Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Upside-down_Turtle
    3. Posts
    U
    • Profile
    • Following 0
    • Followers 0
    • Topics 58
    • Posts 641
    • Best 1
    • Controversial 0
    • Groups 0

    Posts made by Upside-down_Turtle

    • RE: National Advantages in AA50

      I think the Revised NA would be a better idea.  Yes, a lot of tweaking would have to be done, but it’s doable.

      I think a lot of the old NAs blend perfectly with the new game.  Here are some examples:

      1. Lend Lease lets USSR convert US and UK pieces to USSR pieces.  This means you won’t loose IPCs when your allies try to help you.

      2. Japan is now an “island” on the new board, which means Dug-In Defenders now apply.  Didn’t it seem dumb in AAR that Japanese infantry would put up a better fight on Iceland or Greenland than Japan?

      Examples of needed tweaks:

      1. Siberian Railway would obviously be extended to include the two new territories.

      2. The Atlantic Wall and Fortress Europe NA would be weakened if the wording “all gray territories” were kept as is.  At least it should be extended to “all gray and brown territories”.  Basically, German Infantry and Artillery get a bonus fighting in Italy, but Italian Infantry and Artillery don’t.  It seems paradoxical, but that’s the way it happened.  Germany fought to the teeth while Italy surrendered.

      I don’t think Italy should get a national “advantage.”  Really, was their anything special or unique about Italy in WWII to warrant a NA?  Personally, I think no NAs add to Italy’s character.  It’s small, poor, and has only 2 NOs.  Yet, it’s probably my favorite.  As the old saying goes, “Small is beautiful.”

      posted in House Rules
      U
      Upside-down_Turtle
    • RE: Simple Modification of Industrial Complexes (AA50 and or Revised)

      Interesting idea, but no. I think it would require a new piece.  Otherwise, how can you tell the difference?

      posted in House Rules
      U
      Upside-down_Turtle
    • RE: AA50 House Rule for 'Neutral' Countries

      I think diplomacy complicates things too much.  How about this rule: if you invade a neutral, all other neutral countries join the other side.

      posted in House Rules
      U
      Upside-down_Turtle
    • A stronger China?

      I think it’s underpowered.  The whole point of making China bigger in AA50 was to make it harder for Japan to take, but all it does is give Japan more IPCs.

      How about 1 infantry for every 1 territory instead of 2?  I think it’s that simple a fix.

      posted in House Rules
      U
      Upside-down_Turtle
    • RE: Upside-down Turtle's AA50 House Rules

      @d142:

      i think that the way to have nukes tech is to have the cost that outrageous that they could not be used often,
      or that the nukes tech is not easy to get, i.e. roll rockets twice, or heavy bombers twice,
      i would have the nukes tech combined with high altitide or heavy bombers, and the cost 50 I.P.C.
      that makes the nukes a big risk with the cost of a bomber 12 and a nuke 50

      Yah, but then you might never get nukes.  Remember 24 IPC battleships?

      posted in House Rules
      U
      Upside-down_Turtle
    • RE: France or Italy

      @dondoolee:

      If your going to lose Italy next turn I see no point in sending all of my ships out of place.  Even if I had the option to take and hold I would still take France for the easier movement PLUS you get to threaten both Germany and Italy after that.  Also very I think it’s very important that you are sending the Axis one space further west when you invade France, which is one space further away from Russia and that is a very very encouraging thing for the Allies.

      Sending forces in the Med w/o being able to do game breaking damage seems like it would usually end badly. Chances are you may even end up having to face a pointless navel battle with a potentially nasty Italian fleet too, so If either Germany or Italy built airplains your convoy may be weak enough for them to hit you.  Heck, I would rather invade Norway than Italy.

      I almost always play no NOs but I think it would be the same either way.

      Heck yah!  :evil: Norway all the way!

      Seriously, though, if you’re going to take either Italy of France, don’t be silly enough to do it if you can’t hold either one.  That’s where logistics come in.  It’s always hard for the US to send troops anywhere, and the UK often looses a lot of IPCs and can’t afford to send waves of troops into France.  This isn’t WWI, you know.

      “I don’t like paying for the same real estate twice.”-George C. Scott in “Patton”

      Really, the norther rout via Norway and Finland (tee hee, Finway :lol:) is the best rout.  Germany can’t stop it, while it can stop an invasion of France or Italy.  Logistics simply favor the Allies.  Also, if you’re playing with the old Lend Lease NA along with the new NOs, sending US and UK troops into USSR won’t deny it bonus money.  :-D

      posted in 1941 Scenario
      U
      Upside-down_Turtle
    • RE: G1 naval build?

