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    Topics created by Midnight_Reaper

    • Midnight_ReaperM

      (Classic) New Initial Setup - New Setup for Classic

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      Midnight_ReaperM

      Here is 12 of n for discussion of my Classic House Rules

      So, we have a big pile of new units and new rules, how shall we set up the board? I propose the following new setup for A&A Classic.

      List of abbreviations:
      ACav - Armored Cavalry
      AirT - Air Transport
      AKA - (sea) Transport
      BB - Battleship
      Bmbr - Bomber
      CA - Cruiser
      CV - Aircraft Carrier
      Ftr - Fighter
      HArt - Heavy Artillery
      Para - Paratrooper
      SS - Submarine
      Trpr - Trooper

      This setup assumes that you are playing with the Cruisers from Post 1 (links to relevant posts added below), the Paratroopers and Air Transports from Post 2, the Armored Cavalry and Troopers from Post 3, and the Heavy Artillery from Post 4. The setup for Armored Cavalry, Troopers, and Heavy Artillery is ‘inspired’ by Ralph Boerke’s original setup for his Armored Cavalry, Troopers, and Heavy Artillery. This setup will place 1 Paratrooper and 1 Air Transport in the capital territories all nations, Germany will receive 1 additional Paratrooper and Air Transport in Rome (Southern Europe). This setup also assumes use of the “Boats Valve Fix” (BVF) proposed by D. A. Harrell from the mists of A&A history (I read about it from the re-post on Thrasher’s A&A page, which should give some history for those who remember Thrasher…). Also, this setup assumes the use of the variable British Sub setup. Furthermore, all CVs will receive a full complement of aircraft (2 Fighters) at setup; all sea zones with Transports or CVs will receive 1 Cruiser at setup, and all sea zones with Battleships will receive 1 (additional) Transport at setup.

      @Boat:

      In short, the Boat Valve Fix changes three things about Classic A&A - 1) optional “No Attack by Russia” made mandatory, 2) increase the number of German Subs in the Atlantic (off Western Europe) from 1 to 4, 3) increase the number of Japanese Transports in the Philippines Sea Zone from 1 to 4.

      First, setup the game as normal. Nothing will be removed from the original setup. Then, add the noted pieces to the following territories as listed below:

      Union of Soviet Socialists Republics
      Russia (territory of) - 1 Trpr, 1 ACav, 1 HArt, 1 Para, and 1 AirT
      Karelia - 1 CA with SS and AKA already there
      Sov. F. East - 1 Trpr and 1 ACav

      Union of Soviet Socialists Republics

      Germany
      Germany (territory of) - 2 Trpr, 2 ACav, 1 HArt, 1 Para, 1 AirT, 1 CA and 1 SS with SS and AKA already in the Baltic
      Eastern Europe - 1 HArt
      Ukraine - 1 ACav and 1 HArt
      Southern Europe - 1 Para, 1 AirT, 1 CA and 1 AKA added to the BB and AKA already at sea
      Western Europe - 1 ACav, 1 HArt, and 3 SS added to the 1 SS already at sea
      Libya - 1 ACav

      Germany

      United Kingdom
      United Kingdom (territory of) - 1 Trpr, 1 HArt, 1 Para, 1 AirT, 1 CA and 1 AKA added to the BB and AKA already at sea
      Eastern Canada - 1 CA with AKA already there
      India - 1 Trpr and 1 CA with AKA already there
      Gibraltar - 1 AKA added to the BB already at sea
      Egypt - 1 ACav, also - (The UK player has the option to move the 1 UK SS already off the coast of Egypt from the Med to the Red Sea (aka, the other side of the Suez Canal) at setup. Once USSR starts taking its turn, choice is set for that game.)

      United Kingdom

      Empire of Japan
      Japan (territory of) - 1 Trpr, 1 ACav, 1 HArt, 1 Para, 1 AirT, and 1 CA, 1 SS, and 1 AKA with BB and AKA already at sea
      Manchuria - 1 Trpr and 1 ACav
      Fr. In. Burma - 1 ACav
      Phil. I’s - 1 CA and 3 AKA added to the AKA already at sea
      Kwangtung - 1 ACav
      Caro. I’s - 1 CA, 1 Ftr, and 1 AKA with BB, CV, and Ftr already at sea
      Solo. I’s - 1 SS added to the 1 SS already at sea

      Empire of Japan

      United States of America
      Eastern US - 2 Trpr, 1 Para, 1 AirT, and 1 CA with AKA already at sea
      Western US - 2 Trpr, 1 ACav, 1 HArt, 1 CA, 1 SS, and 1 AKA with BB and AKA already at sea
      Hawaii - 1 CA, and 1 Ftr with SS, CV, and Ftr already at sea

      United States of America

      Posts
      Post 1 - Cruisers - www.axisandallies.org/forums/index.php?topic=41100.0
      Post 2 - Paratroopers and Air Transports - www.axisandallies.org/forums/index.php?topic=41101.0
      Post 3 - Armored Cavalry and Troopers - www.axisandallies.org/forums/index.php?topic=41157.0
      Post 4 - Heavy Artillery - www.axisandallies.org/forums/index.php?topic=41158.0

      One more post (Neutral Countries and what to be done with them), and I think I’ll have posted about all of my personal rule collection for Classic. Looking forward to wrapping all of this up and putting together a comprehensive rule book of changes.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) Unit Prices & Balance - New Economics for Classic

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      Midnight_ReaperM

      Here is 11 of n for discussion of my Classic House Rules

      The following are my thoughts on an optional rules section for my Classic House Rules. These rules, and its associated new initial setup, are far removed from the Classic Axis and Allies you may be familiar with. But with the right group I think that this would be a great time. In the mean time, I strategize and theorize.

      In this post, I’ll be discussing what I think Axis & Allies units should cost and why. I think that flying units and naval units are too expensive for a game about a war that involved death from above and death from the sea. Now, I’m not arguing that every unit should have the same price. Different units have different abilities and these abilities should come at different costs. But I believe that flying units should have their prices reduced by 1/3rd and naval units should have their prices cut in half.

      First, let’s talk about the way things are now. Currently, the base units in Classic Axis & Allies have these costs and abilities (IC is Industrial Complex):

      Unit      ATK DEF Move Cost  Unit      ATK DEF Move Cost
      Infantry    1    2    1      3    Bomber      4  4    6    15
      Tank        3    2    2      5    Sub          2  2    2      8
      AA Gun    0    *    1      5    Trans        0  1    2      8
      IC            0    0    0    15    Carrier      1  3    2    18
      Fighter    3    4    4    12    Battleship  4  4    2    24

      To this list, I recommend reducing the price of fighters and ICs to 10, carriers to 16, and battleships to 20. This will help with the extreme range in prices at the top end of things. This will give us the following:

      Unit      ATK DEF Move Cost
      IC            0  0      0    10
      Fighter      3  4      4    10
      Carrier      1  3      2    16
      Battleship  4  4      2    20

      And to the above units I suggest adding the following new units:

