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    Posts made by Deaths Head 420

    • RE: World War at Sea an axis and allies Home Brew Version 2.1

      The Navy and Aircraft list

      ships
                                          Speed            Armour                AA def.              Wounds                Save                    Points cost
      Destroyers                        12"                  8                        5+                      2                      5+                        35pts
          Armed with 2 main light Navel turrets, depth charges and 2 torpedoe racks with 4 launchers. 1 launcher per side 180 degree arc
                                4 inch Navel @ 0pts
                                5 inch Navel @ 15pts replaces 3 inch guns
          Depth charges- range 6 inches from destroyer. Roll 4 d6 and hits on 6’s. subs save on 4’s, can be used only against submerged subs
          Torpedos-  Two side  facing racks with 8 fish. Additional fish cost 5pts for 4
          Sonar-  Detects submerged subs 24 inches away
          Subs shooting torpedos at destroyers get a - 1 to their gunnery skill due to destroyers fast speed                                     
      Submarines                      12" surfaced      8                        0                      2                      5+                        50pts
                                            8" submerged
          Armed with 4 forward facing and 1 aft facing torpedo tubes. Subs have a unlimited number of torpedos         
          1 5 inch deck gun

      Gun boats                        15"                  5                        5+                    1                      5+                        15pts
          Armed with one 5 inch AA gun, 4 torpedo tubes forward facing. 4 fish included
          additional torpedos @ 5 pts for 2
          All attacks against gun boats get a -1 to their gunnery skill, this is to show for their outstanding speed.

      Cruisers                            10"                  10                      5+                      3                      5+                          65pts
            Armed with 3 medium turrets and 4 turrets
            4 inch guns @ 0 pts                                        6 inch guns @ 0 pts
            5 inch guns @ 15 pts                                      8 inch guns @ 25 pts
            Armour options–-Heavy  armour increses to 11, speed decresed to 8 inches @ 25 pts
                                    Light  armour decreases to 9, speed incresed to 12 inches, may not upgrade main medium guns @ 10 pts
            Sub hunter, sonar added 2 torpedo racks, 1 on each side, 4 launchers per rack, replaces light guns @ 35 pts.* Each rack has a   
            180 degree arc to 1 side of ship. 1 on the right and one on the left* unlimited fish.
            May exchange Light guns for 5" AA guns @ 20pts 4 total
            Torpedo Bulges,( c battlship entry) @ 25pts

      Heavy Cruisers                8"                      12                    5+                      4                      4+                          125pts
            Armed with 4 medium Turrets and 4 light Turrets                             
            4 inch guns @ 0 pts                                                                                        11 inch guns @ 50 pts
            5 inch guns @ 15 pts                                  8 inch guns @ 0 pts                        if chosen main turret count is reduced by
            May exchange Light guns for 5" AA guns @ 20pts  4 total                                    one. replaces 8 inch
            Torpedo Bulges-(c-battleship entry)  @ 25pts

      Battleships                      8"                      14                    4+                      5                    4+                          250pts
          Armed with 3 Heavy Turrets, 8 medium Turrets  and 8 light turrets  or 4 Heavy main Turrets, 6 med, 6 light, armour value for          ship drops to 13  @ 0 pts
            4 inch @ 0 pts                                          6 inch @ 0 pts                                        11 inch @ -10 pts
            5 inch @ 15 pts                                        8 inch @ 25 pts                                      12 inch @ 0 pts
                                                                                                                                      15 inch @ 70 pts 
                                                                                                                                      16 inch @ 80pts
            May exchange light guns for  5" AA guns @ 20pts
            16 inch guns may be replaced with 18 inch guns with the same range and strength as a 16" gun but gets 2d6 + strength                  when rolling for armour penetration @ 50pts
            -1 still in effect for targets saving throw.
            Torpedo Bulges, Ships may reroll any failed save attempt 1 time from torpedo attacks only. @ 25 pts

