Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. ossel
    3. Posts
    • Profile
    • Following 0
    • Followers 0
    • Topics 29
    • Posts 434
    • Best 1
    • Controversial 0
    • Groups 2

    Posts made by ossel

    • RE: A&A Chain of Command: Officer Rules

      That sounds about right. The idea is that the officers are commanding via radio communications, so enemy units or enemy/neutral zones shouldnt make a difference, but I might add a sort of bridging rule for enemy/neutral zones, similar to the sea zone rule (no more than 2 enemy zones can be bridged).

      Also, I wanted the Zones of Influence to represent the general level of responsibility of a general or admiral, for instance a 2-star might command the zones in a certain front, while a 4- or 5-star has enough influence to affect multiple fronts from a central zone.

      posted in House Rules
      osselO
      ossel
    • RE: A&A Chain of Command: Officer Rules

      Last one.

      6-star ylw circ mdt-30.png

      posted in House Rules
      osselO
      ossel
    • RE: A&A Chain of Command: Officer Rules

      More attachments.

      4-star ylw circ mdt-30.png
      5-star ylw circ mdt-30.png

      posted in House Rules
      osselO
      ossel
    • RE: A&A Chain of Command: Officer Rules

      More attachments.

      2-star ylw circ mdt-30.png
      3-star ylw circ mdt-30.png

      posted in House Rules
      osselO
      ossel
    • RE: A&A Chain of Command: Officer Rules

      More attachments.

      col circ mdt-30.png
      1-star ylw circ mdt-30.png

      posted in House Rules
      osselO
      ossel
    • RE: A&A Chain of Command: Officer Rules

      A note on how I created my custom officer’s tokens:

      I’ve attached the images I used for each rank, the image itself is a cluster of 4 tokens.

      The procedure to print them is a bit convoluted, here goes:

      1. Open the image to print in Microsoft Office Picture Manager
      2. File->Print
      3. In the dialog that appears, scroll down on the right and select “Contact Sheet (35)”
      4. Un-check “Fit Picture to Frame” if it is checked.
      5. Increase “Copies of Each Picture” to add another group of four to the sheet.
      6. Print!

      cap circ mdt-30.png
      maj circ mdt-30.png

      posted in House Rules
      osselO
      ossel
    • A&A Chain of Command: Officer Rules

      These are house rules I created for representing officers in Axis & Allies. I currently use printed tokens placed on yellow poker chips (same size as regular A&A chips, found on HBG; see attached picture), I hope to have custom printed roundels in the near future.

      Officer Tokens
      Officer tokens represent distinguished officers on the battlefield. They can range from Captains to 6-star generals, but they by no means are meant to represent the entire chain of command. These are officers that have proven their bravery or skill somehow, and therefore impart bonuses to the troops under their command.

      Zones of Influence
      Each officer can affect a certain number of zones around them. Officers below the rank of General/Admiral (1 star) can only impart bonuses to the troops in the zone they occupy. 1-star Generals/Admirals may impart bonuses to their zone and all adjacent zones. 2-stars affect all adjacent zones two zones away, and so on.

      In general, land officers may only affect land zones and naval officers may only affect sea zones. Land officers� zone of influence may extend over bodies of water, however, and similarly for naval units. The sea (or land) zone is counted as one of their adjacent zone limits. So, for instance, a 2-star general in England could affect units in Normandy, but not France. Also, no more than two sea zones or 1 land zone may be bridged by a zone of influence.

      Command Points
      Officer bonuses take the form of command points, which represent re-rolls during combat. Each rank gets a number of re-rolls (see chart below). When an officer is created or promoted, place the corresponding number of gold chips under the officer�s chip. These chips are then allocated as the player sees fit, representing one re-roll the player may use during any combat roll. Once the re-roll is used, it is consumed and removed from the battle board.

