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    Posts made by Der Leiter

    • RE: Stupid Veteran Tiger!!!

      18 turns is giving the Veteran Tiger a LOT of time to kill everything. 180 points also allows for a lot of supporting units to cover the Tiger. I’d really recommend playing close to the standard rules, or at the very least reducing the number of turns.

      Fllamethrowers/Bazookas on Jeeps, defence 5/5 infantry (Heroes & SE Paratroopers especially) are all good. Don’t waste your time on AT Guns unless you’re the defender in an assault.

      Otherwise just use lots of tank obstacles.

      … and you’re not actually using the Hellcat are you?

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Dieppe Raid

      @Audacity:

      This actually looks fantastic and I’ll give it a go in July while on leave.  Why the tank choice of Stewarts.  Churchills were the armour in use.  Is it just a numbers thing?

      It was a bit of a numbers thing, I’ve got some updates to do - Valentine IIs as earlier Churchills. There has been some suggestion that I put in AVREs, and I’m considering it.

      posted in Miniatures Scenarios
      Der LeiterD
      Der Leiter
    • RE: Dieppe Raid

      I’ve got several on the go now, they just all need some playtesting. Eventually I will have 36 scenarios done for my Random Scenario Generator (Roll D6 for theatre, then D6 for battle). But that might take some time.

      posted in Miniatures Scenarios
      Der LeiterD
      Der Leiter
    • RE: Dieppe Raid

      A lot to take in at once, but playing it a few times it was pretty fun. The first wave of Canadians usually get slaughtered.

      posted in Miniatures Scenarios
      Der LeiterD
      Der Leiter
    • Dieppe Raid

      DIEPPE RAID


      BACKGROUND
      On August 19th 1942 a predominantly Canadian force attempted to raid the German-held port of Dieppe in Operation Jubilee.  It was intended that this force would hold the port for a short time, gather intelligence and seize some materials, then withdraw. More importantly it would simply prove that such a raid was possible.  Instead the Operation was a complete disaster.

      CHOOSING SIDES & BUILDING ARMIES

      • Roll 2D6; the higher number is the Germans and the lower is the Canadians.
      • Armies are built by purchasing units in Platoons; see below.
      • Army Sizes are 150 (CAN) and 100 (GE)

      GAME MAP & DEPLOYMENT

      • Use the WotC Beachhead map found here: http://www.wizards.com/default.asp?x=ah/aam/ah20060602c
      • Canadian forces are not initially deployed.
      • German forces may deploy their units anywhere from the row of Bluff hexes, back.
      • Obstacles may be deployed anywhere except on Beach-Sand hexes.

      OBJECTIVES
      Victory Points are earned as follows:

      • The Canadians score 10 VPs for each of the three City Hexes they control on turn 7. They score 5 VPs for each they only contest.
      • (Note that disrupted units can only contest or control the hex they are in
      • The Canadians score an additional 10 VPs if at any point during the game a Canadian Soldier manages to leave the beach (past the Bluffs).
      • The Germans win a Major Victory if the Canadians score no VPs.
      • The Canadians win a Minor Victory if they have 10 VPs
      • The Canadians win a Major Victory if they score over 10 VPs.

      AMPHIBIOUS ASSAULT

      • Higgins landing craft can either Arrive or Depart (not both) at any point during the movement phase.
      • Each higgins can hold one Platoon of Section.
      • Units unload from the Higgins on the same water/beach hex, and adjacent water/beach hexes to either side. If there is not enough room for units to deploy, the remainder must stay on the landing craft.
      • When a Higgins departs place the next Platoon or Section on it.
      • Higgins must roll when attempting to arrive; indicate which hex you want them to arrive at and roll a D6; if the result is 4-6 they have arrived.  This roll is -1 if the Higgins is disrupted, -1 if damaged, or -2 if both.

      SCENARIO RULES

      • Rough Terrain: Beach/sand hexes cost double movement for vehicles to enter.
      • Pillboxes negate the effects of Covering Fire.
      • NCOs Improved Accuracy makes short range 0-2 hexes, not medium range 2-6 hexes.
      • Each side is allowed one Hero using thse rules: http://boards.avalonhill.com/showpost.php?p=157736&postcount=1.
      • Offboard Commanders cannot apply their Initiative Modifier.
      • If a Higgins is destroyed it is replaced at the end of the next turn.