      Unit            ATK DEF Move Cost  Unit          ATK DEF Move Cost
      Paratrooper  1*    2    1*    4    Special F’s  3*  3*    2*    8
      Arm. Cav.    2      1      2    4    Cargo Plane 0    0      6    10
      Trooper      2      3      1    5    Cruiser        3    3      2    12
      Heavy Art’y 2      3      1    6

      All of this together gives us the following unit list:

      Unit          ATK DEF Move Cost  Unit          ATK DEF Move Cost
      Infantry        1    2    1      3    Fighter        3    4      4      10
      Paratrooper  1*  2    1*    4    Cargo Plane 0    0      6      10
      Arm. Cav.      2  1    2      4    Bomber      4    4      6      15
      Tank            3  2      2      5    Sub            2    2      2        8
      Trooper        2  3    1      5      Trans          0    1      2      8
      Heavy Art’y  2  3    1      6      Cruiser      3    3      2      12
      Special F’s  3*  3*  2*      8    Carrier        1    3      2      16
      AA Gun        0    *    1      5    Battleship  4    4      2      20
      IC              0    0    0      10

      What I am suggesting is a unilateral price cut of 1/3rd on flying units and 1/2 on naval units. Ground unit and IC’s would stay the same price. They would then look like this:

      Unit          ATK DEF Move Cost  Unit          ATK DEF Move Cost
      Infantry        1    2    1      3    Fighter        3    4      4      7
      Paratrooper  1*  2    1*    4    Cargo Plane 0    0      6      7
      Arm. Cav.      2  1    2      4    Bomber      4    4      6      10
      Tank            3  2      2      5    Sub            2    2      2        4
      Trooper        2  3    1      5      Trans          0    1      2        4
      Heavy Art’y  2  3    1      6      Cruiser      3    3      2        6
      Special F’s  3*  3*  2*      8    Carrier        1    3      2      8
      AA Gun        0    *    1      5    Battleship  4    4      2      10
      IC              0    0    0      10

      I find these prices to be more in line with the way I want to play Axis & Allies: lean, mean, and deadly. I want to be able to crash fleet on fleet, to soar into the air and take the fight to the enemy, without destroying the treasury or throwing them all away without replacement. Some of the most exciting fights in Axis & Allies are when that fleet is coming, whether it’s the Japanese fleet coming to take the Pacific, or the US Fleet coming to take the Pacific back, or the British fleet looking to avenge France.

      But along with reduced prices come increased problems for the Axis. As it is, the Axis powers are under the gun to expand before the Allies can mount a credible defense of their holdings. When fighters, submarines, and transports are at all time low prices the job of the Allies - to bend but not break and to build up the forces to take the fight to the Axis - becomes all that much easier. This in turn makes the job of the Axis - to take as much territory as possible before the Allies come to take it all back - all the harder.

      What to do about this question of balance? My suggestion: give the Axis a proportionally more air and sea power at the start of the game. This will allow the Axis to strike all the harder before the Allies start walking things back. So, half again more flying units and double the fleet for the Axis? How much are we actually talking about?

      Standard setup for Germany gives 5 fighters and 1 bomber, 2 submarines, 2 transports, 0 carriers, and 1 battleship.

      Standard setup for Japan gives 5 fighters and 1 bombers, 1 submarines, 2 transports, 1 carrier, and 2 battleships.

      This gives both powers a total of 5+5=10 fighters and 1+1=2 bombers, 2+1=3 submarines, 2+2=4 transports, 0+1=1 carrier, and 1+2=3 battleships combined for the Axis powers.

      Add to that the 4 cruisers (2 to Germany, 2 to Japan) and the 3 additional transports (1 to Germany, 2 to Japan) given out in the setup to account for additional naval forces not currently accounted for. (The Allies get 6 cruisers and 3 additional transports added to their navies at the start.) No extra fighters or bombers handed out yet.

      This gives us a total Axis air and sea force of 10 fighters and 2 bombers; 3 submarines, 7 transports, 4 cruisers, 1 carrier, and 3 battleships combined for the Axis powers. Half again more fighters and bombers would yield 15 fighters and 3 bombers. Double the fleet would yield 6 submarines, 14 transports, 8 cruisers, 2 carriers, and 6 battleships. I would divy up this expanded force into Germany: 8 fighters, 2 bombers, 4 submarines, 6 transports, 3 cruisers, 0 carriers, and 2 battleships; and Japan: 7 fighters, 1 bomber, 2 submarines, 8 transports, 5 cruisers, 2 carriers, and 4 battleships

      This would be a massive force, dwarfing the Allies in the sky and at sea. But with new battleships and new bombers for 10 IPCs each, new fighters for 7 IPCs, and new submarines and transports for 4 IPCs, would even this massive force be enough? I don’t know, yet.

      Both the known unbalancing effects of much cheaper air and sea units and the massive additional forces given to the Axis to balance out those cheaper planes and ships are well outside of normal Axis & Allies play. All of the above is why these rules and setups are optional. But after I get some results with these rules, I’ll update this post with some data.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) Incendiary Thoughts - Strategic Bombing and Classic

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      Here is 10 of n for discussion of my Classic House Rules

      Here are my optional rules for enhanced Strategic Bombing Raids in the Milton Bradley edition of A&A. To use these rules, conduct a Strategic Bombing the same as standard rules, excepting that the player making the Strategic Bombing roll adds a 2 to the roll to determine the damage caused to the defending player’s bankroll. (i.e. Strategic Bombing does economic damage of 3-8 IPC per successful attempt.)

      The original idea for the enhanced Strategic Bombing attacks dates to from before A&A Revised produced its own version of rework of Strategic Bombing. Again, the intent with these rules is not to rewrite the Milton Bradley edition of the rule book into the Avalon Hill edition of the rule book but to discuss a modern version of my rules from 2003.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) More Special Forces Options for Classic

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      Midnight_ReaperM

      Here is 9a of n for discussion of my Classic House Rules

      Special Forces in Classic
      Unit Name      IPC Cost ATK DEF MOVE Notes
      Special Forces     8        3*   3*   2*   Cannot be transported with any other type of units. See below for rules and uses of this unit.

      Special Forces - The truly elite, the best of the best, the Special Forces of a nation. Special Forces attack value increases to 4 when doing an Airborne Assault. Cannot be transported with any other type of units.

      Optional Rules for the Optional Special Forces
      Special Forces are unique units with many and varied powers. Special Forces have the following optional rules: Attack a Specified Unit (Sabotage Raid) and Attack an Industrial Complex (Industrial Raid). These rules are optional, potentially ruinous to balanced game-play, and great fun to pull off if you can. As such, the potential use of any of these rule sets should be negotitated in advance of the start of play. Here they are:

      Decide on a Target
      A Special Forces unit, for its turn, can be used to launch a raid, whether sabotage or industrial. The raid must take place in a territory not also under normal attack but may take place in a territory that is receiving a Strategic Bombing Raid. Once in position for the raid, the player selects the desired target. The target may be the territory’s Industrial Complex (an Industrial Raid) or any single unit in that territory or any enemy sea unit off of the coast of that territory (a Sabotage Raid).

      Arrive to Target Territory
      Special Forces units can use regular movement, an Amphibious Invasion (off of a Submarine or a Transport), or an Airborne Assault to get into position for the raid.

