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    Posts made by oldsalty

    • RE: AARHE: Builds at captured factories.

      Tekkyy:

      think its not resource but technology
      you can setup the technology it’ll just cost you
      hence we have variable Industrial Complex cost

      OK.  Cost of the IC is not an issue.  Understand when IC costs vary between $5 - $15.    Does that also mean than if the factory is in China or Middle East, for example, in a Country with 3 IPC where they can produce 4 x 3 = $12 of units that they could build 1 ftr and 1 tank?

      They may have the resources and technology, but I agrue they would not have the skilled labor to do this (then).  I am not aware that either the Allies or Axis built planes or tanks, etc in 3rd world countries.

      Or am I getting too anal here and sacrificing game play for realism?  Just looking for a clarification of the intent of the game, not trying to change any rules.

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE: Builds at captured factories.

      A captured or friendly factory has no bearing on production, but it does have bearing on costs of infantry to produce ( more)
      Otherwise its the same rule.

      I thought that infantry was only built in VCs, not at factories.  So the factory would have no impact on infantry costs, only location of VC.

      posted in House Rules
      oldsaltyO
      oldsalty
    • AARHE: Builds at captured factories.

      Are there any restrictions as to what can be built at a captured factory other than the standard rules for all factories?

      1.  For example, Germany takes Caucasus with its factory intact.  Can Germany now start making 4 IPC x $4 = $16 of units, including planes and tanks.  Or is it limited only to mechanized and artillary like factories in 3rd world countries?

      2.  We’ve taken the position based on several discussions in this forum, that factories in Asia, S America, Africa, India and China, including Japan’s starting factory in Manchukuo is limited to mechanized and artillery due to resources and technology.  Nations are required to transport or maneuver their big stuff in.  Everyone Agree?

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE Problematic Rules

      Thanks Tekkyy

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE Problematic Rules

      Tekkyy:

      I have a mental block with this naval air combat.  Understand your logic and sequence.  No problem.  But do air combat units only fire one round per cycle.  It appears that is the correct sequence.

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE Problematic Rules

      Tekkyy:

      naval air
      in naval combat air units do not fire first
      they always fire in main round

      Does that include air dogfights?  If so, do the planes in the dogfight only have one dice roll each per combat cycle rather than than rolling until one side has air superiority as in land combat?

      Seems strange that an air combat would be resolved in total before main round in land combat but not naval.

      Good stuff on the subs.  Helps alot.

      IL & Tekkyy:  If you need the PDF copied into a Work document.  Send it to me.

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE Problematic Rules

      @tekkyy:

      naval air
      well according to the wording of “Naval Combat Sequence”
      in main round, all relevant things fires (attacker before defender) and “hits are allocated on remove casualties”

      you don’t have to roll some ASW dice, assign some ASW hits, roll some air dice, assign some air hits, roll some naval dice, assign some more hits…

      Tekkyy: Not sure what you meant here.  Are you saying that all air combat is resolved first just like land combat.  Can the ships fire anti-air at same time or only after air combat is resolved.  In the Combat Sequence list, air combat is not even mentioned.

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE Attacker Retreat

      No way am I opening that can of worms again!!!  :-)

      I am very happy as is, just wanted a clarification.

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE Problematic Rules

      Bierwagen:

      What’s up dude!  Haven’t heard from you lately.  Finally finished custom painting my Old Glory infantry (not a bad job and the painting really brought out more detail than I thought it would),my mechanized infantry and mobile artillery.  Sorry to hear that your group gave up on AARHE.  We are really getting into it.

      I can see Germany’s sub advantage but what about the USA’s after it gets $70 per turn?  The US is a bigger problem than Germany for us.

      I really believe how this is going to shake out for us is what IL has discussed in AA50, which seams more realistic and playable.  Subs will be limited to transports and damaged surface ships.  They can choose their target.

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE Problematic Rules

      @tekkyy:

      subs
      wait a minute, you do know wolf pack has already been removed on you guys’ request (and reasoning)
      so only Germany gets it currently (its now under Germany National Advantage #1) and only if you play with National Advantage

      The subs are not playing under Wolf Pack rules.  Just a bunch of ( up to 10 in one sea zone) bullying a fleet of 3-4 surface ships.  Most of whom are rolling during PRE-Fire phase.

      Even with a dice roll of 2, a group of 10 subs will get an average of 3.3 hits per attack.  Now, if wolf pack rules states that NO MORE THAN 2 OR 3 SUBS FOR A NATION CAN OCCUPY THE SAME SEA ZONE AT ONE TIME, this may work.  But even then, they can easily keep a enemy fleet surrounded.