      Carriers                        10"                        10                  4+                      3                      4+                          125pts
            Armed with 10  five inch AA guns/ five on each side, 2 cap fighters deployed with carrier no launch penalty
            Transports up to 10 aircraft not counting first 2 cap interceptors. Cap Planes do not suffer 3 turn limit as long as they remain              within 6" of carrier. They cannot fly further then 12 inches from carrier.  Can launch and/ or recover up to six aircraft a turn
            You can up load your Carriers with any mix and match you want, They can all be the same or not.
            Torpedo Bulges @ 25pts

      Against aircraft only                                                        Against Ships only
                            Att.            Def.          Wounds            save                    Attack strength      Save                    Cost
      Fighters-            4+              4+                1                  4+                        4+      2              4+                      20pts
      speed 18 inches

      Dive bombers      4+              5+                  1                  5+                        4+      9                3+                      30 pts
      speed 18 inches

      Torpedo bombers  5+          5+                  1                  5+                        4+(5+) submerged subs    3+            15pts
      speed 15 inches. must have a torpedo on board and a destroyer within line of sight of target to attack a submerged sub              use strength of torpedo

      Long Range Fighters  4+            4+                  1                  4+                      4+        2                4+                      25 pts
      speed 24 inches

      Scout planes        5+            5+                  1                  5+                        5+      2                  5+                      10 pts
      speed 18 inches. may extend the max. range beyond 36 inches for 1 Battleship, target must be within 36" of scout plane

      AIRPLANES AND COMBAT MOVEMENT
      Movement-- airplanes have a flight time of four offensive turns, before they must head directly back to there own carrier first, if it is sunk it goes to the next closes and so on. An offensive turn starts at the begining of movement and ends after movement or attacking. If the plane does not move it still counts as an offensive turn. (Its patroling and still burning gas)
      EXAMPLE- Fighters can fly a total of 72  inches strait out from its carrier but will need four turns to do so. After all four turns have passed the airplanes must return directly to a friendly carrier and may not attack anything, they may how ever Defend.

      Airplane-vs-Airplane
      Plane A attacks Plane B  PLane A is a fighter so it needs to roll a 4 or higher on a d6. A 5 is rolled and scores a hit. Plane B is a Dive Bomber So it needs to roll a 5 or higher since it is being attacked by another plane. Wow a five is rolled and the planes armour saves it. Plane B may now roll its defend value against planes It Needs another 5 or higher, A six is rolled A hit. Plane A is forced to make a save. He rolls a 2 and fails his armour save and is removed as a casualty.

      Planes- vs - Ships
      Example- 3 Dive bombers attack a cruiser the ships AA def. fires first. 1 die for every plane and the ship needs to roll 5 or higher The ship rolls 3,5,6 Two hits are scored. The dive bombers check their save vs Ships and finds out it needs to roll 3’s or higher to save.
      2,3 is rolled 1 dive bomber is lost. the other 2 make rolls of 1 d6 each  And adds the strength (9) of the weapon together. 4,1 is rolled so we have 1 strength 10 wound and 1 strength 13. The cruisers armour is ten. The Cruiser is forced to make 2 save attempts.
      2,3, is rolled two failed attempts = two wounds

      Planes must be within 3" inches of target ship or plane in order to attack it. This does not includes torpedo bombers using torpedos.
      You may stack up against 1 target with planes. ex. 3 planes attack 1. Planes have a max number of attacks, 1 per offensive turn. Torpedo bombers carry only 1 fish. can reload on carrier

      posted in Other Axis & Allies Variants
      Deaths Head 420D
      Deaths Head 420
    • RE: World War at Sea an axis and allies Home Brew Version 2.1

      Alright it is still a work in progress.Also you will have to have a basic knowledge of how Warhammer plays Games last generally around 6 turns before someone is  usually subdued.
      This is not historical yet but if there is enough interest this makes a good engine to build off of

      You will need a tape measure that will go at least 5 feet
      lots of dice–d6’s
      Playing area is generaly A 8’ x 4’ piece of ply wood. 6’ x 4’ will work also
      I bought blue cloth for water and used hiil tops from 40 k for my  islands

      2-4 players, points based before game set up agree with your apponent how many points you wil play. I find 1000-1500pts more then adaquete.