      Attack a Specified Unit (Sabotage Raid):
      Once in postion, a die is rolled for each SF in the raid. On a roll of 1-3 the raid is successful, the targeted unit is destroyed, and the Special Forces make their escape. On a roll of 4-5 the raid is unsuccessful but the SF unit escapes. On a roll of a 6 the SF unit is discovered before the raid and is killed without completing its mission.

      Attack an Industrial Complex (Industrial Raid)
      Once in postion, a die is rolled for each SF in the raid. On a roll of a 1 the SF is discovered before the raid and is killed without affecting its target. On a roll of 2-3 the raid is unsuccessful but the SF escapes. On a roll of a 4-6 the raid is successful. The targetted power loses IPCs based on the result of the roll: 4 for 4 IPC damage, 5 for 6 IPC damage, or 6 for 8 IPC damage).

      Surviving the Raid
      In the event Special Forces perform a raid and survive (with either a successful raid or an unsuccessful raid but a successful escape), remove the SF from the game board and return it to the owning power. The SF return to the game board during the placement phase of the owning power’s next turn.

      Examples
      Sabotage Raid Example: UK player attacks a German Bomber in Western Europe with a Special Forces in a sabotage raid, rolling a 2. The raid is successful. Germany loses the Bomber and the SF return to the UK player. The SF return to the game board at the end of the UK player’s next turn, not at the end of the UK player’s current turn. (The SF that conducted the attack will have to sit out 1 turn, in order to finish returning from the raid.)

      Industrial Raid Example: German player attacks the UK Industrial Complex in the UK with Special Forces in a industrial raid, rolling a 5. The UK loses 6 IPCs and the SF return to the German player. The SF return to the game board at the end of the German player’s next turn, not at the end of the German player’s current turn. (The SF that conducted the attack will have to sit out 1 turn, in order to finish returning from the raid.)

      Unsuccessful Raid Example: US player attacks a Japanese Battleship off of Wake Island with Special Forces in a sabotage raid, rolling a 5. The raid is unsuccessful. Japan keeps the Battleship and the SF return to the US player. The SF return to the game board at the end of the US player’s next turn, not at the end of the US player’s current turn. (The SF that conducted the raid will have to sit out 1 turn, in order to finish returning from the raid.)

      Fatally Unsuccessful Raid Example: Japanese player attacks the US Industrial Complex in the Western US with Special Forces in a industrial raid, rolling a 1. The US loses 0 IPCs and Japan loses that SF. Japan can replace that SF on its next turn.

      There are thoughts on more ways of turning commandos loose on my enemies, on “set[ting] Europe ablaze” as Winston Churchill allegedly ordered the Special Operations Executive.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) Special Forces - New Optional Unit for Classic

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      Midnight_ReaperM

      @SS:

      Nice ideas for all suggestions posted but way to many things involved here for most people. It’s your game so no knock against it. You want to get away from KISS that’s fine too. I would not use somethings and make it all more simplified. Why not just try the reduced costs and a tech tree for starters?

      I had a lot of ideas, and went to write them all down. These posts are the end product of all that. I have tried the combination of the reduced costs and the tech tree myself. But it was playing against myself, solo. So I don’t know how well it would work against a good face-to-face opponent. I liked them, but that’s not saying much.

      I do group them into rules I always want to play, and rules I only sometimes want to play. I would list these as follows:

      Always
      Cruisers; Paratroopers & Cargo Planes; Armored Cav., Troopers, Heavy Art’y; New Unit Surcharge; Revised Strategic Bombing Raid rules; & Unit Price Reduction (I’ve tested the reduction in costs against myself but not the balance of a larger Axis setup). These rules, minus the Strat. Bomb rules, are the core of my original ideas. And these rules amount to 6 new units, a fee that almost never comes up, cheaper units (I have player’s aids with the correct pricing information so that comes easy), and remembering to add a 2 to every die thrown for a result in Strat. Bombing. I don’t think they’re all that much.

      I then got some other ideas and wanted to see where they went. Thus, the sometimes or optional rules

      Optional
      New Research Rules; New Research Tech Tree; New National Advantages; and SF and all of their rules. These rules sound like something I’d really like to try out, but I’d need a good gaming group first. Chickens, eggs, and all that. These rules really re-write some rules for A&A - which can be a good thing if you’ve an established group that is looking to shake things up. I won’t say that tossing a new player into all of these rules would be a good idea. But as they’re options, and listed as such, your group can take what you like and leave the rest behind. As you do.

      Once I’m happy with these rules, I would like to eventually write up versions for A&A 1942 and A&A 1940. But first, I want to get them in their best shape for this game before expanding the beachhead.

      I hope that clears things up for you, SS.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) New Unit Surcharge - New Economics for Classic

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      Midnight_ReaperM

      Here is 8 of n for discussion of my Classic House Rules

      My suggested rules add new units to the game. Some powers have never produced a certain type of unit. These optional rules add a fee to the cost for these units the first time those powers produce units never seen before on their roster.

      If a country does not start the game with a certain type of unit in their possession (e.g. the Soviet Union and Battleships, Germany and Aircraft Carriers) then that country is considered to be unable to make any of that type of unit. If a country wants to make a unit that it unable to do so, then that country must make a one-time payment to the back in order to build the capacity to make that type of unit. The payment is 6 IPC. Once this payment is made the country in question will be able to make that type of unit as if it had started play with that type of unit. Payment is made for each type of unit (Aircraft Carrier, Battleship) desired. Units may be made on the same turn as the payment to build the ability is made to the bank.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) National Advantages - A new way to help balance Classic

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      Midnight_ReaperM

      Sub: (Classic) National Advantages - A new way to help balance Classic

      Here is 7 of n for discussion of my Classic House Rules

      Here are my optional rules for national advantages for the different national powers in the Milton Bradley edition of A&A. These rules are not completely developed and need more play testing. These rules are meant for two purposes - to add some flavor to the various powers and to give a boost to a less-experienced player. A veteran player can give a new player a boost by letting them pick a couple of these advantages before play begins.

      I don’t recommend using National Advantages and Research in the same game as that can lead to some wonky results.

      Soviet Union
      Penal Battalions: Gives a +1 to defense rolls of Infantry, Paratrooper, and Trooper units in the second round of combat (not the first round, the second).

      Treaty of Non-Aggression with Japan: If Japan attacks, it will have blood on its hands. If this happens, the Soviet Union will receive three infantry units, to be placed in Yakut, Soviet Far East, or the territory under attack if it is not one of the proceeding two, as the Soviet Union sees fit. The advantage Penal Battalions will not be usable against Japan on the first turn of defense against Japanese aggression. The treaty expires on the turn after Germany is conquered by the Allies. (To be paired with Japan’s “Treaty of Non-Aggression with the Soviet Union”.)

      Germany
      Panzers and Panzergrenadiers: The elite armored troops of the Wehrmacht - Panzers (Attack 4, Defend 3, Move 2, Cost 6); Panzergrenadiers (Attack 3, Defend 4, Move 2, Cost 6). Not more than a combined total of 5 Panzers and Panzergrenadiers may be active at one time. The German player may re-designate up to 3 Armor and up to 2 Troopers, of player’s choice, as Panzers and Panzergrenadiers before the start of play.

