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    Posts made by Micoom

    • RE: AARHE: Phase 3: Revised NA's

      14. Communist Guerillas
        Starting with the 2nd turn of any Japanese (or other Axis)  invasion of China or Sinkiang the US player rolls one die per turn and notes the results as follows:
      1= One Japanese Infantry is destroyed and removed from the map.
      2=  The US player can select the territory of China, Sinkiang or Kwantung and force all Japanese units that move into this territory to stop or force units moving out to be reduced to a movement of one.
      3= The Japanes players loses 2 IPC
      4= The Japanese player loses 1 IPC
      5= No effect
      6= Communist Guerillas neutralized (no roll next turn)

      Something like this?

      posted in House Rules
      M
      Micoom
    • RE: HAS ANYONE PLAYED THIS MAP?

      How about making it, if you don’t controll an oil rich territory, all unit movemt, except INF and ART (they could use horses for that) have only half their movement, and may not blitz.

      MECH, ARM, BB, DD,TP and SS move only 1
      CV,CA and fig move 2
      BOMBERS move 3

      Could also be used in AAR and if defined also AARHE…  Just define oil rich territories first.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      13. Iowa Class Battleships
      The Iowa’s were thus designed as fast escorts for aircraft carriers, rather than as a classical battleship. Speed was the essence of their design, topping thirty knots on calm waters. They owed it to their extremely powerful machines (more than 50% better than on the previous South Dakota) and the length of their hull (for hydrodynamic reasons, the longer the ship, the faster she can go). The guns had the same caliber as those of their predecessors (16-Inch) but it was a new more powerful model. They were also valuable antiaircraft platforms, especially in the era of the Kamikaze.
      Your Battleships may move 3 spaces and have a +1 AA gun fire.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      Hey, thanks for telling!  And because you are new, Cariers and Cruisers move 3 in AARHE, and with this NA for Britian also the BB can move 3. If all was sitll 2 like in Revised then yes, maybe you where right.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      With historical comments now.  Further it was the Tiger of Malaya, and not Manila  :-)

      Good now?

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      Japan National Advantages (Revised list)

      1.  Tokyo Express
      The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
      Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

      2.  Kamikaze Attacks
      A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
      You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

      3.  Long Lance Torpedoes
      The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
      Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

      4.  Super Dreadnoughts
      Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
      Your battleships still attack (imply shore bombardment) and defend on 4, but take 3 hits to sink and selects target. Hits are preemptive and destructive. Even 2 hit targets are immediately destroyed.

      5.  Dug-In Defenses
      The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
      All your infantry on islands are immune to shore bombardment and defend on a 3.

      6.  Banzai Attacks
      A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
      When you begin an attack with only infantry, all those infantry attack on a 2, on the first round of combat only. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry. However they may not retreat.

      7. Mounted Infantry
      A mixture of horses and tanks was common in the Imperial Army.
      Your infantry may move 2 spaces. However, they still may not blitz.

      8. Shinyo suicide boats
      At the start of a sea attack, you may designate as many of your transports as suicide boats. In the first cycle of combat, suicide boats hit in the Opening Fire step of combat (meaning, their casualties cannot hit back)–each suicide boats specifies one specific enemy sea unit which it tries to hit (two suicide boats could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd suicide boats may attempt to destroy the secondary target). Suicide boats hit on a 3 in attack and defense. Enemy units cannot hit suicide boats! Instead, they automatically die after the first cycle of combat, whether they have hit or not.

      9. Guerrilla Tactics
      Japanese infantry operated well on forests because they employed guerrilla tactics.
      Your attacking infantry and tanks fire on the Conduct Opening Fire Step of combat during the first cycle. Only applicable on Paciffic Islands and the territories of French Indo China, China, Kwantung and India.

      10. Imperial Guard
      The Japanese Imperial Guard were elite soldiers that protected the Emperor. They were also used for military operations on a limited basis.
      Once per game, if your capital gets attacked by at least one ground unit, you may place 2 infantry there before the Conduct Combat Phase.

      11. The Indian National Army
      The Indian National Army (I.N.A) or Azad Hind Fauj was the army of the Arzi Hukumat-e-Azad Hind (The Provisional Government of Free India ) which fought along with the Japanese 15th Army during the Japanese Campaign in Burma, and in the Battle of Imphal, during the Second World War.
      Once during the game when you launch an attack on India, you may place 2 INF for free on the battleboard.