      CANADIAN ARMY

      COMPOSITION
      Infantry  75 - 125 Points
      Armour   25 - 50 Points
      Support    0 - 50 Points

      TOTAL: 150 Points

      INFANTRY

      (25 Points) Canadian Platoon
      1x Eagled Eyed NCO
      1x BREN Gunner
      4x Canadian Infantrymen

      (25 Points) Royal Engineers Platoon
      1x BREN Gunner
      3x Canadian Infantrymen
      2x Royal Engineer

      ARMOUR

      (25 Points) AVRE
      1x Churchill AVRE

      (25 Points) Light Tank Section
      1x M3 Stuart
      1x Crusader II

      (25 Points) Armoured Recon Section
      3x Humber Scout Car

      SUPPORT

      (25) Elite Infantry Platoon
      4x Defiant Paratroopers
      1x BREN Gunner
      NOTE: Paratroopers cannot use the Paratrooper Special Ability.

      (25) Air Support
      1x Concealed Spotter
      1x Spitfire Mk 1
      NOTE: The Spotter must be attached to an Infantry Platoon (Either Infantry OR an Elite Infantry Platoon)

      (25) Company HQ - MAX 1
      1x Inspiring Lieutenant
      2x Vickers MG Team

      SPECIAL
      2x Higgins Landing Craft
      (Free)


      GERMAN ARMY

      COMPOSITION
      Infantry  50 - 100 Points
      Armour    0 - 50 Points
      Support   0 - 50 Points

      TOTAL: 100 Points

      INFANTRY

      (25) Rifle Platoon
      1x MG 42
      1x Panzerfaust 30
      3x Mauser
      2x Barbed Wire

      (25) Waffen-SS (Max 1)
      3x SS-Panzergrenadier
      2x SS-Stormtrooper

      (25) Anti-Tank Battery
      2x PAK 38
      2x Minefield
      1x Tank Obstacle

      ARMOUR

      (50) SS Panzer Section
      1x SS-Panzer IV F2
      1x Elite Panzer IV D

      (25) Tank Destroyer Section
      2x Marder II

      SUPPORT

      (25) Pillboxes
      2x Sandbagged MG Team
      2x Pillbox

      (25)Luftwaffe Air Support
      2x Focke-Wulf Fw 190A

      (25) AA Battery
      3x 20mm Flak 38
      2x Luftwaffe Infantrymen

      (25) Heavy ATG Battery
      2x PAK 40

      (25) Mortar Battery
      2x 81mm Mortar
      1x Disciplined Spotter

      SPECIAL
      1x SS-Haupsturmfurher
      8 Points worth of obstacles; no more than 4 units of any one type.
      (Free)

      posted in Miniatures Scenarios
      Der LeiterD
      Der Leiter
    • RE: AAM Zombies

      @djensen:

      I just had another thought about zombies rules. They are fairly mindless and predictable so it should be fairly easy to create solitaire rules for zombies.

      Initiative Modifier -1? ;)

      With the fortifications and such now it could be interesting… set up your base of operations and have the zombie horde attack.

      posted in Miniatures Variant Rules
      Der LeiterD
      Der Leiter
    • RE: Der Leiter's United and Rule Revisions (URR 1.2)

      @djensen:

      I also like…

      BMW gets Close Assault 4 instead of 6.

      Just curious, but has that actually been that much of a problem there?

      I agree that the CA6 is a little high for what it is, but it also hasn’t seem to be a problem here.  The DeathCycles™ are almost always one shot. CA6 is decent, giving a 33% chance of disrupting (10% damage), but it’s more likely (66%) to do nothing.