      Stuka Dive Bombers: German Fighters are especially potent in the attack. For each attacking German Fighter that rolls a 1 for its attack roll, 2 enemy defenders are destroyed.

      Wolf Packs: German Subs cost 6 IPC and whenever two or more are attacking in the same sea zone, they each attack on a +1.

      United Kingdom
      Commonwealth of Nations: UK may place purchased infantry units in the Commonwealth Nations (Eastern Canada, South Africa, India, Australia and New Zealand) without needing a factory to be built. One infantry placed per territory per turn, UK must have current ownership of the receiving territory, not more than three infantry total per turn. If a factory has already been built in the target territory, then the one infantry placed in that territory due to Commonwealth of Nations will not count against that territories normal placement limits.

      RADAR: UK Anti-Aircraft fire defending the United Kingdom territory hits on a roll of a 1 or a 2.

      Empire of Japan
      Banzai Charge: Gives a +1 to Infantry, Paratrooper, or Trooper attacks for the first round of combat.

      Long Lance Torpedoes: Gives a +1 to Cruiser and Submarine attacks for the first round of combat.

      Treaty of Non-Aggression with the Soviet Union: If the Soviet Union attacks, it will have blood on its hands. If this happens, Japan will receive three infantry units, to be placed in Manchuria, Kwangtung, Japan, or the territory under attack if it is not one of the proceeding three, as Japan sees fit. The treaty expires on the turn after the last of the United Kingdom and the United States are conquered by the Axis. (To be paired with Soviet Union’s “Treaty of Non-Aggression with Japan”.)

      Unites States of America
      Legacy of Kitty Hawk: Gives a +1 to all regular combat rolls (attack and defense) by US air units, and a +2 per bomber to IPC damage inflicted by successful US Strategic Bombing raids.

      Old China Hands: US may place purchased infantry units in Chinese territories (Sinkiang, China, Kwangtung, Manchuria, and Indo-China) without needing a factory to be built. One infantry placed per territory per turn, US must have current ownership of the receiving territory, not more than three infantry total per turn.

      The original idea for these dates to from before A&A Revised produced its own version of National Advantages. The intent with these rules is not to rewrite the Milton Bradley edition of the rule book into the Avalon Hill edition of the rule book but to discuss a modern version of my rules from 2003. Some of these are similar to Avalon Hill’s ideas for National Advantages and some are quite different. If players prefer an admixture of the A&A Revised National Advantages and this list, there’s no reason why those National Advantages that are not similar to each other couldn’t be compiled into a larger list of National Advantages.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) New Research Tech for Classic, at a Lower Dose

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      Midnight_ReaperM

      Here is 6a of n for discussion of my Classic House Rules

      I presented my original technology ideas as I had them back in the early 2000s. I do believe that some may find them outrageously overpowered. So, here are some nerfed, some down-powered technology ideas for presentation and review.

      My Post 5 (New Research Rules - Outsmart your Enemies) explains how to research your technologies and Post 6 (New Research Tech for Classic) explains what you get when your research pays off. The technologies presented in Post 6 are quite aggressive. So, here in my Post 6a are some not-so-potent technologies. See Posts 5 and 6 for the how to get these technologies - this post is just about some potential technologies for my house rules that aren’t probably aren’t completely game-breaking.

      Revised Research Results Chart

      Theme - Tier 1 (Researched First) - Tier 2 (Unlocked After Tier 1 in Row
      Flying - Rocket Power - Jet Power
      Flying - Long Range Aircraft - Heavy Aircraft
      Ground - Faster Trucks - Faster Tracks
      Ground - Quick Firing Cannons - Radar Tracking
      Industry - Reduce Waste - More Efficient Ways
      Industry - Work Smarter - New Accounting
      Naval - Better Naval Fuel - Super Subs
      Naval - Post Treaty Ships - Bigger Holds

      Research Results Explained

      Flying Technologies
      Row 1, Tier 1
      Rocket Power - Allows use of Rockets (Range 3) as per the rules in the main Rule Book. Leads to Jet Power.
      Row 1, Tier 2
      Jet Power - Requires Rocket Power. Converts Fighters into Jet Fighters (A3/D5/M4, 6 with LRA/C10). Jet Fighters are as per the rules in the main Rule Book.
      Row 2, Tier 1
      Long Range Aircraft (LRA) - Increases aircraft and rocket ranges: (Jet) Fighters 6, Cargo Planes 8, and Bombers 8. Leads to Heavy Aircraft.
      Row 2, Tier 2
      Heavy Aircraft - Requires Long Range Aircraft. Converts Cargo Planes and Bombers to their Heavy versions: Heavy Cargo Planes and Heavy Bombers.
             Heavy Cargo Planes (A0/D0/M8/C12) may carry up to 2 Infantry, Paratroopers, or Troopers; or 1 AA Gun, Armor, Armored Cavalry, or Artillery. Only Paratroopers can attack in this way, all other units may only be moved as non-combat movement. Heavy Air Transports may reduce their load in order to travel further: Range 10 with 1 Infantry, Paratroopers, or Trooper; Range 12 when carrying nothing.
             Heavy Bomber (A(4x2)/D1/M8/C12) may attack by throwing three dice and taking the two desired results, which may be the loss of up to two enemy defenders. When Heavy Bombers do a Strategic Bombing Raid, damage done is equal to the top two of the three dice thrown, per Heavy Bomber. Heavy Bombers may reduce their load in order to travel further: Range 10 with 1 die of damage (throw two dice, select desired result); Range 12 when carrying nothing.

      Ground Technologies
      Row 1, Tier 1
      Faster Trucks - Heavy Artillery and Infantry now move at 2. AA Guns, Paratroopers, and Troopers still only move at 1. Leads to Faster Tracks.
      Row 1, Tier 2
      Faster Tracks - Requires Faster Trucks. Armor and Armored Cavalry now move at 3; AA Guns and Troopers now move at 2. Paratroopers still only move at 1 (when not aboard their aireal chariots).
      Row 2, Tier 1
      Quick Firing Cannons - Heavy Artillery now attack and defend by throwing twice as many dice as formerly appropriate (two dice per Heavy Artillery). All hits landed by those dice hit ground units, up to the limit of enemy ground units in combat. Leads to Radar Tracking.
      Row 2, Tier 2
      Radar Tracking - Requires Quick Firing Cannons. AA Guns now defend by throwing twice as many dice as formerly appropriate (two dice per AA Gun). All hits landed by those dice hit flying units, up to the limit of enemy flying units in combat.