      12. East Wind Rain
      “East wind, rain” was the coded Japanese radio message that launched events leading to the sneak attack at Pearl Harbor December 7th 1941.
      Japanese attacks against any American fleet units gain a +1 modifier for one turn.

      13. The Kantokuen Plan
      To keep the true reasons secret, the build-up was called the “Special Maneuvers of the Kwantung Army,” or KANTOKUEN for short. The 400,600 troops in the Kwantung Army were suddenly stepped up to over 700,000, and some billion Yen in military funds were expended only upon KANTOKUEN. Such maneuvers was realizing during July-August 1941,at time when the Red Army was desperately struggling against German Invasion were perceived as real threats: assessments that the U.S.S.R. would have been defeated had the Japanese attacked at this time, retrospectively frightened the Soviet government and helped build the image of a treacherous Japan as well.
      Once during if you attack the USSR out of Manchuria, you may place 2 INF, 1ART and 1ARM there for free.

      14. Greater East Asia Co Prosperity Sphere
      The Greater East Asia Co-Prosperity Sphere concept was an attempt by Japan to create a self-sufficient “bloc of Asian nations led by the Japanese and free of Western powers”.
      For every British territory captured in Asia, the japanese recieve double income for the first turn of conquest.

      15. Tiger of Malaya
      General Tomoyuki Yamashita (November 8, 1885 – February 23, 1946) was a general of the Japanese Imperial Army during the World War II era. He was most famous for conquering the British colonies of Malaya and Singapore, earning the nickname The Tiger of Malaya.
      Japanese forces fighting in land battles against British in Asia gain a +1 combat modifier.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      :roll:  Well, I have removed one Colonial Garrison and added Commonwealth troops. Tekkyy please see you you add it to the rule book or that we do it with one less. Still 15 then, because you mentioned before the Commonwealth troops had to go because of the INF build options already in AARHE.

      Why should Battlecruisers go? Let them stay.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      For me, no objections. I think we have a fine list for Japan!  Let’s see what Tekkyy Thinks…  But his first comments have more or less been adjusted…

      Maybe we can already start with the U.S. ?

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      Ok, i changed a few lines, and added 5 more. 4 of them have been posted earlier by IL.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      Japan National Advantages (Revised list)

      1.  Tokyo Express
      The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
      Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

      2.  Kamikaze Attacks
      A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
      You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

      3.  Long Lance Torpedoes
      The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
      Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

      4.  Super Dreadnoughts
      Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
      Your battleships still attack (imply shore bombardment) and defend on 4, but take 3 hits to sink and selects target. Hits are preemptive and destructive. Even 2 hit targets are immediately destroyed.

      5.  Dug-In Defenses
      The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
      All your infantry on islands are immune to shore bombardment and defend on a 3.

      6.  Banzai Attacks
      A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
      When you begin an attack with only infantry, all those infantry attack on a 2, on the first round of combat only. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry. However they may not retreat.

      7. Mounted Infantry
      A mixture of horses and tanks was common in the Imperial Army.
      Your infantry may move 2 spaces. However, they still may not blitz.

      8. Shinyo suicide boats
      At the start of a sea attack, you may designate as many of your transports as suicide boats. In the first cycle of combat, suicide boats hit in the Opening Fire step of combat (meaning, their casualties cannot hit back)–each suicide boats specifies one specific enemy sea unit which it tries to hit (two suicide boats could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd suicide boats may attempt to destroy the secondary target). Suicide boats hit on a 3 in attack and defense. Enemy units cannot hit suicide boats! Instead, they automatically die after the first cycle of combat, whether they have hit or not.

      9. Guerrilla Tactics
      Japanese infantry operated well on forests because they employed guerrilla tactics.
      Your attacking infantry and tanks fire on the Conduct Opening Fire Step of combat during the first cycle. Only applicable on Paciffic Islands and the territories of French Indo China, China, Kwantung and India.

      10. Imperial Guard
      The Japanese Imperial Guard were elite soldiers that protected the Emperor. They were also used for military operations on a limited basis.
      Once per game, if your capital gets attacked by at least one ground unit, you may place 2 infantry there before the Conduct Combat Phase.

      11. The Indian National Army
      The Indian National Army (I.N.A) or Azad Hind Fauj was the army of the Arzi Hukumat-e-Azad Hind (The Provisional Government of Free India ) which fought along with the Japanese 15th Army during the Japanese Campaign in Burma, and in the Battle of Imphal, during the Second World War.
      Once during the game when you launch an attack on India, you may place 2 INF for free on the battleboard.