      Also that’s about all the BMWs are good for; if you simply use them to take & hold you’re paying almost double for a mauser with lower defence. Now I won’t deny they are good and useful, but I don’t think they’re too overpowered - and I definately think the Axis needed them.

      posted in Miniatures Variant Rules
      Der LeiterD
      Der Leiter
    • RE: The Doctor's House Rules v1.1

      Herr Doktor,

      AIRCRAFT
      I’ve found under most circumstances that aircraft seem to be reasonable, though hordes of infantry or crack shot units do tend to make them shy away. On the AH boards I think there was a suggestion of simply making the aircraft take hits like a vehicle (disrupt>damage>destroyed). I do like crack shot only working on soldiers/vehicles though.

      US MORTAR
      The easiest way to fix it is to snip out the ‘improved’ part, and make it have indirect fire like all the others. Apart from that you could change it so Spotters & Commanders let it indirect… or something along these lines.

      Also what happened to army building requirements - taking at least x% armour and x% infantry?

      posted in Miniatures Variant Rules
      Der LeiterD
      Der Leiter
    • RE: DL's URR v1.1

      (I think I may not have mentioned the alternatives for Covering Fire - so one was that instead of not being able to shoot, the target was also immediately disrupted if hit).

      You are right about the 88 though. At the very best for playability it should have Relocate 1. However I don’t think it really needs to move either especially now that they’ve changed the transport/overstacking rule.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: DL's URR v1.1

      Covering Fire simply bugs me.

      Sometimes it does absolutely nothing (gennerally when losing initiative, or if the soldiers were just going to move away anyways), other times it’s devastating; 2-3 of these shutting down double (or more) of their points worth, especially on beach assault type games where they can knock out all, or almost all, of the enemy MGs if they go first, letting the rest of the soldiers move relatively unhindered.

      For playability it just doesn’t seem that good/fun. An immediate disruption takes into account that the enemy has to keep their head down and therefore interferes with their firing.

      I also don’t like that no matter what the status of the BAR is, it’s special ability always works. Disrupted, intimidated, doesn’t matter.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: I can't beat this army.

      The best way to defeat a Vet Tiger is to not use any vehicles.

      Use aircraft to take out the SS-HSF as quickly as you can. Have some Brens/BARs (perhaps on Jeeps or Half-Tracks) to suppress the SS-PGs.  The US Mortars can use US Aircraft to spot for them; you can even use the Jeeps if they have nothing better to do.  Paratroopers, particularily Screaming Eagles, will be difficult for your opponent to defeat.  The SE Captain gives you a nice offboard +3 initiative, but the Red Devil Captain does go nicely with the mortars.

      Mainly use covering fire to keep the infantry pinned while the aircraft take them all out.  As for dealing with the Tiger, flamethrowers and Bazookas will do the job nicely.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Der Leiter's United and Rule Revisions (URR 1.2)

      I’m actually alright with the BMW; in standard play I think the Germans(Axis) need a unit like that. In non-standard games, it usually isn’t as much of an issue.

      posted in Miniatures Variant Rules
      Der LeiterD
      Der Leiter
    • RE: Der Leiter's United and Rule Revisions (URR 1.2)

      I prefer - don’t let BMW close assault you at all ;)

      posted in Miniatures Variant Rules
      Der LeiterD
      Der Leiter
    • DL's URR v1.1

      Just an FYI I’ve posted my Unit & Rules Revisions (URR) up under A&AM Variant Rules.

      Any (constructive) comments are welcome. Please keep in mind that these changes give Playability priority over Historical Accuracy.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • Der Leiter's United and Rule Revisions (URR 1.2)

      The goal is to make every unit a viable option, and fix any units or rules that don’t seem quite right.

      Der Leiter’s Five Golden Rules:
      1. Change only what needs to be changed. Thou shalt not go overboard.

      2. Identify if the problem; is it the unit itself, an ability of the unit, or the game rules themselves. Also, is this really the problem, or is it just that another unit makes others seem bad.

      3. The fewer the number of changes the better, and if you have to make a change always to increasing/reducing the price first as you only have to remember this once during a game.

      4. If a re-costing won’t work, then make the change as simple as possible. Tweaking special abilities for all units is proffered over adding or changing abilities on a single unit. Removing abilities is easier and better than adding ones. Changing stats is the worst possible solution.
      5a. Take a step back and review what you’ve done. Was the change worthwhile? Does it make the unit balanced with other similar units? Are your changes unnecessarily complex? If so you’ve done something wrong; go back and fix it.