      @cymerdown:

      @Upside-down_Turtle:

      I feel a German fleet should build under the following conditions:

      1. Extensive damage done to the UK Atlantic fleet on G1 and/or G2. 
      2. Taking Korellia on G1.  This allows you build up to 3 ships per tern and still be able to commit at least 10 inf to Russia per tern v their 8.
      3. NOs are being used.  Extra income is essential. 
      4. Not a KGF game.  If UK and US are pimping out their Atlantic Fleets, they will overwhelm you, making a fleet a very bad long term investment, @ the least.

      4. Germany doesn’t know if it’s going to be a KGF game until after G1.  After G1, the Baltic fleet is dead anyway.  German fleet build is for Sealion or Sealion threat only

      I agree.  Also, even if a game doesn’t start as a KGF, it can certainly become that if Germany gets too aggressive towards US and UK….or Moscow is about to fall.  :roll: Also, the fleet is bottled up in the Baltic to begin with.  Even if you can fight you’re way out, forget getting back.  The best thing is to link up with the Italian fleet.  You won’t last long in the open ocean, and that’s just the thing.  The purpose of a Navy is to control sections of an ocean, and Germany can never do that.

      Geography is important.  Some countries just weren’t meant to have a fleet.  Germany and Russia aren’t sea goers.  Japan and UK are, and in fact, a fleet is vital for them, while a fleet is almost suicidal for Germany and Russia.

      In a way, I think the whole question of having a German Navy answers itself:  “If you have to ask… NO!”

      posted in 1941 Scenario
      U
      Upside-down_Turtle
    • RE: Lots of new Forum Users lately?

      I joined just to post on the new faction specific dice for Italy and China by Field Marshal Games  :-D

      posted in Website/Forum Discussion
      U
      Upside-down_Turtle
    • RE: KJF Revisited

      I think KJF is doable, but it requires UK and US to work together by splitting the Japanese fleet.  If the US goes all Pacific, it must threaten Japan with a direct invasion on Tokyo, while UK via Australia and India island hops to take back it’s territory.  Perhaps Russia may slowly build up it’s Eastern infantry and invade Manchuria, or help via China.

      Personally, I think this is a much more viable strategy that KGF or KIF.  Japan left unchecked spreads like a disease.  :-P

      posted in 1941 Scenario
      U
      Upside-down_Turtle
    • RE: France or Italy

      In one of my games as Germany, I left the west completely open, with France going back and forth.  The problem was that the Allies would always loose more IPCs in units than they gained or denied me.

      I say Italy, not simply because of the IC but of IPCs.  When you take Rome, you are not only denying those 6 IPCs it’s worth, but all IPCs held by Italy.  If Italy has taken all of Africa, you deny the Axis all of Africa when you take Rome.  You also collect any unused IPCs Italy happened to have at that time.  If you can hold Italy long enough so it misses a turn of production, you have dealt a severe blow to the Axis.  You also my build units their on the next tern, and your transports may be allocated somewhere else.

      Still, the main problem is logistics.  Troops are harder to get from UK to Italy than from UK to France, but the same goes for Germany.

      posted in 1941 Scenario
      U
      Upside-down_Turtle
    • RE: G1 naval build?

      @Upside-down_Turtle:

      My first AA50 game w/o NOs I bought a carrier on G1.  Biggest mistake.  I also left my subs idle, and ignored the British fleet.

      Personally, I feel 10 inf is the best G1 buy in order to preempt Russia’s 10 inf buy.  This allows those inf to move to the front early.  The tanks can catch up.

      A carrier on G1?  It was doable in Revised when Germany had 10 extra IPCs and 2 extra fighters.  Maybe on G2 w/ NO, but never G1.

      In a long game, a fleet is eventually needed.  Otherwise, make a B-line to Moscow.

      Perhaps I should have clarified.  In my house rules, Germany gets mechanized infantry, in which case I value faster infantry over slow artillery.

      If the game has NOs, w/ Germany getting 50+ IPCs a turn, my strategy will often be to build 10 tanks each turn, pledging to hit Moscow w/ successive tank waves.  :evil:

      Again, there are many factors that go into each decision in A&A, and a German fleet does require the consideration of several factors.

