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    2. tekkyy
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    Posts made by tekkyy

    • RE: New ideas for AARHE: 1939

      Strategic Bomber Raid (SBR)
      Each Bomber surviving Infrastructure Defense fire and aerial combat may choose to roll a die to reduce the territory’s income, or reduce unit production capacity at its Industrial Complex. The die value is the number of IPC reduced, or number of units of production capacity reduced respectively. All damages are applied to the enemy’s next turn.

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Test Ride

      actually Air Missions are resolved before normal combat (like in OOB SBR is resolved before normal combat)
      and DAS doesn’t not defend against them
      so no big massive air battle in your example

      anyway I just noticed IL have a very different interpretation of air missions (SBR, CA, and GI) and find it fits in with normal combat and DAS
      I’ll wait til that is resolved before giving you example
      maybe we can work together and make it streamline

      (FYI I actually preferred LITE to be simple and not have to deal with air missions, but maybe it can be improved to be easier)

      posted in House Rules
      T
      tekkyy
    • RE: Jet Power – too powerful

      well giving one free fighter is not anyway near the half way point
      one jet fighter is insignificant to gameplay so I think not worth the trouble

      Note this goes for A-bombs (free prototype), Rockets, Jet fighters, Jet bombers, Super subs, but not heavy tanks

      well actually a-bomb is free but extremely limited
      rockets are free, naturally
      heavy tank, a new unit so no conversion
      heavy artillery, a new unit so no conversion

      and I guess you guys want advanced submarines to be built too

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Rule files

      the second one…adjacent to IC

      um, can’t we repair at VCs anymore?

      ok when you say “attack germany” and perform GI….huh? thats the same thing The air units are trying to attack German ground units but need to clear the sky of enemy air, and once this occurs the following round they hit land targets.

      wait a minute…
      it is clearly stated that air missions are eparate from normal combat and resolved before normal combat

      there is nothing to it, it is simply Axis and Allies structure
      eg. in OOB when you SBR Germany you have to declare as such
      otherwise your Bomber is making a normal attack on Germany

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Map files

      ghost lines?
      I just chop the image

      posted in House Rules
      T
      tekkyy
    • RE: Choice of NAs in AARe - your thoughts please

      @Aretaku:

      I don’t find it too difficult to get a good bombardment fleet going with Britain. Lend-Lease or Royal Navy can help defray the cost, and US Tech Advantage and/or Radar can make the tech cheaper, as well as greatly enhancing your fleet’s anti-air capabilities.

      ah yes
      AARe NA discussion would not be complete without mentioning the uber destroyer strat and its evolving variants
      UK takes Royal Navy, US takes Naval Industry

      what is it again? 18 destroyers by turn 4?

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Map files

      I go for budget and just print them on consumer printers

      not top quality stuff
      no big impact of A0 poster

      but its good that its modular
      like modular armour hehe

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Test Ride

      all combats now resolved
      team members now perform remaining game phases at the same time at their own rate

      J1: Non-combat Move
      1 ftr 1 bmb from Bry to Man
      1 ftr from Bry to Kwa
      ftr from z35 to Fic

      G1: Non-combat Move
      3 ftr from Len to Ukr
      all other ftr to Ukr
      2 inf 1 arm from Blk to Ukr
      2 arm from Ger to Ukr

      1 inf from Ger to Ukr via bmb (bmb may carry 1 inf in NCM)
      bmb from Ger to Ukr to Ger (Air Transport bmb, unlike transport, may continue movement after unload)
      1 inf from Ger to Weu

      inf and arm from Seu to Lib
      inf and art from Alg to Lib

      Allies: Reinforcement
      after all non-combat moves are declared, enemy may declare reinforcements
      units that did not combat this turn may relocate one space

      UK: tp + ss from z40 to z39
      UK: inf from Saf to Ken
      US: 2 inf from Sin to Chi
      US: 2 inf form Cus to Eus
      US: dd from z20 to z19
      J1: Mobilize
      2 tp 1 dd @ z60
      1 art @ Jpn

      G1: Mobilize
      3 inf @ Ukr
      2 inf @ Bel
      3 arm @ Ger
      1 inf 1 arm @ Seu

