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    Posts made by DeepDefence

    • RE: Variants for HBG "Battle Pieces" - Axis Minors

      @americancyco:

      This is what I use

      Panzer Grenadier   $4 * ATK 1 * DEF 2 * Move 1   (+1 when combined with artillery or tank.  Max of 6 on the board at a time)

      Is that + 1 move or attack or defence? Because Artillery can only move 1.

      @americancyco:

      KV-1 Tank             8 * 4 * 4 * 3 (Max of 5, build a max of 2 per turn)
      Panzer tank           4 * 3 * 3 * 2 (Max of 4, build 2 per turn)
      Tiger Tank             8 * 4 * 4 * 2 (max of 2, build 1 per turn)
      Truck                    4 * - * - * 2   (Use same rules as transport, can carry 2 INT or 1 INF and 1 ART)
      Akagi aircraft carrier    - * 0 * 2 * 2  (replace 1 aircraft carrier at start of game for free carries 3 fighters)
      Escort Carrier        10 * 0 * 1 * 2    (Carry one aircraft)
      Hood battlecruiser UK    20 * 4 * 4 * 4    (can only build one per game)
      Yamato Battleship    24 * 4 * 4 * 2   (takes 3 hits, max of 4, build 1 per turn)

      The rest sounds pretty good, but the hero units I wouldn’t particularly go for. I don’t really like max builds either, but I can see why you put them in to balance.

      –-------------------------------------------------------------------------------------------------

      Promotional Play

      Not sure if some one thought this up before me, but one thing I was thinking of was that it would be good to be able to promote units after surviving a battle for just over half the price of that unit. Promotions would give different benefits and give players a reason to reserve cash when buying units for the next round (it would be risk because battles might not go the right way, but a risk that could pay off by creating a more elite army).

      For example, some basic promotions:

        • German Standard Infantry IPC 3 ATK 1 DEF 2 MOVE 1

      After surviving a battle, the controlling player (if he had the cash reserved) would be able to promote that unit for 2 IPC to either:

      • Infantry, Light (Field cap w/ Rifle). ATK 1 DEF 2 MOVE 1

      Special: This unit would be allowed to re-roll once if it misses in attack or defence.

      or

      • Infantry, heavy (M36 Helmet w/ Panzerfaust) ATK 1 DEF 2 MOVE 1

      Special: When defending this unit can make a sneak attack like a sub and on a “2” or less will disable a tank. If the enemy makes an attack without tanks an infantry will be killed instead (however the infantry will be able to retaliate, unlike the tanks who are simply removed)

      1. Standard Artillery can also be promoted to a more mobile unit. Artillery IPC 4 ATK 2 DEF 2 MOVE 1

      After surviving a battle and for the cost of 3 IPC this units maybe promoted to:

      • Hummel (Self Propelled Artillery) ATK 2 DEF 2 MOVE 2

      Special: Like the standard artillery this unit when paired with an infantry increases it’s ATK to 2. However, this unit has a move of 2, greater increases the movement it can make, more flexibility.

      1. Assuming the standard tank used in the game is a Panzer III (Medium Tank) to begin: IPC 6 ATK 3 DEF 3 MOVE 2

      After surviving a battle and for the cost of 4 IPC this units maybe promoted to either:

      • Panther (Heavy Tank) ATK 3 DEF 3 MOVE 2

      Special: Like the Field Cap this unit can re-roll if it misses in attack or defence.

      • Stuf IIIG (Tank Destroyer) ATK 3 DEF 3 MOVE 2

      Similarly to the panzerfaust…this unit will be able to make a surprise attack on the defence. However the odds are better this time:

      Special: Can make a surprise attack like a sub only when defending and on a 3 or less will disable an enemy tank that is immediately removed before the battle properly get’s underway. If the enemy attacks without tanks an infantry is removed (like in the case of the panzerfaust this infantry can retaliate)

      The good things with promotions is that it adds that ability to look after men and take care. It means you can either have a big blob of men or a very strong smaller force. I think it would be cool and help to spice up the action on the eastern front. Both Germany and Russia could both get some elites early on in the game. Units can either be stronger on the role, go for a surprise attack or have more flexbility. Any thoughts or queries would be appreciated, I want to try promotions out in a game soon.

      posted in House Rules
      DeepDefenceD
      DeepDefence
    • RE: Variants for HBG "Battle Pieces" - Axis Minors

      Yeah, I saw this table. I wonder if it would be possible to make a D6 version. I might try and do one myself.

      posted in House Rules
      DeepDefenceD
      DeepDefence
    • Variants for HBG "Battle Pieces" - Axis Minors

      Hey! I was wondering if anyone knew any rules or variants in 1942 second editions for the expanded range of units that HBG have!

      • Infantry, Light (Field cap w/ Rifle)
      • Infantry, heavy (M36 Helmet w/ Panzerfaust)
      • 38t (Light Tank)
      • 105mm (Artillery)
      • Hummel (Self Propelled Artillery)
      • Panzer III (Medium Tank)
      • Stug IIIG (Tank Destroyer)
      • 232 (Armored Car)
      • Opel Maultier (w/ Tracks)
      • Fw-190 Fighter

      If not, what rules would you suggest. I like the idea suggested in other variants that the tank destroyers can kill tanks on a “1”. That sounds like a good way of getting rid of the infantry stack. I always personally thought it would be cool if bog-standard units could get promoted in a variant to other units, either via surviving 3-4 battles, or by paying an extra so many IPC. This would give the option of having an elite force, instead of just a mass of men.

      posted in House Rules
      DeepDefenceD
      DeepDefence
    • G1 build to take the gateway to Africa for certain on G2

      I’m thinking on G1 of buying:  (I’m going to focus on naval and air operations, the infantry are a reserve for the eastern front to help back it up)

      1 Cruiser
      1 Transport
      7 Inf

      I was to make sure Egypt is taken on G2. I will move the artillery and infantry from Algeria into Egypt to provide support to Libya. I will also transfer the infantry and tank from Italy over to Libya as well. This will provide 6 units as a base for the attack.

      Attacks on G1:
      I will send one sub from SZ9 to try to kill the american fleet 50/50.
      The other sub from SZ9 will attack the UK Cruiser in the med with air support. 2 fighters. One from South Europe and one from Germany.
      I will also send a sub from Baltic to hit the battleship with 2 fighters and a bomber.

      At the worst I will lose 2 subs and maybe one aircraft.
      At the best I will have wiped out the entire american fleet in the Atlantic and killed a cruiser in the med plus a battleship and transport in the Atlantic.

      The cruiser and transport will be added to the battleship and other transport in the med (unmoved)

      1 infantry will be placed in Italy to add to the other 3 (one from France, one from south Europe and one from Germany)

      The two fighters who attacked killed the cruiser will land in Algeria.

      G2:

      I will use the cruiser, battleship and  2 transports to launch an amphibious attack on Egypt. This will be support by an attack by the 6 units from Libya with the 2 fighters I landed in Algeria on G1. Victory is certain, if the troops in Egypt have not retreated, they will die.

      posted in Axis & Allies 1942 2nd Edition
      DeepDefenceD
      DeepDefence
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