      I feel a German fleet should build under the following conditions:

      1. Extensive damage done to the UK Atlantic fleet on G1 and/or G2. 
      2. Taking Korellia on G1.  This allows you build up to 3 ships per tern and still be able to commit at least 10 inf to Russia per tern v their 8.
      3. NOs are being used.  Extra income is essential. 
      4. Not a KGF game.  If UK and US are pimping out their Atlantic Fleets, they will overwhelm you, making a fleet a very bad long term investment, @ the least.

      posted in 1941 Scenario
      U
      Upside-down_Turtle
    • RE: Upside-down Turtle's AA50 House Rules

      @d142:

      i have never known of a submarine aircraft carrier,
      i could comprehend a out of range aircraft carrier that could fly aircraft to a battle, although with search technology opposing fighters could seek and engage these out of range carriers and fighters,

      i like the nuke idea, although it looks overpowered, if 1 player rolls rockets or high altitude bombers it would be game over for the opponents,
      is there a secondary cost to nukes, rather than just having the tech and using nukes to knock all opponents out of the game,

      i think that nukes should have a high I.P.C. cost, 30 - 40 I.P.C.

      The Japanese build a sub aircraft carrier, but it could only hold 3 planes.  The concept may be impractical, but the US considered it so dangerous that it destroyed the Jap sub carrier they captured, and to this day the US Navy trains for scenarios involving enemy Submerged Carriers.  Really, I’m not sure if I should keep this tech or not.  It’s just one of those “what if” things to have fun with.

      I tried to make nukes a double edges sword by being able to deny both sides need income and space to maneuver.  The only place this does not apply is sea battles, since sea zones do not become impassable after a nuke.

      I considered splitting rockets into 2 versions, V1 and V2.  When you roll rockets the first time, you get V1, which do half damage.  When you roll rockets a second time, you do not roll again, but get V2 rockets which do full damage and can use nukes (I’ve also considered doing the same for heavy bombers i.e. HB: 2 dice, Super HB: 3 dice).  Making nuke rockets harder to get, along with decreased range, may help.  Still, I think nukes might be overpowered in the fact that they may be a game ender.  Yet, isn’t that what would have happened in WWII, what did happen in WWII?  I think this is the inherent problem for having nukes in A&A.

      Nuclear Total War works like this:  If anything gets nuked, land or sea, the game goes to Total War, with all 18 Victory cities needed for victory.  If a territory with a VC in it get nuked, that VC token is no longer attainable, and the Victory condition is reduced to 17 VCs.

      posted in House Rules
      U
      Upside-down_Turtle
    • RE: Upside-down Turtle's AA50 House Rules

      sorry for the trouble.  the file below should be readable through notepad.  None the less, here’s the whole thing in text:

      Soviet Union National Advantages

      1. Russian Winter
      Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down.
      Once during the game at the beginning of a winter season, you can declare a severe winter. Until the start of spring, your infantry defend on a 3.
      2. Nonaggression Treaty
      The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear
      coming at them from the east.
      The first time in the game that Japanese forces attack any maroon territory, you may place four of your infantry for free in that territory before resolving combat.  If Japan attacks more than one territory, you may decide which territory receives the infantry.  If you attack Japan before it attacks you, you lose this advantage.
      3. Mobile Industry
      In response to the threat from the Russian front, the Soviets moved their factories east. They produced
      5,000 tanks east of the Urals in 1942.
      Your industrial complexes each may move 1 territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them.
      4. Salvage
      After the Battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets
      found interesting uses for them.
      If you win a combat against attacking tanks in a maroon territory and at least one attacking tank is destroyed, you may place one free tank in that territory.
      5. Lend-Lease
      With the Ukraine lost and factories moving east, the Soviet Union could neither feed nor rebuild itself. The
      Allies came to its rescue.
      During your purchase units phase, you can convert units belonging to a friendly power into your units if they begin in or moved into maroon territories. Remove the affected units from play and replace them with the same units of your own color.
      6. Trans-Siberian Railway
      The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
      Your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Evenki National Okrug, Yakut S.S.R., Stanovoj Cherbet, and Buryatia S.S.R.

