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    Topics created by GreenHornet

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      Oil Production

      House Rules
      • • • GreenHornet
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      G

      Here is what I use for my Oil Production Rules. They add bonus income which can be used for Research and Development, Purchasing more units, and Infrastructure development if desired. As a note I use the Global War 39 XL map in my games so some of the territories would need to be adjusted for an A&A Global 40 Map. I generally use the Bonus income for Research and Development to help build up my R&D Labs early in the game. This way I have a good chance getting some really helpful technologies mid game.

      New Facilities

      #1. Oil Derrick = +1 IPC
      #2. Oil Refinery = +1 IPC

      Oil Territories
      Axis 
      Germany West Germany = Oil Derrick, Refinery
      Germany Hungary = Oil Derrick, Refinery
      Germany Romania = Oil Derrick, Refinery
      Germany Argentina = Oil Derrick, Refinery
      Italy Albania = Oil Derrick, Refinery
      Japan Sapporo = Oil Derrick, Refinery
      Total Domestic Bonus IPC = 12

      Allies
      USA Deep South = Oil Derrick, Refinery
      USA Alaska = Oil Derrick, Refinery
      USA Western = Oil Derrick, Refinery
      USA San Francisco = Oil Derrick, Refinery
      USA South West = Oil Derrick, Refinery
      USA Mid West = Oil Derrick, Refinery
      GBE Alberta = Oil Derrick, Refinery
      GBE Upper Egypt = Oil Derrick, Refinery
      GBP Bangladesh = Oil Derrick, Refinery 
      GBP Burma = Oil Derrick, Refinery
      GBP Brunei = Oil Derrick, Refinery
      Total Domestic Bonus IPC = 22

      Comminturn
      Caucasus = Oil Derrick, Refinery
      Baku = Oil Derrick, Refinery
      Uzbekistan = Oil Derrick, Refinery
      Stalinbad = Oil Derrick, Refinery
      North Sakhalin  = Oil Derrick
      Vladivostock = Refinery
      Surgat = Oil Fields
      Southern Kazahk = Oil Fields
      West Siberia = Oil Fields
      East Siberia = Oil Fields 
      Total Domestic Bonus IPC = 14

      Neutrals
      Southern Iran = Oil Derrick, Refinery
      Iraq = Oil Derrick, Refinery
      Venezuela = Oil Derrick, Refinery
      Colombia = Oil Derrick, Refinery
      Peru = Oil Derrick, Refinery
      Mexico = Oil Derrick, Refinery
      Poland Eastern = Oil Derrick, Refinery
      Dutch East Indies Sumatra = Oil Derrick, Refinery
      Dutch East Indies Borneo = Oil Derrick, Refinery
      Dutch East Indies Java = Oil Derrick
      Dutch East Indies Celebes = Oil Derrick
      Total Domestic Bonus IPC = 20

      Oil Derricks and Refinery Rules

      #1. These units are fixed at game start and can’t be moved.

      #2. These units can be strategically and tactically bombed. Three hit points renders these facilities inoperative.

      #3. If the oil producing territory is captured it takes 2 turns for an Oil Derrick to start producing again and 3 turns for a refinery to produce again. The turns to full production are represented as hit point counters placed under facility same as other bombed facilities.

      #4. Domestically produced Oil with a clear supply route to the Capital via land or Sea is produced at full production. However Domestic or Foreign produced Oil that doesn’t have a clear supply route to Capital is reduced to half capacity. The Exception is a territory with only an Oil Derrick or Refinery which will have no point value for that turn and again until a clear supply route is obtained.

    • G

      R&D Ideas

      House Rules
      • • • GreenHornet
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      seancbS

      We do our technology country specific as such:

      Germany
      2 – The jet age begins and the ME-262 takes to the skies. Fighters defend at a 5 during ground attacks and scrambles, and defend at 4 during strategic and tactical bombing.
      3 – King Tiger tank is developed and rolls off the assembly line. Armor now attacks on a 4.
      4 – Type IX U-boat is unleashed upon the Atlantic. Submarines attack at 3 and defend at 2.
      5 – Nebelwerfer rocket packs delivered to the front. All artillery can support 2 infantry or mechanized infantry.
      6 – Waffen SS divisions now attached to regular army divisions. “4+1” For every 5 infantry in a combat or defense. One attacks and defends at +1. With an attached artillery the attack value is increased to 3.
      7 – V-2 Rocket is developed. Airbases may now conduct one industrial or naval/air base attack on a zone within 4 spaces. One die of damage is rolled per German controlled operational air base.
      8 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      9 – Advanced radar. AA guns hit at 2 during strategic and tactical bombing raids.
      10 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
      11 - Improved aviation engineering and manufacturing. Fighters now cost 8 IPC.