      Industry Technologies
      Row 1, Tier 1
      Reduce Waste (Better Factories) - Reduces the cost to produce Ground units: -1/2 IPC (round up) for Armored Cavalry, Infantry, and Paratroopers; -1 IPC for all others (AA Gun, Armor, Artillery, Troopers). Leads to More Efficient Ways.
      Row 1, Tier 2
      More Efficient Ways (Better Plants) - Requires Reduce Waste. Reduces cost to produce all Air units and Sea units by 2.
      Row 2, Tier 1
      Work Smarter (Increased Capacity) - Doubles placement limits on territories with new Industrial Complexes. (e.g. Build factory in India (worth 3 IPC), now you can place up to 6 units in India with Work Smarter.) Leads to New Accounting.
      Row 2, Tier 2
      New Accounting (Increased Resources) - Requires Work Smarter. Receive additional income for every originally-owned territory that you have owned since the start of your turn - 1 additional IPC for every 2 IPC original value, rounded up. (By “originally-owned territory that you have owned since the start of your turn”, this refers to territories that you started the game with (such as Western Europe for Germany or Karelia for the USSR) and that are still in your possession - no extra money for territories you don’t control or for territories you have taken over since the start of the game.
      Original IPC Value:  1, 2, 3, 4, 6, 8, 10, 12
      Additional Income:  1, 1, 2, 2, 3, 4,  5,  6

      Naval Technologies
      Row 1, Tier 1
      Better Naval Fuel (Faster Ships) - All ships now move at 3. Leads to Super Subs.
      Row 1, Tier 2
      Super Subs - Requires Better Naval Fuel. Converts all Submarines to Super Submarines (SSK). SSKs attack and defend at 3. Aircraft can only attack SSKs for 1 round, after which time SSKs are considered to be submerged and not attackable by aircraft. SSKs that are submerged may continue to attack or defend against ships in the same battle as the SSKs or may choose to break off contact and withdraw from battle.
      Super Submarines (SSK) (A3/D3/M3/C8) Special Submerge ability
      Row 2, Tier 1
      Post Treaty Ships (Better Ships) - Converts Battleships (BB) and Cruisers (CA) into Heavy Battleships (BBB) and Battle Cruisers (CC). BBBs use 2 dice each for attack and defense. CCs attack at 4 and defend at 4 and gain the AAA value of BBs (AAA value at 1 against up to 2 planes per CC) (essentially, CAs become 1 hit BBs). Leads to Bigger Holds.
      Heavy Battleship (BBB) (A4(x2)/D4(x2)/M2/C20) AAA value of 1 vs. 2 planes/2 Hit Ship
      Battle Cruiser (CC) (A4/D4/M2/C12) AAA value of 1 vs. 2 planes/1 Hit Ship
      Row 2, Tier 2
      Bigger Holds (Bigger Ships) - Requires Post Treaty Ships. Converts Aircraft Carriers (CV) and Transports (AKA) into Large Carriers (CVB) and Large Transports (AKB). CVBs can carry 3 Fighters or 1 Bomber. AKBs can carry 5 foot units, 2 mech units, or 1 mech and 3 foot units.
      Large Carrier (CVB) (A1/D3/M2/C16/2 Hit Ship) (Carry 3 Fighters or 1 Bomber)
      Large Transport (AKB) (A0/D1/M2/C8/1 Hit Ship) (Carry 5 foot or 2 mech or 1 mech and 3 foot)

      And these are my down-powered technology results.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) New Research Tech for Classic

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      Midnight_ReaperM

      Here is 6 of n for discussion of my Classic House Rules

      Here are my rules for possible weapons technology in the Milton Bradley edition of A&A. These rules are optional. I have expanded the possible technology choices from six possible technologies across air, industry, and sea to 16 possible technologies across air, ground, industry, and sea. These technologies are also divided into tier one and tier two technologies. Tier two technologies tend to be more potent but you must successfully research its associated tier one technology before you can start research on the tier two tech. See the chart below for more details.

      My Post 5 (New Research Rules - Outsmart your Enemies) has my revised rules for researching technology, giving options for both rolling randomly and for those who know what they want (directed research). Post 5 explains how to research your technologies, this post (Post 6) explains what you get when your research pays off. If you like these technologies but just want to roll randomly for technology (rejecting the directed research from Post 5) that is just fine. Use the random research rules below and ignore the directed research rules.

      Random Research

      When rolling for successful random research results, first roll for the technology catagory for your result. Results: 1 player’s choice, 2 for flying, 3 for ground, 4 for industry, 5 for naval, 6 for re-roll. If a player already has all four technologies in a determined catagory, re-roll your result. Once a catagory has been determined, the player will roll again: 1-3 for top row, 4-6 for bottom row. Then, see what technologies are available to the player. If both the tier one and tier two result for a row in a catagory have already been researched, then the player will receive the appropriate tier of technology from the remaining row. If a player has no successful research in the determined catagory the player will get the tier one result that corresponds with the row they have rolled. If a player has successful tier one research already in the determined catagory and row, then the player will recieve the tier two research result for that catagory and row.

      Example: The player of Germany is successful in gaining a random research result. Germany already has the flying technology Rocket Power. Player rolls for catagory and gets 2 - more flying tech for Germany. Now, Germany rolls for which row will yield technology this attempt. If Germany rolls 1-3, it will receive Jet Power, due to already having Rocket Power. If Germany rolls 4-6, it will receive Long Range Aircraft and be eligible to research Heavy Aircraft next turn.

      Directed Research

      When conducting directed research, use the following to decide on your next project. From the start of the game, all eight tier one research results are available for research. After a player successfully researches a tier one result, on their next turn the player may start research on the associated tier two result. Research can be spread out or directed in one catagory - if all a player wants are the flying technologies, then that player can research all of the flying tech’s one after the other and need not research anything else. The only check on research is the need to have the appropriate tier one research in hand before starting to research a tier two technology.

      Research Results Chart

      Theme - Tier 1 (Researched First) - Tier 2 (Unlocked After Tier 1 in Row)
      Flying - Rocket Power - Jet Power
      Flying - Long Range Aircraft - Heavy Aircraft
      Ground - Faster Trucks - Pro-Active Defense
      Ground - Quick Firing Cannons - Assault Cannons and Rifles
      Industry - Reduce Waste - More Efficient Ways
      Industry - Work Smarter - New Accounting
      Naval - Better Naval Fuel - Super Subs
      Naval - Post Treaty Ships - Bigger Holds

      Research Results Explained

      Flying Technologies
      Row 1, Tier 1
      Rocket Power – Allows use of Rockets (Range 3, 4 with Long Range Aircraft (LRA)) as per the rules in the main Rule Book. Leads to Jet Power.
      Row 1, Tier 2
      Jet Power – Requires Rocket Power. Converts Fighters into Jet Fighters (3x2/4x2/4, 6 with LRA). Jet Fighters’ increased speed allow for twice as many attempts to attack and defend as normal Fighters.
      Row 2, Tier 1
      Long Range Aircraft (LRA) – Increases aircraft and rocket ranges: Rockets 4, (Jet) Fighters 6, Cargo Planes 8 Bombers 8. Leads to Heavy Aircraft.
      Row 2, Tier 2
      Heavy Aircraft – Requires Long Range Aircraft. Converts Cargo Planes and Bombers to their Heavy versions: Heavy Cargo Planes and Heavy Bombers.
              Heavy Cargo Planes (A0/D0/M8/C12) may carry up to 2 Infantry, Paratroopers, or Troopers; or 1 AA Gun, Armor, Armored Cavalry, or Artillery. Only Paratroopers can attack in this way, all other units may only be moved as non-combat movement. Heavy Air Transports may reduce their load in order to travel further: Range 10 with 1 Infantry, Paratroopers, or Trooper; Range 12 when carrying nothing.
              Heavy Bomber (A(4x2)/D1/M8/C12) may attack by throwing three dice and taking the two desired results, which may be the loss of up to two enemy defenders. When Heavy Bombers do a Strategic Bombing Raid, damage done is equal to the top two of the three dice thrown, per Heavy Bomber. Heavy Bombers may reduce their load in order to travel further: Range 10 with 1 die of damage (throw two dice, select desired result); Range 12 when carrying nothing.