      Germany National Advantages

      1. U-Boat Wolf Packs Interdiction
      Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby. The Undersea boats swarmed Allied shipping lanes, sinking ships regardless of their cargo. Some “cargo” were noncombatants.
      During the collect income phase of the U.K. and U.S. turns, subtract 1 IPC from the collecting power’s national production total for each of your submarines on the game board. If at least two of your submarines make a combat move into a single sea zone, they attack on a 3 (4 for Super Subs). They may come from different sea zones, but they must attack the same sea zone.
      2. The Atlantic and Western Walls
      The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.  Prior to the war, Hitler built a massive wall along Germany’s western boarder for a defense against any future invaders. 
      During any amphibious assault against a gray or brown territory or in any of the following maroon territories: Baltic States and Ukraine, all your infantry defend on a 3 during the first cycle of combat.  During any land assault into Germany via France or Northeastern Europe, all your infantry defend on a three during the first cycle of combat. 
      3. Panzerblitz
      The colossal Panzers rumbled across Europe and North Africa.  They would breach enemy lines, then turn and wreak havoc on the defenders.  These were supported by fully mechanized infantry divisions. 
      You start with paratroopers and mechanized infantry.  If your attacking forces destroy all defending units in a territory in one cycle of combat, or no combat is required, any of your surviving tanks and mechanized infantry in the attacking forces may move 1 territory during the noncombat move phase. 
      4. German Scientists
      Germany gathered some of the greatest scientific minds in the world to make technological breakthroughs to aid the German war effort. 
      Research tokens only cost you 4 IPCs. 
      5. Luftwaffe Dive-Bombers
      Europe was blitzed and bombed. During the Blitz, Londoners came to fear the JU-87 Stuka dive bomber, a small plain that plaid a big role.  It’s screaming screaming siren generated terror on all battlefronts.
      Your fighters may conduct strategic bombing raids. Roll one die per fighter involved in a strategic bombing raid, but divide each die roll by 2, rounded up. The maximum damage per fighter still cannot exceed twice the factories production capacity.  If intercepted, your fighters must drop their bombs for no damage and dogfight.  Your fighters may also conduct tactical bombing runs.  During the first cycle of combat, if there are no enemy fighters present, your fighter hits on a 5. 
      6. Fortress Europe
      Hitler ordered the Gustav Line in Italy to hold at all costs. Those costs included tens of thousands of men
      on all sides.
      Your artillery in gray or brown territories or in any of the following maroon territories: Baltic States, East Poland, Belorussia, Eastern Ukraine and Ukraine, defends on a 3.

      United Kingdom National Advantages

      1. Radar
      Britain’s radar alerted it to the threat of German planes crossing the channel. It used this warning to make sure the Luftwaffe never made it to the other side.
      You start out with Radar.  Your antiaircraft guns hit air units on a roll of 2
      2. Joint Strike
      The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
      Once during the game, on your turn, you may declare a joint strike. You complete your turn as normal, except you skip your combat move and conduct combat phases. (Any of your units may move on your noncombat move phase.) On the U.S.’s turn, the U.S.’s player can move any of your units during his or her combat move phase and conduct combat with them, as if they belonged to the U.S. You and the U.S.’s player
      must agree on attacking casualties, or the opposing player gets to choose them.
      3. Enigma Decoded
      Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
      Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind.
      This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved.
      4. Mideast Oil
      The United Kingdom’s 1920 division of the Middle East tapped into the power from the sands. The Germans tried to get that power for themselves.
      If an air unit you own lands in Egypt, Anglo-Egypt Sudan, Trans-Jordan, or Persia during your noncombat move phase, it may then move an additional number of spaces equal to its normal movement.
      5. French and Polish Resistance
      Poland and France fell quickly to the Germans. Thousands of French and Polish patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
      Once per game, if France becomes controlled by the Allies, you may place three of your infantry there for free.  Once per game, if Poland becomes controlled by the allies, you may place three of your infantry there for free.
      6. Colonial Garrison
      World War II represented the height of the United Kingdom’s colonial empire. Two decades later, the Commonwealth was a shadow of its world-spanning former self.
      You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