      The problem we are seeing is that a sub has a hit value of 2 = 33.3% hit probability at a cost of $8.  An ASW has a hit value of 16.7% because it must roll a 2 TWICE, at a cost between $10 - $15.  If we calculate that in hit probability per $ spent, that equals:

      Subs = 4.16 hit %/$ spent;  Destroyers =  1.67 hit%/$ spent; Cruisers =  1.11 hit%/$ spent.  So, to be just an even match, you need to match every sub with 2.5 destroyers or 3.7 cruisers.  So, you are spending $25 -$55 to guard against every $8 enemy sub.

      Japan in particular and and even the UK is having the most difficulty with this.

      I didn’t assume the difference between detected and non-detected subs.  so, lets look at an equal example:

      • 10 subs - $80 (attaking) vs. 10 destroyers = $100

      • 10 ASW detect rolls = at 33% probability = 3.3 subs detected.

      • 6.7 subs fire during pre-combat = 6.7 x 33.3% = 2.2 hits (these are not detected untill next round)

      • 3.3 subs fire during main combat =  1.1 hits

      • 7.8 Destroyers fire main round = 2.6 hits (3.3 subs detected (-) 2.6 hits = 0.5 left

      End of round one.  2.6 subs hit vs. 3.3 destroyers hit.  OK, evens it out a little more, if large fleets of subs and ASW were realistic.  Subs still have the advantage, especially if they submerge after 1st round.

      @tekkyy:

      naval air

      well according to the wording of “Naval Combat Sequence”
      in main round, all relevant things fires (attacker before defender) and “hits are allocated on remove casualties”

      you don’t have to roll some ASW dice, assign some ASW hits, roll some air dice, assign some air hits, roll some naval dice, assign some more hits…

      Tekkyy: Not sure what you meant here.  Are you saying that all air combat is resolved first just like land combat.  Can the ships fire anti-air at same time or only after air combat is resolved.  In the Combat Sequence list, air combat is not even mentioned.

      posted in House Rules
      oldsaltyO
      oldsalty
    • AARHE Problematic Rules

      Our group has been playing this version for awhile and is very comfortable now with AARHE 1939 and standard (1942) and enjoy it a lot.  However, there are a couple of rules that are troubling us.

      • Subs are too powerful:  The tactic now for Germany, Japan, UK and US is to build only subs (as they are much cheaper).  The nations can’t keep up with ASW ships due to cost.  In our current game, the US has a pack of 10 subs Annihilating any Japan surface ship.  Japan can’t keep up with ASW destroyers/cruisers and fight two or three fronts.

        I have been following the sub comments for AA50 regarding realistic sub warfare attacking only transports and damaged surface ships.  We are going to use this rule.  Any comments or intent to change AARHE sub rules?

      • Naval Air:  The rules (Naval Combat: Sequence page 11 - Rules 20080503) don’t specify that for a surface naval attack where both sides have naval air, that air combat (dogfight) must be resolved first before the rest of the sequence is followed - unlike Land Air Combat Sequence.

        Naval Combat: Air units (Page 10)
        When both sides have air units present air units fight with dog fighting values. Aerial combat occurs and air units do not attack naval units."

        This doesn’t state that air combat must be resolved BEFORE the rest of the sequence is followed.

        Our “Historian” argues that naval air combat occurred both in range and out of range (if detected and intercepted early) of surface ships.  If in range, then surface ships could conduct anti-air at the same time.  If not, air combat would be resolved first.

        So, it could go either way.  Our group is split.  1.  Some want to resolve air combat first.  2.  Others want to have air combat concurrent with the sequence - only one roll of air combat per combat cycle.  3.  Others want to roll for detection and interception.  If roll say is < a certain number, the attacking air group is detected before they enter into ship range and a separate air combat superiority is resolved.

        Comments?

      posted in House Rules
      oldsaltyO
      oldsalty
    • AARHE Attacker Retreat

      Even after reading the rules, we are at a conflict.

      After either a land or sea battle where the attacker is the victor, can the attacker retreat some or all his units?

      posted in House Rules
      oldsaltyO
      oldsalty
    • AARHE: Victory City Infantry Purchase-Japan

      Three questions regarding the purchase abilities at the Japaneze (China) Victory City Hsinking:

      1.  Is the purchase of infantry 3 or 4 IPC?  It is not conected by land (as required for a 3 IPC purchase) but then NOTHING is connected to Japan by land.  Japan’s tough luck?