      Roll 1 d6 for each side highest picks if he wants to deploy first or second
      deployment- we play on a 8’x4’ sheet of ply wood board,  so you may need to adjust measure ments a little. Short board edge, find the center and measure 2 feet towards the center of the board, roll 2d 6 and scatter die, where this lands is the center of your deployment zone. you may deploy any where around this point as long as you are no further then 12" from the center point and 36" away from an enemy ship.
      Each side places his or her navy in it’s entirity except for subs and gun boats They may choose to deploy these if they want though

      Whoever deployed first now may deploy any subs or gun boats anywhere  they wish as long as they are at least 30" away from an enemy target including other subs and gun boats
      next the other side deploys subs. same rules apply

      Roll a d6 highest picks if they want to attack or defend first.

      Phase sequence
      1 Movement-all ships and planes may move
      2 Aircraft launch and recover phase- Airplanes may move their entire speed after launch
      3 Defending Cap fighters Attack- defending cap fighters may attack.
      4 Shooting- 
      5 Remove casualties and place dammage counters
      6 End turn

      Any Stat that has a number ex (4+) this is the number needed to be rolled or higher on a d6

      The Navy List
      All ships have 6 basic stats
      —speed-----Armour---------Antiair Def.—Wounds-------Armour save----------Gunnery skill--------------Type----------------------pts cost
          12"              8                  5+                    2                      5+                      5+                  Destroyer                      35

      15"              5                  5+                    1                      6+                      5+                  Gun Boats                    15

      12"            8                  0                      2                      5+                      5+                  Submarines                  45
          8" submerged

      10"              10                5+                    3                      5+                      5+                  Cruisers                        65

      8"                12                5+                    4                      4+                      5+                  Heavy Cruisers                125

      8"                14                4+                    5                      4+                      5+                  Battleships                    250

      10"              10                4+                    3                      4+                      5+                  Aircraft Carriers              125

      This is just a quick reference of off the shelf ships-before upgrades. the complete ship entries at end of post
      I have 5 different Axis and allies games so I have a variety of colors and sizes of plastik ships use what suits you.

      All ships come with a standard callibre weapon but if you so chose you may upgrade to stronger guns  for a additional  points cost

      Weapons table
                                              strength                                              Range
      Torpedos**                            5                                                      18"                            they hit targets on a roll of 5+
      5" AA guns                            2                                                      6"
      4" Navel                                3      light                                          12"
      5" Navel                                4      light                                          15"
      6" Navel                                5      medium                                    20" 
      8" Navel                                6      medium                                    24"
      11" Navel                              7      heavy  2                                      36"          if four or more 6’s r rolled, -1 to targets save
      12" Navel                              8      heavy  2                                    40"          if three or more 6’s are rolled, -1 to targets save
      15" Navel                              9      heavy  2                                    48"          if two or more 6’s are rolled, -1 to targets save
      16" Navel                              10      heavy  2                                      50"          - 1 to targets save
      18" Navel***                        10      heavy 2                                        50"          -1 to targets save, 2d6 armour penetration
      ** torpedos treat all armour values above 10 as 10 all others treated normally
      *** These guns are huge!!!, Each cannon on each turret gets 2d6 to roll for armour penetration, during this roll if two 6’s are rolled the defending unit gets no armour save for that wound. Also if the roll on the 2 d6 plus the strength of the weapon doubles the total armour value of the defending unit, the defending unit is destroyed regaurdless of how many wounds it has left. The total should not exceed 22                 
      All Navel Guns,  may not be used to shoot at aircraft
      AA guns use the ships AA Def value when determining offensive attacks “5 inch AA guns only” 1 die per gun.