      Ranks
      The ranks are:
      |     Army Rank     |        Navy Rank     |       Insignia      |Zones of Inf| Re-rolls |Creation Roll |
      |        Captain        |        Lieutenant        |   2 silver bars     |      Local      |     1      |        1          |
      |         Major         |    Lt. Commander      | Oak Leaf Cluster |      Local      |     2      |        2          |
      |       Colonel         |          Captain           |        Eagle          |      Local      |     3      |        3          |
      |    Brigadier Gen.  | Rear Admiral (Lower) |       1-Stars        |   Local +1    |     1      |        4          |
      |   Major General    | Rear Admiral (Upper) |       2-Stars        |    Local +2   |     2      |        5          |
      |     Lt. General      |      Vice Admiral        |       3-Stars        |    Local +3   |      3     |        6          |
      |      General          |        Admiral            |       4-Stars        |    Local +4   |      4     |      N/A         |
      | Gen. of the Army | Adm. of the Navy     |       5-Stars        |    Local +5   |      5     |      N/A         |
      |Gen. of the Armies| Adm. of the Navies  |       6-Stars        |    Local +6   |      6     |       N/A        |

      Allocating Points/Movement
      Before the beginning of the conduct combat phase, allocate attacking player�s officers’ command points to whichever battles the player so chooses. Remember that officers below the rank of general are limited to the battle in the zone they occupy, so no allocation is necessary. After the attacker has allocated his points, the defender may do so as well, placing chips in the combat areas. Be careful not to mix or mis-allocate chips.

      If a defending zone contains units from multiple nations, all defenders can allocate command points. However, only the attacking player may allocate points, not their allies.

      Officers may move one zone in the combat move or non-combat move phases, but they may not make a move that would initiate combat by themselves. They may also move in the non-combat move phase from a zone with an airbase to another friendly zone with an airbase within 7 spaces (bomber movement range).

      After a battle is complete, move all command points back to its parent officer. They will then be available for use in the player�s next turn or if the player comes under attack in another player�s turn.

      Officer Defeat
      If all friendly units in a battle in a zone with an officer are destroyed (attacking or defending), the officer�s player must roll a D6 to determine what happens to the officer.

      1-2: Withdrawal - the officer retreats to an adjacent friendly zone. If none exist, the officer is killed. Naval officers must retreat to an adjacent sea zone with friendly ships.

      3-4: Capture - the enemy player takes the officer hostage, and can offer them in exchange to the player for an officer of theirs. See P.O.W. Camps below.

      5-6: Death (in battle or suicide) - the officer is destroyed and removed from the board.

      P.O.W. Camps
      When an officer is captured, the capturing player will take the officer token, place a token of the officer�s nation (to remind players where the officer came from) on top of the officer token, and place the tokens in any of the capturing player�s zones. The capturing player will then create a single infantry unit (for free) and place it on the stacked tokens. This represents a P.O.W. camp. It is advisable to place the camp far from the front lines, as if this zone is captured by the enemy, the officer(s) within will be freed.

      If more enemy officers are captured, simply place them in the stack under their national marker. If officers from multiple nations are captured, feel free to place multiple markers in the stack. Players are free to create up to 3 P.O.W. camps (one per zone) if necessary (moving front lines, etc.), and officers may be moved from camp to camp (during non-combat), but once a camp is created, it must have at least one officer in it.

      P.O.W. camp guards (infantry unit) may participate in battle if necessary, but if they vacate a zone or are destroyed while defending, all officers within a camp are freed.

      Officer Creation/Promotion (Working)
      At the beginning of the game, there are no officers on the board, as there have been no opportunities to prove their bravery or skill in battle. Certain criteria have to be met for an officer to be recognized as exemplary. When a requirement from the list below is met, an officer may be created or receive a promotion. For creation, roll  2D6 and choose the lowest result. Place an officer marker for the rank that corresponds to the �Creation Roll� number in the table above in the zone where the criteria was met. For promotion, the officer need only contribute command points to the battle where the criteria was met. Note that only one promotion may result from criteria being met, and officer creation can only occur when no officers have allocated command points to a battle.