      12. East Wind Rain
      “East wind, rain” was the coded Japanese radio message that launched events leading to the sneak attack at Pearl Harbor December 7th 1941.
      Japanese attacks against any American fleet units gain a +1 modifier for one turn.

      13. The Kantokuen Plan
      To keep the true reasons secret, the build-up was called the “Special Maneuvers of the Kwantung Army,” or KANTOKUEN for short. The 400,600 troops in the Kwantung Army were suddenly stepped up to over 700,000, and some billion Yen in military funds were expended only upon KANTOKUEN. Such maneuvers was realizing during July-August 1941,at time when the Red Army was desperately struggling against German Invasion were perceived as real threats: assessments that the U.S.S.R. would have been defeated had the Japanese attacked at this time, retrospectively frightened the Soviet government and helped build the image of a treacherous Japan as well.
      Japanese attacks against Soviet units in territories adjacent to China or Manchuria get a +1 modifier in the opening round.

      14. Greater East Asia Co Prosperity Sphere
      The Greater East Asia Co-Prosperity Sphere concept was an attempt by Japan to create a self-sufficient “bloc of Asian nations led by the Japanese and free of Western powers”.
      For every British territory captured in asia, the japanese recieve double income for the first turn of conquest.

      15. Tiger of Malaya
      General Tomoyuki Yamashita (November 8, 1885 – February 23, 1946) was a general of the Japanese Imperial Army during the World War II era. He was most famous for conquering the British colonies of Malaya and Singapore, earning the nickname The Tiger of Malaya.
      Japanese forces fighting in land battles against British in Asia gain a +1 combat modifier.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      Patriotism is good, but it is the standard  National unit form this list;

      Germany (VII Submarine) = Once per turn per IC, 1 SS can be purchased and placed there for 6 IPC provided no surface naval units are purchased there.

      Italy (Regia Marina Italiana) = Once per turn, you may purchase and place one naval unit in Italy for 2 IPC less than cost.

      Japan (Patriotism) = Once per turn, 3 INF can be purchased and placed in Japan for 5 IPC.

      USSR (T34 Tank) = Once per turn, 2 ARM can be purchased and placed in Russia for 8 IPC.

      UK (Spitfire Fighter) = Once per turn, 1 FTR can be purchased and placed in United Kingdom for 8 IPC.

      US (Essex Carrier) = Once per turn per IC, 1 CV can be purchased and placed there for 14 IPC.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      I deleted doubles, and the Naval advantage and Kaiten. They where either covered by the AAHE rules or just to much. I did however made a separate NA for the suicide boats.

      Shoot… :wink:

      And let us think on 5 to 6 more…

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      Japan National Advantages (Revised list)

      1.  Tokyo Express
      The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
      Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

      2.  Kamikaze Attacks
      A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
      You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

      3.  Long Lance Torpedoes
      The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
      Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

      4.  Super Dreadnoughts
      Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
      Your battleships attack (imply shore bombardment) and defend on 5. Attacker selects target, hits are preemptive and destructive. Even 2 hit targets are immediately destroyed.

      5.  Dug-In Defenses
      The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
      All your infantry on islands are immune to shore bombardment and defend on a 3.

      6.  Banzai Attacks
      A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
      When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.

      7. Mounted Infantry
      A mixture of horses and tanks was common in the Imperial Army.
      Your infantry may move 2 spaces. However, they still may not blitz.

      8. Shinyo suicide boats
      At the start of a sea attack, you may designate as many of your transports as suicide boats. In the first cycle of combat, suicide boats hit in the Opening Fire step of combat (meaning, their casualties cannot hit back)–each suicide boats specifies one specific enemy sea unit which it tries to hit (two suicide boats could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd suicide boats may attempt to destroy the secondary target). Suicide boats hit on a 3 in attack and defense. Enemy units cannot hit suicide boats! Instead, they automatically die after the first cycle of combat, whether they have hit or not.

      9. Guerrilla Tactics
      Japanese infantry operated well on forests because they employed guerrilla tactics.
      Your attacking infantry and tanks fire on the Conduct Opening Fire Step of combat during the first cycle.