      2.  What is the building cabability of the factory in Manchukuo for the Japs?  We have had long dialogs on this forum regarding limiting the Chinese factorys to building only cannons due to resources and technology.  And limiting the factory in India to building cannons and mech infantry for the same reason.

      What about Manchukuo?

      3.  Could/should we make the same agruement for any factory in a 3rd world country?

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE: Air Combat

      This brings up the rule for strafing.  It was a common tactic for single or more fighters to attack land units and reinforcement columns.  How does this fit into the discussions below?

      The way our group plays this is fighters (without attacking land units) are allowed to attack defending land units at an attack value of 1.  Fighters are then allowed only one round of attacks.

      Comments?  Should attacking fighters without ground unit support be allowed to attack more than one round of combat?

      posted in House Rules
      oldsaltyO
      oldsalty
    • AARHE: Air Combat

      We are finding the current air combat rules balanced and easy to follow with one exception that I can’t find the answer to.

      When both sides have air units during a land battle, air supremecy is first resolved.  However, current rules dictate that air control must first be resolved.  Where we are struggling is when 5 attacking air units are held in air combat only by one defending air unit.

      This argument can be applied to SBR and land combat.

      Thoughts?

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE: Rule files

      IL:

      Once the text changes are finished, I will complete the NA cards and NA outlines I began a few weeks ago.

      I’ve also been following your forums and summaries and the AA50 rules and proposed house rules.  Are you looking to add any of these rules in AARHE?  Or were you taking the best of AARHE and improving AA50?

      posted in House Rules
      oldsaltyO
      oldsalty
    • RE: AARHE "Official" piece colors

      IL:

      Where do you suggest to get national decals for the armor and planes.  I don’t want to draw them on.

      posted in House Rules
      oldsaltyO
      oldsalty
    • Painting Techniques for 15mm Infantry, 1/285 Micro Armor and 1/2400 Navy Metals/

      Panzerpainter:

      Some very impressive work, including your web site offers for larger scale units.

      However, like many on this web site, I am a board gamer dealing with 15mm infantry, 1/285 micro armor and 1/2400 scale navy in both metals and plastics - representing 9 different nations: Germany, USA, UK, Italy, China, Russia, Japan, France and Neutrals.  I am slowly converting my plastic pieces to metals.

      The following is the basic color scheme:

      Germany- feldgrau ( grey green)
      Italy- brown-grey
      China- light green
      Japan- Sunflower Yellow
      US -Olive Drab #2
      UK -Khaki
      Russia- Light Earth brown
      Neutrals- Cream

      While I do not have the time or SKILL you acquired, I would like a more natural look to my armor and infantry rather than the “one color” paint job.  A mini “paint 101” course or techniques would be most appreciated by me, my gaming group and I am sure many others on this forum.  Looking for some really basic stuff here.

      Any feedback is appreciated.

      posted in Miniatures Painting & Modeling
      oldsaltyO
      oldsalty
    • AARHE - Limiting abilities on 2-Hit Naval Units

      Has there been any discussions on limiting any attack values, movement, plane carrying capacity, etc when a 2-Hit naval unit takes 1-hit?
      Currently as I read it, after a hit battleships do not take mid-combat shots and any naval unit with 1 hit takes the next allocated hit.

      It would seem however, that a cruiser taking damage would be limited in its affective firepower and/or movement.  A carrier would also be affected by the number of aircraft it could carry and/or its speed.  Were there any considerations to go beyond just the BB limitations?

      posted in House Rules
      oldsaltyO
      oldsalty
    • AARHE 1939 - Need strategy to keep italy from losing fleet early

      Our group is finding it difficult, when starting at 1939 set ups, to maintain an effective and continued attack by Italy against Africa, mainly because of the Italian fleet being decimated by turn 5-6 by United Kingdom.  Particularly with the addition of Cruisers.

      With the UK starting with a sizable atlantic fleet, including 3 CR 2 BB 3 DD, we are finding it little trouble for GBR to annihilate Italy’s fleet by turn 5 or so.  This is giving the UK control of Central Med and stopping any Italian tps of getting troops to Africa.

      Germany is little help at this stage without moving its fleet out of the baltic and exposing that area.  Even Germany’s subs seem unable to stop the UK onslaught  this early (at least the ones, if any, surviving UK’s cruisers and destroyers).

      IL: As you play this version often, what tips do you have of neutralizing UK’s fleet early on and maintaining a steady supply of Italian Troops .

      posted in House Rules
      oldsaltyO
      oldsalty
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