      Criteria

      • Conquer a zone that completes a National Objective (N.O. must be met by the conquest and able to be collected at the end of turn).

      • Wipe out all enemy faction units of a single type (air, land or sea) within a two zone radius.

      • Defend or recapture a friendly or allied original border territory.

      • Conquer or defend a zone with an industrial complex, air base, or naval base.

      • (Naval) Assist in an amphibious assault that captures a zone with an industrial complex, air base, or naval base. Note: Must create or promote either a land officer or a sea officer in this case, not both.

      • Capture or defend a victory city.

      • Win a battle with >= 4 enemy units without any casualties.

      The player may choose not to promote their officers as well. This particularly makes sense when doing so would cause an officer to become redundant, as explained in the overlapping zones of influence rules in the Distribution section below.

      Distribution
      There are some restrictions as to where officers may be effectively placed.

      Overlapping Zones of Influence
      If there is more than one general or non-general within a zone of influence, only one general and one non-general�s command points may be allocated to a specific battle. This means it may sometimes behoove the player to keep some of their officers at non-general ranks to get the maximum benefit from their chain of command.

      5-Star and 6-Star Rules
      In addition to limiting overlapping zones of influence, there can be no more than one 5-star general or admiral per nation in a theater (Europe, Pacific), and no more than one 6-star per nation. If a 4-star is eligible to be promoted, the promotion cannot take place if there is a friendly 5-star in the theater. Note: There can be both a 5-star general and a 5-star admiral in the same theater.

      IF a general is promoted from 5-star to 6-star, he must be placed in the nation�s capital (or in a sea zone adjacent to the capital for naval officers) immediately, and must stay there for the duration of the game.

      coc1.JPG

      posted in House Rules
      osselO
      ossel
    • Unit Dice

      So we’ve read and seen that this game will come with “lots of dice,” and we’ve read how dice are used as proxy for units on the battle board. I’m wondering if the dice will have some sort of distinguishing feature for what unit type they represent, like having a symbol on the die instead of the “1” face (inf, tank, fighter, etc.).

      If not, this seems like a great opportunity for FMG or HBG to make some sweet custom unit dice.

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Talk Tech Turkeys (1914)

      @Flashman:

      I’ve never proposed that you have plastic train pieces to move units around. As for changing unit movement values, by what criteria do you determine that trains carrying tanks and “mech infantry” move faster than trains carrying infantry or artillery? The units can travel as far as the trains can take them, but not into combat.

      This is why I had the caveat in my rule of the maximum number of moves. If you set it at 3, you essentially give infantry and artillery 2 bonus moves and tanks 1 bonus move (assuming tanks can move 2, which may not be a good assumption, considering that WW1 tanks could barely keep pace with walking soldiers, but that’s a discussion for another day).

      @Flashman:

      For practical purposes, distance should be unlimited. Each turn in the game represents several months, ample time to rail from Bordeaux to Moscow.

      I don’t know, maybe this is the case in actuality, but I’m in general opposed to powers warping their units around the board. Take the global game for instance: if the Soviets could move all of their infantry based in Siberia to East Poland in one turn, it would just seem kind of hokey to me.

      In my opinion, if you set the rail move bonus to 3 moves max, you’ve accomplished representing the increased mobility that rail travel granted, while not allowing powers to be everywhere at once.

      posted in House Rules
      osselO
      ossel
    • RE: Talk Tech Turkeys (1914)

      @oztea:

      Half of your current IPCs?
      1/4th?

      Not sure, probably have to play it and get a feel for what a half or a quarter would feel like.

      @oztea:

      Frankly, the whole issue of German Divisions going back to France as Russia surrendered could be settled with a NATIONAL ADVANTAGE rather than a rule for everybody.
      Or even just a one time special rule.
      “if Russia surrenders roll two dice: Germany may move that units from any Russian territories to Berlin each turn”

      I guess its time to work on some national advantages……i’ll get cracking.