      Turrets–All Navel guns are in a “turret” They come in three Catagories, Main, Secondary, and Auxillary
      These are spread evenly throughout the ship. So where are these located, easy Main turrets-- 2 in front 1 in back or 2f-2b.(destroyers 1 front 1 back)  Secondary weapons, total number divided by two on each side. so if there were 4 total, there are 2 on each side with a firing arc of 180 degrees front to back Auxillarys follow same rules as secondary

      SHOOTING

      Line of Sight-- the shooter may not be any further then 36" away from intended target.  This is to show earth curvature. Any thing beyond 36" inches from firer does not exist yet in his eyes. Islands block line of sight for ships

      Use your better judgement, if you have to shoot through your own superstructure you can’t take the shot.
      All ships have A gunnery Skill. ex. Destroyers have a gunnery skill of 5+ so a 5 or 6 is needed for a sucsseful Attempt to hit. After a hit is scored you must roll to see if you wound the target. roll a d6 add the strength of weapon, if it meets or beats the armour value of the target the target must make a saving throw. If the strength of the weapon is equal to or greater then the armour value of the target, if a one is rolled during the armour penetration roll  it does not score a hit. You get dice equal to the number of turrets x2, that are shooting using  that ships gunnery skill. in other words 2 die per heavy  turret.
      Ships may only offensivly fire against 1 hostile surface target, exception AA guns may roll individually against planes. Ships may use all of it’s weapon systems against this target if they are in range.
      multiple surface to surface attacks not possible, but a surface to surface attack and 1 surface to air attack can happen simualtaniously

      DAMMAGE TABLE
                                              1st wound            2nd                  3rd                4th                    5th
      Destroyers                          - 4" of speed      Destroyed

      Subs                              Cannot submerge    Destroyed

      Cruiser                                -4" speed          - 1 Main turret      Destroyed

      Heavy Cruiser                      N/A                    -4"  speed            - 1 Turret    Destroyed

      Battleships                          N/A                    -4" speed            - 1 Turret      -2 turrets            Destroyed

      Carriers                              -4" speed            4 plane launch        Destroyed
                                                                        and recovery limit***
      Gun boats                          destroyed

      ** All Turrets Lost Are Main Turrets**                                                                                                                                        *** 6 plane limit if a captain is on board                                                     
      **** for every lost turret, 1 point of armour is lost also******

      T

      posted in Other Axis & Allies Variants
      Deaths Head 420D
      Deaths Head 420
    • World War at Sea an axis and allies Home Brew Version 2.1

      My friends and I have been play testing a new way to play with those axis and allies pieces specifically the navel units and planes. Is there any interest in this. If enough peeps are interested i will post the rules. Think of it as a cross between Warhammer 40k and axis and allies :-D

      Just redid some of the shooting rules, this will allow for a smoother flowing game
      played another game and refined the game a little more added som cool stuff for officers and turrets, more dice. :-D

      Well I got two lists completed, Germany and America.  I wish Germany had a second type of carrier though, Graf Zepplin is kinda small. :x I just need a good source of info on WWII Navel Aircraft from the 4 major players in the sea

      I also just want to say that when the A&A Navel minis come out this Game will be cool as hell. I will probably Base most Navy Lists off of what ships will be available and with them being 1/1800 scale this should prove to be a fun way to use those ships. Did I mention that The Planes are 1/900 scale. This is going to be fun Come on March 07

      posted in Other Axis & Allies Variants
      Deaths Head 420D
      Deaths Head 420
    • RE: Wisconsin players wanted

      Figures your all the way across the state I am in Appleton hey are there any upper Mich  people out there

      posted in Player Locator
      Deaths Head 420D
      Deaths Head 420
    • Wisconsin players wanted

      We already have a good core of peeps but new faces are always good  :mrgreen:

      posted in Player Locator
      Deaths Head 420D
      Deaths Head 420
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