      12 – Atomic weapons. A new age of terror begins as the Nazis harness the power of the atom.
      Atomic bombs cost 24 IPC to build. Only two may be built per turn. May not be built on same turn as breakthrough turn.
      Move as infantry by land or sea. If loaded on a strategic bomber, it can move the current range of the bomber
      Due to a lack of trained technicians and engineers, a nation may possess no more than 2 weapons at one time.
      Due to the size and nature of the airburst associated with the nuclear warhead, no attack roll is required to score a successful hit.
      No air defense, such as fighter interception, is allowed due to the altitude of the strike plane and surprise of the attack. Only upgraded fighters may intercept. Long range aircraft or jet power technology must have been researched to perform interception.
      An atomic weapon is treated as an AAA gun if the territory in which it is stored is attacked. 
      No AAA guns are to be fired due to the altitude of the strike plane and surprise of the attack only normal AA gun with factory can fire. Airbase and naval base do not fire AA.
      Any industrial complex is attacked with 4 dice disabled to maximum value of 20 for major and 2 dice disabled to maximum value of 6 for minor complexes.
      Any airbases or naval bases are attacked by one dice of value.
      One dice is rolled and that number of units of defenders choice eliminated. AAA guns may be chosen.

      If used on a naval assault:
      The nuclear strike cannot be combined with surface vessels.
      Due to the altitude of the strike plane and surprise of the strike, aircraft on carriers and loaded troops on transports are considered to be cargo and provide no defense. The 5 hits are assessed and the attacking bomber returns to base. No 2nd attack is permitted.
      Transports chosen last.

      USSR is not permitted to develop weapons until they are in a state of war.
      1 – IL-2 Sturmovik rolls off the line. All fighters now attack at 4 when paired with a matching armor.
      2 – T-36 rolls off the line. Tanks now attack at 4.
      3 – Katyusha rocket packs to the front. Artillery can support 2 infantry.
      4 – Russian home guard. “4+1”, for every 5 infantry on defense one defends at 3.
      5 – 6 Roll again

      Japan
      1 – Kaiten submarine is unleashed upon the Pacific. Submarines attack 3 / defend 2.
      2 – Improved ship building. Battleships cost 17 and carriers cost 13.
      3 – Ship radar. Battleships now hit and defend at 5.
      4 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      5 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      6 – Improved aviation engineering and manufacturing. All air units cost reduced by 2 IPC.

      USA is not permitted to develop weapons until they are in a state of war.
      2 – B-29 is developed by Boeing. Roll 2 dice for each strategic bomber in a combat or strategic raid. Range is increased to 8.
      3 – Improved factories and manufacturing methods. Cost of all units except infantry, reduced by 1 IPC.
      4 – Ship radar. Battleships now hit and defend at 5.
      5 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      6 – Improved ship building. Battleships cost 17 and carriers cost 13.
      7 – P-51 Mustang rolls off line. Fighters now have a range of 6
      8 – Rocket barges developed. Destroyers may now conduct shore bombardment at a 2.
      9 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
      10 – Long range aircraft. All aircraft flight range is increased by 1 movement. P-51 is not increased.
      11 – Jet power developed. Fighters defend at 5 during defense and scramble and 4 during strategic and tactical bombing raids.
      12 – Atomic weapons. See German section.

      United Kingdom
      1 – Sterling bombers developed. Roll 2 dice for each strategic bomber in a combat or strategic raid.
      2 – Ship radar. Battleships now hit and defend at 5.
      3 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      4 – SAS Commandos. On first round only, of an amphibious assault infantry hit on a 2. Matching artillery boost to a 3.
      5 – Anti-aircraft radar improvements. AA guns hit on 2 during strategic and tactical bombing.
      6 – Spitfire III rolls off the line. Fighters now defend at 5 during defense and scrambles and 2 during strategic and tactical bombing raids.

      Italy
      1 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      2 - Improved aviation engineering and manufacturing. All air units reduced cost by 2 IPC.
      3 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
      4 – Mobile artillery. Artillery may now move 2.
      5 – Frogmen commandos. On the first round of combat only, 2 extra dice are rolled prior to a naval attack. A roll of 2 or less is a hit. Hits are assessed prior to the main attack.
      6 – Roll again.

      Australia – due to lack of industry and supplies are limited to naval improvements only. ANZAC is not permitted to develop weapons until they are in a state of war
      1 – Improved ship building.
      Cost table
      Battleship 17
      Aircraft Carrier 13
      Cruiser 9
      Destroyer 7
      Transport 6
      Submarine 5
      2 – Ship radar. Battleships now hit and defend at 5.
      3 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      4 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      5 – Improved aviation engineering and manufacturing. All air units cost reduced by 2 IPC.
      6 – Royal Marines. Infantry may be transported by Anzac cruisers and battleships. 1 per ship. Ships can still bombard in amphibious landings and attack prior to a landing.

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