      5b. When making overall changes be very careful to consider all aspects and most especially how someone can abuse the change.


      OVERALL CHANGES

      Deployment
      Vehicles may only be deployed a maximum of 2 hexes away from their starting map edge.
      Soldiers may only be deployed a maximum of 4 hexes away from their starting map edge.

      Disruption & Movement
      Units which can ignore disruption during movement (SS Determination, Veteran Crew, Heroes, etc) are still stopped if they recieve a face-up disrupted counter from a defencive-fire attack.

      National Command
      Units of a nation can only be commanded by units of the same nation.
      Commonwealth units (Australia, Canada) consider the UK to be the same nation.


      ABILITY CHANGES
      Chatting on the Radio
      Soldiers with this SA get -1 speed.
      Add: “At the beginning of your assault phase you may chose to ignore chatting on the radio. If you do, you do not count as a spotter for the rest of the turn and units cannot benefit from your spotter ability”
      Add Vanguard ability (May move 4 hexes after deployment)

      Covering Fire
      Replace with “If a unit with this SA causes at least one hit it also gives a face-up disrupted counter.”

      Paratrooper
      Each Paratrooper may choose to deploy normally at the beginning of the game.
      If deployed at the beginning of the game they have Vanguard 4
      At the end of your movement phase you may deploy paratroopers on any hex on a map edge that is not occupied by an enemy unit.

      Tall Silhouette
      Change any unit with Tall Silhouette to Large Silhouette (-1 cover)

      Transport - Exposed
      Units with the type Tank are considered to be Exposed Transports - If this transport is attacke all transported soldiers immediately dismount and take the same number of hits (if any).
      Soldiers being transported on this unit may be targeted independently of the transport.


      UNIT CHANGES

      FRENCH UNITS
      Reduce Lebel 86M93 Grenadier cost to 2 points

      GERMAN UNITS
      Jagdpanther costs 52 points
      Light Mortar costs 3 points
      Luftwaffe Infantrymen loses Antiair and costs 2 points
      Marder II costs 12 points
      Panzergrenadier costs 4 points
      Panzershreck costs 5 points
      Panzer II C costs 5 points
      Panzer II F costs 12 points
      Panzer IV G costs 27 points
      Sd Kfz 222 (Armoured Car) costs 6 points
      Sd Kfz 251 (Halftrack) costs 9 points
      Sd Kfz 234/2 Puma costs 20 points
      SS-Panzergrenadier costs 6 points
      SS-Stormtroopers costs 5 points

      ITALIAN UNITS
      L3/35 costs 4 points

      JAPANESE UNITS
      47mm Type 1 ATG costs 6 points
      Type 87 Armoured Car costs 6 points
      Type 2 Ka-Mi Amphibious Tank costs 7 points
      Type 89A Chi-Ro costs 6 points
      Type 97 Te-Ke Tankette costs 5 points

      NATIONALIST CHINESE UNITS
      Kuomintang Officer gains the Command Ability Rally – “Any adjacent unit with Lack of Determination may roll a D6 when it would be destroyed
      because of a face-up disrupted counter. On a roll of 5 or 6 that unit is not destroyed.”

      ROMANIAN UNITS
      Antitank Grenadier costs 3 points

      SOVIET UNION UNITS
      BM-13 Katyusha Rocket Launcher gains “Indirect Fire” SA
      Su-85 costs 24 points

      UNITED KINGDOM UNITS
      6-Pounder ATG costs 8 points
      40mm Bofors L60 costs 11 points
      PIAT Gunner costs 4 points
      Royal Engineers costs 6 points

      UNITED STATES
      M3 Lee costs 27 points
      M4A1 costs 23 points
      M4A3E8 Sherman Easy Eight costs 40 points
      M5 Halftrack costs 10 points
      Veteran M4 Sherman “Rhino” costs 28 points


      HERO RULES CHANGES

      Army Building
      You may not purchase Heroes, they may only come into play through regular infantry squads performing Heroic Actions. You may set aside up to one Hero for every 100 points your army build has.