      Ground Technologies
      Row 1, Tier 1
      Faster Trucks – Armor and Armored Cavalry now move at 3; AA Guns, Heavy Artillery, Infantry, and Troopers now move at 2. Paratroopers still only move at 1. Leads to Pro-Active Defense.
      Row 1, Tier 2
      Pro-Active Defense – Requires Faster Trucks. All ground units (EXCEPT AA Guns and Heavy Artillery) receive +1 to Defense.
      Row 2, Tier 1
      Quick Firing Cannons – AA Guns now defend, and Heavy Artillery now attack and defend, by throwing twice as many dice as formerly appropriate (two dice per AA Gun or Heavy Artillery). All hits landed by those dice hit appropriate units, up to the limit of appropriate enemy units in combat. Leads to Assault Cannons and Rifles.
      Row 2, Tier 2
      Assault Cannons and Rifles – Requires Quick Firing Cannons. All ground units (EXCEPT AA Guns and Heavy Artillery) receive +1 to Attack. This stacks with the +1 Paratroopers receive for Airborne Assaults.

      Industry Technologies
      Row 1, Tier 1
      Reduce Waste (Better Factories) – Reduces the cost to produce Ground units: -1/2 IPC (round up) for Armored Cavalry, Infantry, and Paratroopers; -1 IPC for all others (AA Gun, Armor, Artillery, Troopers). Leads to More Efficient Ways.
      Row 1, Tier 2
      More Efficient Ways (Better Plants) – Requires Reduce Waste. Reduces cost to produce all Air units and Sea units by 2.
      Row 2, Tier 1
      Work Smarter (Increased Capacity) – Doubles placement limits on territories with new Industrial Complexes. (e.g. Build factory in India (worth 3 IPC), now you can place up to 6 units in India with Work Smarter.) Leads to New Accounting.
      Row 2, Tier 2
      New Accounting (Increased Resources) – Requires Work Smarter. Receive additional income for every territory that you have owned since the start of your turn – 1 additional IPC for every 2 IPC original value, rounded up.
      Original IPC Value:  1, 2, 3, 4, 6, 8, 10, 12
      Additional Income:  1, 1, 2, 2, 3, 4,  5,  6

      Naval Technologies
      Row 1, Tier 1
      Better Naval Fuel (Faster Ships) – All ships now move at 3. Leads to Super Subs.
      Row 1, Tier 2
      Super Subs – Requires Better Naval Fuel. Converts all Submarines to Super Submarines (SSK). SSKs attack and defend at 3. Aircraft can only attack SSKs for 1 round, after which time SSKs are considered to be submerged and not attackable by aircraft. SSKs that are submerged may continue to attack or defend against ships in the same battle as the SSKs or may choose to break off contact and withdraw from battle.
      Super Submarines (SSK) (A3/D3/M3/C8)
      Row 2, Tier 1
      Post Treaty Ships (Better Ships) – Converts Battleships (BB) and Cruisers (CA) into Heavy Battleships (BBB) and Battle Cruisers (CC). BBBs use 2 dice each for attack and defense and take 3 hits to kill. CCs attack at 4 and defend at 4 and take 2 hits to kill (essentially, CAs become BBs). Leads to Bigger Holds.
      Heavy Battleship (BBB) (A4(x2)/D4(x2)/M2/C20/AAA value of 1 vs. 3 planes/3 Hit Ship)
      Battle Cruiser (CC) (A4/D4/M2/C12/AAA value of 1 vs. 2 planes/2 Hit Ship)
      Row 2, Tier 2
      Bigger Holds (Bigger Ships) – Requires Post Treaty Ships. Converts Aircraft Carriers (CV) and Transports (AKA) into Large Carriers (CVB) and Large Transports (AKB). CVBs attack at 1, defend at 4, and take 3 hits to kill. CVBs can carry 3 Fighters or 1 Bomber. AKBs have no attack, defend at 2, and take 2 hits to kill. AKBs can carry 5 foot units, 2 mech units, or 1 mech and 3 foot units.
      Large Carrier (CVB) (A1/D4/M2/C16/3 Hit Ship) (Carry 3 Fighters or 1 Bomber)
      Large Transport (AKB) (A0/D2/M2/C8/2 Hit Ship) (Carry 5 foot or 2 mech or 1 mech and 3 foot)

      And these are my technology results. After reviewing them again, they are perhaps set a tad high. (You get a +1, and you get a +1, and you…) As I suspect others will agree with me on this, so I’m going to do another post (Post 6a: New Research Tech for Classic, at a Lower Dose) with some down-powered technologies to comment on.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) New Research Rules - Outsmart your Enemies

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      Midnight_ReaperM

      Here is 5 of n for discussion of my Classic House Rules

      Here are my rules for developing weapons technology in the Milton Bradley edition of A&A. These rules are optional. My rules have two ways of developing weapons - random research and directed research.

      Random Research

      Random research works mostly the same as regular rules - buy dice at 5 IPCs per die, roll purchased dice, if you roll a 6, you managed to stumble onto a new technology. If using the technology chart in my Post 6 (New Research Tech for Classic), rules will be provided in that post. If using the standard Milton Bradley technology chart, follow the rules in the “New Ways to Get the Same Old Technology” section below. Technology gained from random research takes effect at the end of the player’s turn.

      Directed Research

      Directed Research is for those who want to know when they will get their hands on these technological terrors they’ve been spending money on. On a player’s turn, they can choose to roll randomly for research or they can make a directed research attempt (DRA). A country can have a maximum of two DRAs at any one time.

      To make a directed research attempt, select the technology desired. If using the revised technology chart, rules will be provided in my Post 6. If using the standard Milton Bradley technology chart, follow the rules in the “New Ways to Get the Same Old Technology” section below. Once an available technology has been selected, the player then pays 10 IPCs to the bank and rolls a d6. On a roll of 1 or 2, the player needs one more turn; a roll of 3 or 4, two more turns; a roll of 5 or 6, three more turns to finish the research.

      Each subsequent turn, the player has the option of paying 5 IPCs to advance the research. On the turn that a player makes their final payment, the technology takes effect at the end of that turn. On the player’s next turn, they may start another DRA.

      Directed research attempts also have the following restrictions: not more than two DRAs on-going at any one time, can only start one at a time, must wait a turn to start another one if they have two at the same time at the start of their turn.

      If the player does not pay on their turn, their only penalty is having to wait yet another turn for their research (no penalty for “missed” payments).

      Using this system, a player can get any one technology in 2 to 4 turns for a cost of 15 to 25 IPCs.