      10. Imperial Guard
      The Japanese Imperial Guard were elite soldiers that protected the Emperor. They were also used for military operations on a limited basis.
      Once per game, if your capital gets attacked by at least one ground unit, you may place 2 infantry there before the Conduct Combat Phase.

      posted in House Rules
      M
      Micoom
    • RE: New Axis & Allies Global War Variant (free map)

      Yes, post a picture, I would like to see the result.

      posted in Other Axis & Allies Variants
      M
      Micoom
    • RE: Another bold concept for AARHE

      Well, you’re both right about the MECH piece…

      Tekkyy, you forgot to put in in the list of abbreviations on page 3, while all other optional units are there… But you did add it to the optional unit table on page 24…

      Add it also to the list on page 3, for clearness.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      I know that, but question is, are the all in?  But fine, they are all in!

      posted in House Rules
      M
      Micoom
    • RE: WWII: The Struggle for Europe and Asia

      Looked like a very nice game. Only it seems that Italy played the best on the Axis side… And Japan the worst… maybe because of Strong Chinese or just bad production… Anyway game looks awesone, i know that now.  :wink:

      Anyone else but Yoper, playing this game? Or thinking of going for it??

      posted in Other Axis & Allies Variants
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      And yeah, post the Japan NA’s  :wink:

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      Do we keep it at 16 or will nb. 6 or 13 or even 9 be skipped from the final list?

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 3: Revised NA's

      United Kingdom National Advantages (Revised list)

      1. Radar
      Britain’s radar alerted it to the threat of German planes crossing the channel.
      UK owned antiaircraft guns in England and East Canada hit air units on a roll of 1 or 2.

      2. Enigma Decoded
      Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
      Once per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly sea zone being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a sea zone being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a non-combat move. If your units survive, they remain in the space to which they were moved.

      3. French Resistance
      France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
      Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn.

      4. Commonwealth Troops
      The British Commonwealth Troops served in all theatres in World War II–from Europe to North Africa to South-East Asia and the Pacific.
      During your mobilize new units phase, you may place one of your infantry for free in Australia, Eastern Canada and India if you control it.

      5. The Royal Navy
      Place 1 free Destroyer off the coast of Eastern Canada, Egypt, South Africa, India, Australia or UK if you own the land territory, during the Mobilize Units Phase of this turn only. You may place the destroyer even if the sea zone is enemy-occupied.
      -Your destroyers cost 1IPC less.

      6. Allied Resistance
      France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
      Once per game, if the Allies control Western Europe, Eastern Europe, and/or Norway, you may place two of your infantry there for free during the mobilize new units phase of your turn.

      7. Colonial Garrison
      World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
      You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

      8. Flying Boats
      The Lend-Lease Act gave Britain PBY Catalina flying boats, which were handy because they could help spot submarines in the water.
      Your bombers can add a +2 modifier for sub search.

      9. Battlecruisers
      The HMS Hood, an Admiral class battlecruiser, had the firepower of a battleship while still having the speed and armor of a regular cruiser.
      Your battleships may move 3 spaces.

      10.Chindits
      One British infantry in Asia can be allocated as Chindits per turn. These units attack at 2 and defend at 2 and have a unique movement of 4 spaces. They can move 2 spaces in the combat movement phase and fight and also move two additional spaces in non-combat. They may even move thru themy positions and attack interior units and sabatoge them with the ability to move back to your own lines during NCM.

      11. Burma Road
      UK can send 3 IPC of aid per turn resulting in the creation of one infantry in china. The UK player must have control of India plus at least one of the following must be controlled for the allies: Sinkiang,China, Manchuria,Kwangtung, or French Indo-China.

      12. Home Guard
      Once during the Game if the UK is attacked by land units, you may place 3 INF for free there. Before Conduct Combat Phase.

      13. Escaped Armies
      After Germany invaded most of Europe, several Army divisions of namely Poland, France and Greece escaped to fight another day, while their goverments capitulated. Once during the game you may place 3 INF for free, of which 2 INF in the UK and 1 INF in Egypt. (if in controll of those territories)

      14. Pathfinder Force
      In August 1942 the RAF founded the Pathfinder Force (PFF) to get better results with strategic bombing raids. Equipping them with the newest technologies and materials. Your Bombers gain a +1 IPC hit on Strategic bombing raids. Example: when throwing a 3, it counts as a 4.

      15. Tank busters
      In the dessert war, the British equipped their Hawker Hurricane fighters with dive bombs and later rockets to attack and destroy enemy armor. These proved to be highly effective.
      Your FIG receive a plus 1 increment in the first round of Ground combat. ( This does not count for Air combat)

      16. Canadian air support
      During World War II, approximately 16,000 aircraft, including Lancaster and Mosquito bombers, were built in Canada. Once during the game if you controll Eastern Canada, you may place 1 Bomber for free there.

      posted in House Rules
      M
      Micoom
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