      I disagree. As Flashman pointed out, moving troops by rail was a hallmark of this era. Both sides of the conflict were transporting massive amounts of manpower to the front by rail, and (in Germany’s case) between fronts. In fact, the reason the allies needed to pull off large coordinated assaults is because Germany’s rail system enabled them to shuffle troops between allied attacks and shut them down sequentially.

      I liked your idea about giving everyone a chance to move a certain number of their units a certain number of zones; it reflects the fact that rail travel was limited in both capacity and travel distance, while not adding any extra pieces to the game.

      posted in House Rules
      osselO
      ossel
    • RE: Talk Tech Turkeys (1914)

      @oztea:

      Well from a standpoint of railroads, it would be feasible, and SIMPLE to allot each power STRATEGIC REDEPLOYMENT POINTS. Guess how many you have? As many IPCs as your capital is worth.

      So lets say berlin is worth 8 IPCs.
      8 units can move freely with trains, from the capital, amongst interconnected friendly territory (with an IPC value).

      Might be a good compromise. Although I’d like to see the value change, instead of a static number like the capital’s IPC value. Maybe a percentage of your total IPC income, so that as your empire grows, so too do your railroad capabilities.

      posted in House Rules
      osselO
      ossel
    • RE: Talk Tech Turkeys (1914)

      @Flashman:

      I would also allow copying of techs. That is:

      After first building a tech, a power may pass the knowledge on to its allies, who can then each pay $5 to get it for themselves.

      After first having a tech you don’t possess used against you, you may copy the tech for your own use, after paying the standard $5 fee, then pass it on to your friends after you’ve built one.

      Through this system, the advantages of having a tech are reduced to just a couple of turns, after which you’re likely to see the enemy’s own version used against you. This prevents a cheesy “tech victory” against an opponent who was just unlucky never to roll a particularly useful tech.

      I like this idea. This is something that isn’t really well reflected in the existing A&A tech systems; as innovations rolled out to the battlefield, they were copied and shared fairly quickly among the powers.

      A way you could simplify things is to have a sort of time limit before a tech became common knowledge. For instance, on the first turn the tech is used, only the nation that researched it can use it; on the second turn, their allies can purchase it; on the third turn, it becomes common knowledge and everyone can benefit from it.

      posted in House Rules
      osselO
      ossel
    • RE: Is Germany screwed?

      @Flashman:

      Another approach here is to allow aircraft to level up with experience; that is for each kill in air vs air they move up one level to a maximum of 4 in combat value, including strafing vs ground units.

      To facilitate this, you’d need to paint a fuselage number from 1-4 on each aircraft, changing a plane for the next number up if it wins a dogfight.

      This is a cool idea. I like the idea of units leveling up, and the implementation is not as hard as it might seem at first. I’ve got some rules in the same vein for officers that I use with Global 1940. I’ll probably post them on this forum and Larry Harris’ site.

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Is Germany screwed?

      I plan on implementing some house rules/tokens I use in Global 1940.

      I have railroad tokens made, which players can purchase for 5 ipcs and place on the border of two friendly territories.
      When crossing a railroad border, a unit can make an extra move, up to three moves.
      This simple caveat removes the whole “superspeed tanks” effect, as it only gives tanks a one bonus move, while giving infantry two. It also limits the rail system, preventing a far-reaching empire from “warping” units across the map.
      The cool thing about having tokens is that they can be targeted in bombing raids (or scorched earth tactics), just as they were in actuality.

      Obviously for 1914, I would have some railroads as part of the initial setup, as many nations in Europe had extensive rail networks in place before the war started.

      posted in Axis & Allies 1914
      osselO
      ossel
    • 1
    • 2
    • 18
    • 19
    • 20
    • 21
    • 22
    • 22 / 22