      Combining Random and Directed Research

      If a player is doing directed research and then decides to roll randomly, this is allowed. If the player randomly researches the same technology that was being developed with directed research, the player recieves the technology rolled for just as if the player had never started any research on that technology. The player will receive no refund on any previously-spent research funds and may not redirect the previously-spent directed research funds to another research project - research is over. This doubly researched technology will be available at the end of the player’s turn.

      The only restriction on random and directed research is that a player may not undertake two directed research projects and then conduct random research. Combining one directed research project and random research is allowed.

      New Ways to Get the Same Old Technology

      While my rules include a revised technology chart, these rules work with the standard Milton Bradley technology chart with one proviso - if your game has the standard technology chart and directed research, research into Heavy Bombers should be denied until after successfully researching both Long Range Aircraft and either Jets or Rockets. Research into the two of three technologies could be in any order and could be done with random or directed research.

      When rolling for the random result of a successful random research attempt, if the player rolls a 6 (Heavy Bombers) and is not yet eligible to research Heavy Bombers, the player will re-roll. If the re-roll is also a 6, the player may choose any remaining available unresearched technology for the player’s result.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Any A&A Game) Call Shots for rolling a 1 with designated units

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      Midnight_ReaperM

      Imperious Leader, SS, and myself have been discussing “Call Shots”, or as I (still) think of them: “pick the hit unit on 1”, in my thread about adding Heavy Artillery to Classic A&A. I pasted in the full transcript below. I thought I would break this out to its own conversation.

      So far, what is being discussed as a Call Shot is when a player rolls a 1 when attacking with Battleships, Tactical Bombers, or Heavy Artillery, the player who rolls the one picks the unit taken as a loss.

      I am very skeptical of Call Shots. I will admit that I haven’t played with such rules so I don’t have any personal experience. And while I wouldn’t call it game-breaking to give certain units special powers when I roll a 1 for your attack, it just doesn’t sit well in my mind.

      So I thought I would make this a separate topic so that others could chime in. I’m willing to be convinced and admit that I do need to try it out. But I also doubt that I’m the only one for whom the thought of my opponent picking my losses leaves a bad taste in my mouth…

      -Midnight_Reaper

      Full transcript:
      @SS:

      @Midnight_Reaper:

      @SS:

      @Midnight_Reaper:

      @Imperious:

      1 on Attack roll you pick the target with no return fire

      Try it one of two ways:

      what we call a “call shot” pick land unit as loss alternatively if you roll a one, defender chooses loss and that unit cant fire back

      you will like one of these options

      I would have to try them out before I could give a full opinion of them. My question to you is: why the emphasis on ‘pick the hit unit on 1’ rules? Is this a new addition to the meta of house rules here? Submarines have pretty much also fought this way, but I’ve previously seen proposed house rules for Tac Bombers to ‘pick their hit on 1’. Is this becoming a thing?

      Should I start a new thread to ask about the popularity and usefulness of ‘pick your hit on 1’ critical strike rules?

      -Midnight_Reaper

      I have in my WW2 40 game Tac (Dive) bombers  D12  A7 D4 M4 C10 roll a 2 or less on A and D can pick target with no return shot for ground and naval. The 2 or less roll hit is for more of a accurate shot on a piece. So I use the Tac as a 2 different scenario.

      Also in one of my 39 games there are Dive Bombers and Naval Figs that can pick the target on a 4 (Dive) or 1 (Fig) but the defender still gets a return shot while the attacker gets to pick the piece.
      Pretty much these pieces are in just the 39 games and anybody that has housed ruled there game (G40 OOB) but just a few if any. From what I’ve seen posted on site anyway.

      It must have been your Tac Bomber rules that I read. It just seems like the idea of “He shoots, he scores, he crits, he picks the casualty!” has become something I’ve noticed of late. As I’ve said before, I’m not a big fan of that idea in the abstract, but I will admit to really needing to try it out for real before I can truly say that I don’t like it at all.

      -Midnight_Reaper

      The main reason for Tac Bombers to have this call shot is for both ground and naval attacks plus it gets the Tac Bomber more involved in the game. There like the Cruiser. Nobody really buys them. Thats also why my Cruiser is (D12)  A7 D7 M2 C9. (but you need to lower your destroyers 1 value in A and D). So Destroyers would be A3 D3.  Its a good boost for Anzac, FEC and Italy. As I stated before you need to play test everything.

      You could try with the defender at least gets a return shot if you have your doubts.

      @SS:

      @Imperious:

      My question to you is: why the emphasis on ‘pick the hit unit on 1’ rules?

      This again is what we call : Call shot

      Having something that breaks up the idea that the loser of the unit can choose whatever he wants as a combat loss is a good thing. The artillery units generally carpet bomb whole areas of the battlefield, and Heavy Artillery doing the most damage. Second having such a unit makes it very valuable in the game, by playing you will find out. Thirdly its really fun and i would further suggest the Battleship have this capability. Reason: because the BB has the guns of the greatest range and can shoot targets before they can fire back as they need to be closer to even have a chance.

      Oh great IL. Now I got to add this to my Battleships in games !  :-D

      Death Heads plays by me and he wanted the no return shot from Battleships and Cruisers  for 39 game and we played 2 games that way but the rest of guys in group didn’t want it. Go figure. I can at least see the Battleship Bombardment hit gets a no return shot. its like pulling teeth with some people but what it is is what it is.  :wink:

    • Midnight_ReaperM

      Silhouette for 2018 Sponsor Badge?

      Website/Forum Discussion
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      @Herr:

      Maybe……

      https://upload.wikimedia.org/wikipedia/commons/b/b9/Leonardo_tank.JPG

      :-D

      Maybe when we get Axis & Allies & Renaissance Italy… but likely not before then  :-P

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) Heavy Artillery - Rules for a new ground unit for Classic

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      General 6 StarsG

      @Midnight_Reaper:

      @SS:

      @Midnight_Reaper:

      @Imperious:

      1 on Attack roll you pick the target with no return fire

      Try it one of two ways:

      what we call a “call shot” pick land unit as loss alternatively if you roll a one, defender chooses loss and that unit cant fire back

      you will like one of these options

      I would have to try them out before I could give a full opinion of them. My question to you is: why the emphasis on ‘pick the hit unit on 1’ rules? Is this a new addition to the meta of house rules here? Submarines have pretty much also fought this way, but I’ve previously seen proposed house rules for Tac Bombers to ‘pick their hit on 1’. Is this becoming a thing?

      Should I start a new thread to ask about the popularity and usefulness of ‘pick your hit on 1’ critical strike rules?

      -Midnight_Reaper

      I have in my WW2 40 game Tac (Dive) bombers  D12   A7 D4 M4 C10 roll a 2 or less on A and D can pick target with no return shot for ground and naval. The 2 or less roll hit is for more of a accurate shot on a piece. So I use the Tac as a 2 different scenario.

      Also in one of my 39 games there are Dive Bombers and Naval Figs that can pick the target on a 4 (Dive) or 1 (Fig) but the defender still gets a return shot while the attacker gets to pick the piece.
      Pretty much these pieces are in just the 39 games and anybody that has housed ruled there game (G40 OOB) but just a few if any. From what I’ve seen posted on site anyway.

