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    dajohu

    @dajohu

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    Latest posts made by dajohu

    • RE: HBG units "Custom" Rules question (Global game)

      Thanks for the response.

      I absolutely love HBG and have spent entirely too much money over the last couple years buying different pieces from them.

      I had already thought about something along the lines you were proposing but decided for simplicity’s sake (my friends that I’ll be playing with have very little A&A experience) to avoid special rules as much as possible.  Also, I’m trying to keep the roles of Tank Destroyers sorta historically accurate without making them OP which in my mind a AA gun like defense would totally negate the advantage of large infantry forces as a buffer to your armored units.  That being the case I still want to use them as I like the HBG models better than OOB items pretty much across the board.

      In regards to the multiple tank types available, I’m trying to stick to only the 3 new unit types I mentioned again for simplicity’s sake and to avoid using d12 if possible.  (Also to save a little money) :D

      Any suggestions on the Heavy Tank conundrum I’m having for balance purposes?  By the way, I’m currently only allowing Germany and Russia to build them since again that is historically accurate for the most part.

      posted in House Rules
      D
      dajohu
    • HBG units "Custom" Rules question (Global game)

      Hi,
      I’ve been playtesting (on my own) some added units from HBG and was hoping for some feedback.  I’ve been using Self Propelled Artillery, Tank Destroyers, and Heavy Tanks (Tiger and KV-2).  I’ve been trying to get a balance of simplicity and flexibility and the stats I’ve been using are:

      SP Artillery = identical to regular artillery in all ways except have a movement range of 2 and cost +1 IPC at 5.  (seems to work great)

      Tank Destroyer and Regular Tanks have been modified in my rules in that I’ve went back to the A&A 1942 style rules for tanks 3/2/2 but kept the cost at 6 and added TD at 2/3/2 @ 6.  This gives the player the flexibility of being offense or defense heavy as the situation demands.  (also seems to work very well)

      Heavy Tanks are where I’m running into the most trouble.  Originally, I had Heavies costing 8 IPC and a movement range of only 1 during combat (2 during non-combat) and attack/defend at 4.  So, 4/4/1(2) @ 8 IPC.  The problem is that with Germany you have an unstoppable juggernaut by round 4 or so.  My second attempt was to basically make Heavies be the normal 3/3/2 but costing maybe 7 or 8.  This seems to help but haven’t had a chance to really playtest this configuration yet.  My one other idea would be to keep the 4/4/1(2) @ 8 but limit the number that could be built.

      Any ideas/comments would be appreciated.  Thanks!

      posted in House Rules
      D
      dajohu