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    M
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    Posts made by Micoom

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

      Good…

      Yes, a Bomber can be to good… and change to a FIG seems OK… But we did gave the Germans this NA;

      6. Afrika Corps
      Once per game place 2 infantry, 1 artillery, and 2 Armor for free in Libya if the Axis control it, during your Mobilize Units phase.

      That is 18 or 20 IPC worth of material… Then a Bomber NA seems ok again… Maybe the German NA should loose a ARM. Then maybe yes, switch to a FIG for this NA. Otherwise i favor the Bomber.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 2: Naval Combat

      I vote for a range of 2! CV’s can be protected by expensive CA’s, and BB’s by “cheap” DD’s then.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 2: Naval Combat

      Research:  :wink:

      A destroyer weight from 1000 to 3000 tons. She sails fast, up to 40 knots. She is the fastest ship in the fleet. Her weak point is the range. Whereas a battleship or a cruiser can sail 10 000 miles upward, the destroyer can hardly put more than 1000 or 2000 miles, a couple of days of sailing. That forced the task forces during the war to perform lengthy and dangerous fueling operations, where either fleet tankers or bigger ships (carriers, battleships) gave away part of their fuel to the guzzling destroyers.

      (source: http://users.swing.be/navbat/edito/navires/typesnavires.htm )

      This means they where really fast, but lacked the range… So what will it be? 3 or 2

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

      How about;

      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.

      (source: wikipedia)

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

      I already added Home Guard. We had removed Commonwealth troops because Britain can already build INF in Canada, Australia and India in AARHE… But I will think on something with them, that doesn’t cover only infantry…

      I do see, we need some more variety, not only free INF NA’s…

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

      Sorry, but no. With one you first have to trigger something (conquer territories) with the other you receive the goodies right away….  So I still think different enough.

      Allied Resistance is about man that want to get back at Germany after their nation is libirated by the Allies. and Escaped Armies is about man that keep fighting after their nations defeat… That is different imo.

      What should change then?

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

      Why are they the same thing? Allied Resistance, is only valid when you have conquered territory. Escaped Armies is valid on home territories… Only thing is that they are both for 3 free INF…  So I think they will work…

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 2: Naval Combat

      No, no, not “just” for the NA’s, in my last proposal I maked the CA a 2 hit again… So no NA’s possible… I hear yah on the DD and SS… But I hope you also agree that a 12IPC 2/2 DD is to much. New proposal;

      SS (submarine)    8 IPC, 2/2, move 2
      DD (destroyer)    10 IPC, 2/2, move 2 (3 if machted with CV)
      CA (cruiser)        14 IPC, 3/3, move 3  (2hits)
      CV (carrier)          16 IPC, 1/3, move 3 (2 hits)
      BB (battleship)    20 IPC, 4/4, move 2 (2 hits)

      DD is 10, and CA is 14 now. OK?

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 2: Naval Combat

      SS (submarine)    8 IPC, 2/2, move 2
      DD (destroyer)    8 IPC, 2/2, move 2 (3 if machted with CV)
      CA (cruiser)        12 IPC, 3/3, move 3  (2hits)
      CV (carrier)          16 IPC, 1/3, move 3 (2 hits)
      BB (battleship)    20 IPC, 4/4, move 2 (2 hits)

      Like this then. DD only move of 3 when matched with CV, CA remain 2 hits.

      posted in House Rules
      M
      Micoom
    • RE: AARHE: Phase 2: Naval Combat

      Quoted from the NA’s topic;

      SS (submarine)    8 IPC, 2/2, move 2
      DD (destroyer)    8 IPC, 2/2, move 3
      CA (cruiser)        12 IPC, 3/3, move 3
      CV (carrier)          16 IPC, 1/3, move 3 (2 hits)
      BB (battleship)    20 IPC, 4/4, move 2 (2 hits)

      Can we go with this proposed change in CA and DD costs? So that the Pocket battleship and UK Battlecruisers NA’s can excist?

      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. 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.)

      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)

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

      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)

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

      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 (source: http://en.wikipedia.org/wiki/Pathfinder_(RAF) )
      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.

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

      SS (submarine)    8 IPC, 2/2, move 2
      DD (destroyer)    8 IPC, 2/2, move 3
      CA (cruiser)        12 IPC, 3/3, move 3
      CV (carrier)          16 IPC, 1/3, move 3 (2 hits)
      BB (battleship)    20 IPC, 4/4, move 2 (2 hits)

      Do it like this. I think a 12 IPC 2/2 DD was to expensive anyway.  And by make the Navy units cheaper, we create more Sea battles. This because they will be purchased more often. And it also gives us more room in the NA’s… Agree?

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

      @Imperious:

      +++++ why do you want to remove it? In the German case it was removed to get the number under 15
      It was also the difficulty in choose whether to have a powerful destroyer…or a fast battleship…or a 2-hit destroyer.
      And then the optional unit CA (Cruiser).
      Come to think of it we made CA take 2-hits…but didn’t Battlecruiser do good against weaker ships but not as well against Battleships because it had cruiser armour?

      OK your right lets remove it.

      Or we could make the Cruiser unit a one hit piece, and the cost dropping from 15 to 12IPC??  Then both the German and this UK NA can be in?

      posted in House Rules
      M
      Micoom
    • RE: Painting Pieces

      No shops, at least all the ones that i found, ship spray paint outside of the US. I read at one side, that they also just ship it buy ground inside of the US because of Federal issues… Don’t know of this makes any reason for you…

      anyway, this sucks… because nothing seems to work

      posted in House Rules
      M
      Micoom
    • RE: Painting Pieces

      Arrgh…  :| Couldn’t find Krylon here in Holland… So I went with that expansive Tamiya stuff, and with some dutch brand… Russia, Red Brown, UK Dark yellow (looks like sand…) German, German Grey, Italy, Haze Grey, and Japan i have tried deep or camel yellow. But this yellow isn’t staying on the molds!!  :x I have even used a primer and still it won’t stick to either the plastic and metal… All other colors worked fine… Somebody knows what to do, for the yellow to stick??

      posted in House Rules
      M
      Micoom
    • RE: AARHE Historical Map

      If you don’t change Kwantung, then the 2 extra territories won’t mess with the Japan run for Moscow (which I don’t really like… but indeed, we need other victory conditions then…) So you could add them. Adding Korea wouldn’t be a problem also, because it would not cover the whole coast…

      posted in House Rules
      M
      Micoom
    • RE: AARHE Historical Map

      looks good!  But also put a Mountainous comment in Switzerland and Norway.

      Now move on to the China territories.  The Xeno WaW has 6 territories in a 1939 setup. The Revised Kwantung area is also split into 2 territories… Should we also do this in AARHE? That would mean Japan gets 1 extra territory. Then I would rather have Manchuria be cut in half, and Korea being added.  China and Sinkiang both split, so it will be four territories. Will we add some IPC values? I think we should, or 4 times 1 IPC or 2,2,0,0 territories?

      posted in House Rules
      M
      Micoom
    • RE: AARHE Historical Map

      How would you like to split Eastern Europe? I mean you get Poland, and what else? Make it one extra step from Germany to Karellia. I like adding the new territories, and keeping the free lend lease of 12 IPC. But only if Germany is no higher then 12.

      So you will get;
      Germany 12
      Southern Germany 5
      Finland 3
      Poland 3
      Eastern Europe (or new name) 2

      posted in House Rules
      M
      Micoom
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