      It must have been your Tac Bomber rules that I read. It just seems like the idea of “He shoots, he scores, he crits, he picks the casualty!” has become something I’ve noticed of late. As I’ve said before, I’m not a big fan of that idea in the abstract, but I will admit to really needing to try it out for real before I can truly say that I don’t like it at all.

      -Midnight_Reaper

      The main reason for Tac Bombers to have this call shot is for both ground and naval attacks plus it gets the Tac Bomber more involved in the game. There like the Cruiser. Nobody really buys them. Thats also why my Cruiser is (D12)  A7 D7 M2 C9. (but you need to lower your destroyers 1 value in A and D). So Destroyers would be A3 D3.  Its a good boost for Anzac, FEC and Italy. As I stated before you need to play test everything.

      You could try with the defender at least gets a return shot if you have your doubts.

      @Imperious:

      My question to you is: why the emphasis on ‘pick the hit unit on 1’ rules?

      This again is what we call : Call shot

      Having something that breaks up the idea that the loser of the unit can choose whatever he wants as a combat loss is a good thing. The artillery units generally carpet bomb whole areas of the battlefield, and Heavy Artillery doing the most damage. Second having such a unit makes it very valuable in the game, by playing you will find out. Thirdly its really fun and i would further suggest the Battleship have this capability. Reason: because the BB has the guns of the greatest range and can shoot targets before they can fire back as they need to be closer to even have a chance.

      Oh great IL. Now I got to add this to my Battleships in games !  :-D

      Death Heads plays by me and he wanted the no return shot from Battleships and Cruisers  for 39 game and we played 2 games that way but the rest of guys in group didn’t want it. Go figure. I can at least see the Battleship Bombardment hit gets a no return shot. its like pulling teeth with some people but what it is is what it is.  :wink:

    • Midnight_ReaperM

      (Classic) Armored Cavalry and Troopers - Rules for two ground units for Classic

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      Midnight_ReaperM

      Another option for denoting Armored Cavalry on your game board: Jeep pieces from Table Tactics’ A&A Accessories expansion. While it is many years out of print, those who have that set could certainly use it that way. At least the colors would match with A&A Classic color scheme, for the most part.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) Paratrooper and Air Transport Rules for Classic

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      Midnight_ReaperM

      @Imperious:

      An 8 IPC air transport carrying a unit 6 spaces is worth far more than a sea transport. You all need to increase the cost to 12

      I am only charging 10 IPCs for Fighters, I don’t see charging more than that for planes that can neither attack or defend. But I do agree that fast moving reinforcements are very useful. So, let’s make them 10 IPCs units as well for now.

      To re-cap what I am going with for my rule set from all that has been discussed in this thread:

      Paratroopers
      Unit Name    IPC Cost ATK DEF MOVE Notes
      Paratroopers      4      1*  2    1    Noted by Country Marker or an Airborne disc beneath an Infantry.

      Paratroopers attack increases to 2 when doing an Airborne Assault. In every round of combat where Paratroopers have done an Airborne Assault, the first offensive casualty of the round must be a Paratrooper.

      Cargo Planes
      Unit Name    IPC Cost ATK DEF MOVE Notes
      Air Transport    10      0    0    6    Noted by Country Marker or an Airborne disc beneath Fighter or Bomber. Can carry one Infantry or Paratroopers unit. May be used to help a Paratroopers unit perform an Airborne Assault.

      Paratroopers - The “Poor Bloody Infantry”, now with wings. Can be noted by Country Marker disc or an HBG Airborne marker beneath an Infantry. Paratroopers attack increases to 2 when doing an Airborne Assault OR when combined with Artillery. Combining both bonuses is not allowed.

      Air Transport - A grouping of the humble cargo aircraft, this unit has 3x the speed and 1/3 the capacity of regular Transports. Can be noted by Country Marker disc or an HBG Airborne marker beneath Fighter or Bomber. Used to help Paratroopers conduct Airborne Assaults. Except for satisfying hits from AAA, Air Transports can not be taken as casualties in either Attack or Defense and are simply all destroyed if they are the last units present in a defending territory.

      For context, in my rule set Transports cost 8 IPCs, have a defense of 1 and a move of 2, and can carry 3 Infantry or 1 (Armor or AAA) and 1 Infantry.

      Airborne Assault - During the Combat Movement phase, a power may declare an Airborne Assault. The territory to be attacked by the Airborne Assault must be within the range of at least one of that power’s Air Transports. (Air Transports must end their movement at a friendly territory, no different from any other Combat Movement by an aircraft unit.) Additionally, the territory receiving the Airborne Assault must be no further away than two (ground and/or sea) territories with friendly ground units.
          The Air Transports conducting an Airborne Assault are subject to AAA fire, as per normal rules. If the Air Transport is successful at arriving over the drop zone, (i.e. is not shot down by anti-aircraft fire) then the attacking unit adds a +1 to its attack roll for the duration of that battle. The Air Transport can not be taken as a casualty to satisfy a Land Combat hit taken while fighting the Airborne Assault.
          In every round of combat where Paratroopers have done an Airborne Assault, the first offensive casualty of the round must be a Paratrooper. This is a self-limiting system. Paratroopers keep their attack of 2 for conducting an Airborne Assault for the duration of the Airborne Assault, but are only guaranteed to be around for a number of rounds equal to the number of Paratroopers in the attack.

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) Simple Cruiser Rules for Classic

      House Rules
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      Midnight_ReaperM

      Cruisers or Destroyers for my new surface warship?

      Subject of a new post: www.axisandallies.org/forums/index.php?topic=41552.0

      For those following along at home…

      -Midnight_Reaper

    • Midnight_ReaperM

      (Classic) Different types of House Rules, style question about asking them

      House Rules
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      Midnight_ReaperM

      @CWO:

      I’d say it depends.  If your various HRs are designed in a modular way, with each one intended to be a “use it at your discretion” optional extra to the game, then posting them separately would be a good approach.  If, however, they’re designed as a system, with all the HRs being intended to work together in a reconceptualized and/or rebalanced version of the game, then posting them together would make more sense.

      So, talking about groups of things as a middle ground? I could definitely break these rules into chunks and discuss them that way. One way to do so might be:

      Adding Cruisers to A&A Classic

      Adding a pair of new ground units to A&A Classic

      Adding optional National Advantages to balance differing skill levels to A&A Classic

      Adding a new Heavy Artillery unit to A&A, Classic or otherwise

      Adding Paratroopers and Cargo Planes to A&A, Classic or otherwise

      Adding Special Forces Unites to A&A, Classic or otherwise

      Adding optional rule for a Production Infrastructure fee to A&A, Classic or otherwise

      A new take on rule for rolling for Technology in A&A Classic, and a new Technology chart

      Something like that. I’m not saying that I’m the second coming of Larry Harris, or even the second coming of Max Michael (the credited author of Max’s Advanced Rules for Axis & Allies). I’d just like a second opinion on some house rules I’ve been working on.

      -Midnight_Reaper

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