      Heroic Actions
      When a squad performs a Heroic Action roll 2D6, and if the result is 10 or more you may replace the squad with a Hero.

      • Destroys a vehicle with higher printed forward defence than it’s own (Roll immediately).
      • Jas a face-up disrupted counter on it at the end of the casualty phase after destroyed units have been removed.
      • Shoots down an aircraft - roll immediately.
      • Is not stopped from moving into an enemy unit’s hex by defencive-fire attacks (either because cover was rolled, or the defencive-fire missed. However, there must have been an actual defencive-fire attack)

      Destroyed Heroes are removed from the game, and cannot be brought back into play.

      The following are ‘upgradeable’ units:

      Soviet Union: Mosin-Nagant, PPSh SMG, and Soviet Grenadiers.
      United Kingdom: Canadian Infantrymen, SMLE, Gurkha
      United States: M1 Garand Rifle, Marine Riflemen, and Buffalo Soldiers
      Germany: Panzergrenadier and Mauser
      Japan: SNLF Paratrooper and Arisaka Rifle

      The result is you get a limited number of Heroes, you don’t know exactly when/where they will pop up, and they actually have to do something reasonably heroic to become a Hero.

      posted in Miniatures Variant Rules
      Der LeiterD
      Der Leiter
    • RE: Axis And Allies D-Day units

      What your army is/does, would help.

      Adding a few obstacles tend to be good for most armies.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Paratrooper rules

      The Paratroopers don’t drop in, the SA is more of an assumption that the Paratroopers have already been deployed and have had the chance to move into position before the two forces meet.

      That’s it in theory anyway.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Nation Reviews

      I’m working on new nation reviews now that Set IV is out and I’ve had a chance to use them all.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: New Hero figures. Which nation got the best?

      #5 Resourceful Hero
      It’s not that easy to actually get Improvisation off, and even if you can your opponent might just be able to avoid it anyway. He’s a little better than a Screaming Eagle Paratrooper stat-wise, and for less points, but his restricted deployment can be annoying; you can’t simply drive a half-track/jeep up since he deploys at the beginning of the movement phase.  Your best bet is to go second one turn and then first the next. Like all heroes he’s good, but I think he’s the worst, or least useful, of the bunch.

      #4 Honour-Bound Hero
      Again, keep in mind that while I rare this one #4 he’s still very good. Like the Resourceful Hero, he’s comparable to the elites of his faction - the SNLF. Same defence, nearly the same attack, both hard to kill. The HBH has an increase Close Assault value which is extremely useful for the Japanese, and he can sneak through cover without being shot at. However there’s a few maps (Tiger Heaven especially) where cover is a little more scarce, greatly reducing his effectiveness. Still for only 7 points he’s not bad at all.

      #3 Hero of the Soviet Union
      If I were comparing the Heroes in a vacuum then this unit might not be so high, but since it is currently the only elite Russian unit it gets a bit of a boost. Basically he’s an elite Soviet Grenadier, and his Heroic ability is all about luck - which seems oddly fitting for a Russian unit. 7 dice at medium range is also very good for a Russian AI unit.

      #2 Inspiring Hero
      While he’s still very similiar to a paratrooper, the Inspiring Hero has one hug advantage - the ability to pop up and immediately use Tally-Ho! anywhere you have British troops. His stats are far superior to the Inspiring Lieutenant and all for 1 points less.  The only thing he has worse is initiative. I’ve put this one to use quite a few times, popping up so my PIAT/etc can rush up and close assault.

      #1 Grizzled Veteran
      Very similiar to an SS-PG, decent dice and Vast Experience make this unit extremely useful.  He’s pretty standard, but he’s tough. and he likes to jump out of bikes. 3 long range dice might not seem like much, but combined with Vast Experience then you can at least threaten disrupted/defence 3/3 units.  Works nicely with a Oberleutnant as well.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: French Somua S-35

      Please. No more French tanks.

      Give us Machine Guns, Artillery, Maginot line - obstacles, but PLEASE no more rare tanks!

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
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