterwards combat continues as normal.

      This rule has solved the “easy sea-lion” problem in some of our Europe games, and it encourages the Germans to actually defend Normandy rather than stack up in France. It doesn’t really affect small Amphib Assaults, because only the first round changes.

      @skinny1:

      Would Marines in AA42 with the rules from AA Pacific, not AAP40, be viable if the Japanese had a Fukkaku Defense?
      “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 defend on a 3.
      ”

      This is taken from here:  http://www.axisandallies.org/forums/index.php?topic=15052.0

      Would Marines work in AAP40 under the same circumstance?

      Thanks.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Collect income phase…

      @Gargantua:

      My only concern is that this will make the Axis suffer much more, and early, than it will the allies.

      The attacker is at a significant disadvantage.

      So right out the gate you might aswell remove 5 infantry units or more from the board for both Japan and Germany.

      And what about nations like China?

      I believe now that a house rule which limits “double dipps” will be against Allies.

      The more I think about it the more I understand why, sundenly in ETO, Uk and USA are making a hard time to Germany as soon as they get some grounds in Europe.

      It is because of this double effect of IPCs of contested territories.
      As long as the German keep at bay UK and USA from Europe, the IPCs stay in German’s hand. When 4 or 6, even 8 IPCs of territories are exchange, it gives the same amount of IPCs to Germany but not to the Allies. That creates an outburst of IPCs flowing so USA or UK can buy 1 Arm or 2 Inf more than usual.
      So at that moment of crisis in the game, when there is too much transports and escorts to sink them all, this “double dipps” effect takes place. Not only Germany must deal in Western Europe against double waves attack (UK then USA) but when they get hold on any territory, this “double dipps” generate more IPCs usefull for Allies and against Germany to increase the flow of Infantry on the board.

      As long as this European territory are exchanges, it is to the benefit of the Allies.
      Thus, a rule to eliminate those extra IPCs will play against Allies. For example: UK takes once France for 6 IPCs, it gives them 2 more Inf. instead of only 1.
      So, on the next round, if enough transports, Germany have to deal against 2 more. If USA take Belgium at 3 IPCs, it is another Inf for Allies (instead of 1.5 IPCs for a house rule).

      What do you think Gargantua, are you convinced?

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Airfields in 1942

      OK.
      Thanks.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Marines

      This is a synthesis of some units developped here on this tread and other extrapolations.
      Which one do you prefer?

      A) U .S. Marines (USA only) A1 D2 M1 C4 from A&A Pacific
      1-During Amph. Ass. (any one unit being part of Amph. Ass.) give A2
      2-Paired (1 on 1) with Art give A2, in regular combat
      3-Paired (1 on 1) with Art during Amph. Ass. A3


      Units to be produced by any naval Power

      B1) Marines (strong & combine forces): A2 D2 M1 C5.
      1-During Amph. Assault (any one unit being part of) give A3 on OR after 1st round.
      2-Paired (1 on 1) with Art give Art A@3 on 1st round.

      B2) Marines (strong & combined forces): A2 D2 M1 C4.
      1-Paired (1 on 1) with support ships A3 on 1st round.
      2-Paired (1 on 1) with Art/Arm/Fgt/TBom A3 after 1st round.

      B3) Marines (weak & strong combined forces on 1st rnd):A1D2M1C4 or C7/2 units.
      1-Paired (1 on 1) with 1 Marines, both get A2 on 1st round.
      2-Paired (1 on 1) with support ships to get +1 attack on 1st round (A2 or A3). OR all the battle.
      3-Paired (1 on 1) with Art/Arm/Fgt or TBom to get +1 attack on 1st round (A2 or A3 even A4). ****

      To determine: which type of marines can be mobilize in a Naval Port?
                             Wich type of marines can be 3 in a troop transport instead of 2?


      Units to be produced by any Power (Elite unit: commandos, marines, SS, Gard�)

      C1) Elite unit (strong & combine forces): A2 D2 M1 C5
      1-Paired (1 on 1) with Art give A3 on 1st round.
      2-Paired (1 on 1) with Arm give A3 on 1st round.
      3-Paired (1 on 1) with Art give Art A@3 after 1st round.

      C2) Elite unit (medium): A2 D2 M1 C4
      1-Paired (1 on 1) with Art give A3.

      C3) Elite unit (medium & strong combined forces after 1st rnd): A2 D2 M1 C4
      1-Paired (1 on 1) with Art give Art A@3 after 1st round.
      2-Paired (1 on 1) with Arm give Arm A@4 after 1st round.

      C4) Elite unit (weak 1st rnd/medium combined forces after): A1 D2 M1 C7/2 units
      1-Paired (1 on 1) with Art give A2 on 1st round.
      2-Paired (1 on 1) with Arm give A2 on 1st round.
      3-Paired (1 on 1) with Elite unit, both A2 on 1st round.
      4-Paired (1 on 1) with Art give Art A@3 after 1st round.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
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