      G1: Develop Weapons
      none

      J1: Develope Weapons
      none

      lite_1axis.AAM

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Test Ride

      Bry (6 inf 2 ftr vs 6 inf)
      no hits in opening-fire
      then in main-round attacker gets 3 hits, defender gets 3 hits
      both lose 3 inf
      defender retreats to Yak
      attacker retreats to Bry, leaving 1 amphibious assault inf behind

      z35 (3 ftr 1 cv 1 bb vs 1 ftr 1 cv 1 dd 1 tp)
      Opening-fire
      attacker Anti-Air = 1(cv) + 2(bb) = 3 dice @ 1
      defender Anti-Air = 1(cv) + 1(dd) = 2 dice @ 1
      attacker gets 1 hit, defender gets 0 hits
      defender loses 1 ftr

      Main-round
      Air Units: defender has no air units left, no need to roll dogfight dice
      Naval Units:
      attacker (1 cv 1 bb), rolls 1@1 1@4
      gets 1 hit
      defender (1 cv 1 dd 1 tp), rolls 1@1 1@2 1@0
      gets 1 hit

      attacker bb damaged
      defender cv damaged (note hits must be allocated on transport last)

      defender retreats remaining cv + dd + tp to z36
      attacker remains but retreats 1 ftr (must retreat ftr excess to carrier capacity at end of combat cycle)

      z52 (1 ftr 1 cv 1 dd 1 bb 1 ss vs 1 ftr 1 cv 1 ss)
      note defender had the declare DAS during combat move to relocate the ftr at z52 or Haw if they wished)

      Opening-fire
      Anti-Air
      lets say no hits

      Submarine First Strike
      attacker ss gets first strike
      defender ss has no first strike due to dd
      attacker targets cv (subarmines can’t hit submarines nor air units)
      rolls 1@2, get 1 hit
      defender cv damaged

      Main-round
      Air Units (ftr vs ftr)
      attacker rolls 1@2 defender rolls 1@3
      lets both hit and destroyed

      Naval Units (1 bb 1 cv 1 dd vs 1 cv 1 ss)
      (attacker ss alerady fired in opening-fire)
      lets say attacking dd hit, defending ss hits

      attacker bb damaged
      defender allocates ss (to save the damaged cv, note only destroyer hits can be allocated on submarines, but destroyer hits can be allocated on other naval units too)

      defender retreats to z55
      attacker retreats to z45 (attacker can retreat to any sz from which at least one unit came from)

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Test Ride

      G1/J1: Conduct Combat

      team members cannot perform other phases until all members have completed Conduct Combat
      air missions are resolved first though

      but all air missions are resolved before normal combat, so SBR have to be resolved first

      Bry: SBR
      no guns, no defending air units so no aerial combat
      bmb rolls straight away and rolls a 3
      Bry’s income is reduced by 3 IPC but not below 0, so its income is 0 next turn

      now all normal combat are resolved, the order being attacker’s choice

      z13 1: opening-fire
      0 destroyers, 1 submarine = 1 submarine gets first strike
      rolls 1@2, gets 1 hit
      defender bb damaged

      z13 1: main-round
      both attacker and defender rolls 1@4, both get 1 hit
      defender bb destroyed
      attacker bb damaged (no technology, only dd hits can be allocated on ss)

      defender has no units left
      attacker choose to retreat back to z14
      (unlike land combat, attacker do not have to leave units after winning)

      Len 1: opening-fire
      attacker (3 ftr, no dogfight)
      rolls 3@3, gets 2 hits
      defender allocates 1 arm 1 inf
      (air unit hits are allocated on inf last)
      remove causalties

      Len 1: main-round
      attacker (5 inf, 1 arm with support)
      rolls 5@1 1@4, gets 2 hits
      defender allocates 2 inf

      defender (5 inf left)
      rolls 5@2, gets 2 hits
      attacker allocates 2 inf

      defender decides first, choose to retreat all 3 inf to Arc
      attacker then decides, choose to remain with all units

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Test Ride

      Axis Turn 1

      team members go at their own rate, but Conduct Combat is done together

      G1: Collect Income
      $38

      G1: Purchase
      6 inf = $18
      4 arm = $20

      G1: Combat Move

      ->z13: 1 bb
      bb from z14 (tp can’t be used as fodder)
      ss from z8

      ->Len: 6 inf 1 arm
      3 inf from Bel
      2 inf 1 arm 1 ftr from Eeu
      1 ftr from Blk
      1 ftr from Ukr