      Japan National Advantages

      1. Tokyo Express Lightning Assaults
      In the early part of the war, Japan strung together a series of invasions that shocked the world. They conquered island after island until they controlled nearly every Far East seacoast. The Japanese High Command used destroyer convoys to ferry infantry. Allied sailors dubbed this the “Tokyo Express.”
      Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your transports may make more than one amphibious assault per turn: They may move, attack a coastal territory, then move again and attack a second coastal territory. They still must stop their movement in the first hostile sea zone they enter. A transport’s capacity is unchanged; it still cannot load or offload more than one land unit plus one infantry in the turn.
      2. Kamikaze Attacks
      A terrifying development was the willingness of Japanese pilots to fly their planes directly into U.S. ships. They even developed “Flying bombs” piloted by the soldiers inside.
      At the start of sea combat, you may declare during the combat move phase that a fighter is making a Kamikaze attack. Your fighter may make a combat move without having to land in a friendly space afterward.  Each such Kamikaze attacks or defends during the opening fire step of combat on a 4 (5 for Jets).  For each Kamikaze, target a single naval unit.  Once a target is declared during the combat move phase, the attack cannot be called off, nor targets changed.  A Kamikaze automatically becomes a casualty during the opening fire stage of combat.
      3. Kaiten Torpedoes
      Like the Yokosuka MXY7 Ohka “Flying bomb,” the Kaiten Torpedo had a human pilot inside. Once the pilot closed the hatch, he would never open it again.
      At the start of a sea combat, you may designate submarines as a kaiten torpedo. They attack and defend on a 3 (4 if you have the Super Submarines development) during the opening cycle of combat.  Each Kaiten Torpedo targets a single sea unit.  Once a target is declared during the combat move phase, the attack cannot be called off, and the target cannot be changed.  The submarine automatically becomes an opening fire casualty in the opening cycle of combat. 
      4. Most Powerful Battleships with Navel Night Fighting Skills
      The largest and most powerful battleships of that time sailed under the Japanese flag.  Japan trained long and hard in the techniques of naval operations at night.  In contrast, the United States had a lot of catching up to do. 
      Your battleships attack, defend, and bombard on a 5.  On the first round of sea battles, whether you are attacking or defending, your battleships fire twice. 
      5. Dug-In Defenders
      Many Japanese troops defending Pacific islands elected to die in their bunkers rather than surrender.
      All your infantry on islands defend on a 3.
      6. Banzai Attacks
      A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant “May you live ten thousand years.”
      When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which your attacking land units consist of only infantry.

      United States National Advantages

      1. Island Bases
      MacArthur’s forces built many airbases on the islands they conquered. From these bases, they could launch attacks deeper into Japanese-held territory.
      When moving your air units, you may treat island groups as part of the sea zones containing them. For example, a fighter (move 4) could travel from Hawaii to the East Indies in one turn, assuming your side controlled both island groups.
      2. War Economy
      The US mobilized its economy for war on a scale never before seen.  Every resource of the country was tapped for the war effort.  Rationing, war bonds, and Rosie the Riveter became iconic parts of the American culture.  With its Fleets of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
      You start out with War Bonds and Mechanized Infantry.  Your cost of buying sea and air units is reduced by 1. 
      3. Marines
      “Send in the Marines!” was a popular U.S. rallying cry in World War II.
      Your infantry attacks on a 2 (3 when supported by an artillery) in the land combat portion of an amphibious assault.
      4. Fast Carriers and Battleships
      The U.S.S. Independence was the first of nine light carriers constructed on Cleveland-class cruiser hulls. The Iowa Class battleship was designed to be able to keep up with the new fast carriers.
      Your aircraft carriers and battleships have a move of 3.
      5. Chinese Divisions
      The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
      During your mobilize new units phase, you may place one Chinese infantry in China for each Chinese territory under Allied control.  You may place any number of those infantry in any friendly Chinese Territory, regardless of how many units start out in that territory.  French Indo-China Thailand is now considered a Chinese Territory, and Chinese infantry and the Flying Tiger can occupy and control it. 
      6. Superfortresses
      The B-29 Superfortress flew higher and packed more of a punch than any other plane in the U.S. arsenal.
      You start out with High Altitude Bombers.

      Breakthrough Chart 3

      1.Mobile Artillery

      Your artillery has a movement of 2, but cannot blitz.

      2.High Altitude Bombers

      Your bombers are immune to anti-aircraft fire.

      3. Heavy Artillery

      The attack value of your artillery is now a 3.

      4. Heavy Tanks

      Your tanks now attack and defend on a 4.