      J1: Collect Income
      $30

      J1: Purchase
      2 tp = $16
      1 dd = $10
      1 art = $4

      J1: Combat Move

      -> z35: 1 ftr 1 cv 1 dd 1 tp
      2 ftr 1 cv 1 bb from z37
      1 ftr from Fic

      -> Bry: 6 nf
      2 inf 1 ft from Man
      4 inf from Jpn via tp
      2 ftr from Jpn
      tp from z59 to z60

      -> Bry: SBR
      bmb from Jpn

      -> z52: 1 ftr 1 cv 1 ss
      bb from z60
      1 ftr 1 cv 1 dd from z50
      1 ss from z45

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Test Ride

      attacker allocates 2 inf 1 art from Mos
      (arm go on non-inf units first)

      attacker retreats, back to where units came from
      leaving 1 inf from Mos behind

      R0: Non-combat Move
      2 ftr at Wru to Cau
      3 inf 1 arm from Arc to Len
      2 inf from Far to Bry
      2 inf from Yak to Bry
      2 inf from Eve to Yak
      2 inf from Nov to Yak
      2 inf from Kaz to Cau

      R0: Mobilize
      1 ftr 3 inf 1 arm @ Cau
      (Cau has a limit of 4 non-inf units and 4 inf units)

      R0: Develop Weapons
      none

      lite_0ar.AAM

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Test Ride

      defender allocates all 5 units for the 6 units

      defender (3 inf 1 art 1 arm)
      DiceRolls: 3@2 1@2 1@3; Total Hits: 33@2: (2, 5, 1)1@2: (4)1@3: (2)

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Test Ride

      DiceRolls: 7@1 2@2 2@2 1@3 2@4; Total Hits: 67@1: (2, 4, 1, 6, 3, 1, 6)2@2: (6, 4)2@2: (5, 2)1@3: (2)2@4: (4, 3)

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Test Ride

      R0: Collect Income
      $24

      R0: Purchase
      1 ftr = $10
      3 inf = $9
      1 arm = $5

      R0: Combat Move
      (note no DAS allowed at R0)

      -> to Wru: 3 inf 1 art 1 arm
      3 inf 1 art 1 arm from Cau
      3 inf 1 art 2 arm 1 ftr from Mos
      3 inf 1 ftr from Len

      R0: Conduct Combat

      Wru 1 opening-fire
      attacker (2 ftr)
      DiceRolls: 2@3; Total Hits: 02@3: (4, 6)

      Wru 1 main-round
      attacker (7 inf, 2 inf with support, 2 art, 1 arm, 2 arm with support)

      posted in House Rules
      T
      tekkyy
    • RE: AARHE Test Ride

      ok a demo of LITE…
      you need the abattlemap map at the AARHE repository

      lite_0.AAM

      posted in House Rules
      T
      tekkyy
    • RE: Jet Power – too powerful

      actually for simplicity I wasnt adding free prototype thing yet

      is it important?

      posted in House Rules
      T
      tekkyy
    • RE: New ideas for AARHE: 1939

      actually I wasn’t thinking of adding it to LITE…

      this is the wording

      Night Bombing
      Only Bomber may perform this. Identical to SBR except Infrastructure Defense do not fire against them and no aerial combat occurs. Each Bomber roll to reduce unit production at its Industrial Complex.

      posted in House Rules
      T
      tekkyy
    • RE: AARHE: Rule files

      Naval Repair
      that might be a bit complicated to word
      can we just keep all of it inside the “purchase” phase?
      especially since we are now spending IPC

      confirming adjacency requirment…
      *any sea zone adjacent to a coastline VC, or
      *any sea zone adjacent to territory with an IC
      right?

      CA
      I hope you know what I mean
      all air missions (SBR, CA, and GI) are separate from normal combat
      you are allowed to attack Germany AND perform 1 or more air missions on Germany in the same turn

      air units always fire in opening-fire in land combat
      note that is not a change, just clarifying the current rules

      posted in House Rules
      T
      tekkyy
    • RE: Jet Power – too powerful

      by the way besides new combat values the ID immunity is also only for new units
      I hope this is what mean

      hopefully its not too many things to keep track of

      posted in House Rules
      T
      tekkyy
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