      5. Nuclear Weapons

      If you have Rockets or High Altitude Bombers, you may use either to conduct a nuclear strike.  Nuclear strikes follow the same rules for strategic attacks for rockets and bombers respectively, with the following modifications: A nuclear attack can be carried out on any enemy territory or sea zone, regardless of whether it has an industrial complex or not.  A nuclear strike immediately destroys all enemy units, including industrial complexes and anti-aircraft guns.  A nuked territory is now Impassable, and no longer produces income, nor contributes victory city tokens.  A bomber that is intercepted before dropping its bomb does not trigger a nuclear blast.  Upon the first nuclear strike of the game, the rules immediately change to Total War, with the number of surviving victory cities the requirement for victory.

      6. Submarine Aircraft Carriers

      Your Aircraft Carriers now have all the special abilities of a submarine.  Your carriers now attack and defend on a 2 (with the Super Sub technology, your carriers attack and defend on a 3).  Any fighters being carried also share in these abilities.  Fighters being carried by a submarine aircraft carrier may perform a Surprise Strike along with the carrier and Submerge along with the carrier, so long as the fighters are in the same sea zone as the carrier.  The carrier can still hit air units.  Fighters attacking with a carrier can attack submarines.  Entering a hostile sea zone containing an enemy destroyer still negates all special sub abilities.

      again, I’m sorry i didn’t just do this earlier

      Axis and Allies National Advantages modified.txt

      posted in House Rules
      U
      Upside-down_Turtle
    • RE: G1 naval build?

      :roll: yah, you’re right

      posted in 1941 Scenario
      U
      Upside-down_Turtle
    • RE: Upside-down Turtle's AA50 House Rules

      Below is the file under a different format.  the above one was saved as a Microsoft Word 97 file.  If you still can’t read it, I’ll need to know what software you use so I can post it under that format.

      Soviet Union National Advantages

      1. Russian Winter
      Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down.
      Once during the game at the beginning of a winter season, you can declare a severe winter. Until the start of spring, your infantry defend on a 3.

      *While in Revised this could be used on any USSR turn, restricting it to winter only makes sense.

      2. Nonaggression Treaty
      The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear
      coming at them from the east.
      The first time in the game that Japanese forces attack any maroon territory, you may place four of your infantry for free in that territory before resolving combat.  If Japan attacks more than one territory, you may decide which territory receives the infantry.  If you attack Japan before it attacks you, you lose this advantage.

      *AA50 gave Russia much more needed space in Siberia as to discourage a Japanese attack.  In my first AA50 game as the Japan, once again, I had tanks outside of Moscow.  So far for me, this old rule married to the new game has kept Japan at bay, leaving Russia’s IPCs intact to deal w/ Germany.  Yes, I changed “red territory” to “maroon” (WARNING!..GEEK RANT…Maroon?! Are you kidding me?  What ever happened to Commie Red?  It was PERFECT for Russia.  Maroon!!! What were you thinking?  Darn you, Larry Harris, Darn you!!!) to adapt it to the new board.

      3. Mobile Industry
      In response to the threat from the Russian front, the Soviets moved their factories east. They produced
      5,000 tanks east of the Urals in 1942.
      Your industrial complexes each may move 1 territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them.

      *While a half-good German player can take Korellia (typo) on G1 in 1941, the 1942 scenario lets Russia move first, allowing it to pull it’s IC and AA back to Archangelis (typo).  This opening move makes it that much harder to take that IC, stretching Germany out, making it harder for Germany to reinforce the front. Russia can still build 2 units at that IC, and it protects Archangelis, which is needed for that 10 IPC NO.

      4. Salvage
      After the Battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets
      found interesting uses for them.
      If you win a combat against attacking tanks in a maroon territory and at least one attacking tank is destroyed, you may place one free tank in that territory.

      *This is just another great ability for the Russians.

      5. Lend-Lease
      With the Ukraine lost and factories moving east, the Soviet Union could neither feed nor rebuild itself. The
      Allies came to its rescue.
      During your purchase units phase, you can convert units belonging to a friendly power into your units if they begin in or moved into maroon territories. Remove the affected units from play and replace them with the same units of your own color.

      *Her I wonder why NOs replaced NAs instead of just adding to them.  This NA marries perfectly with the 10 IPC NO that requires no British or American units on Soviet soil.  The Allies can funnel troops in from the north, and not restrict any bonus income.

      6. Trans-Siberian Railway
      The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
      Your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Evenki National Okrug, Yakut S.S.R., Stanovoj Cherbet, and Buryatia S.S.R.

      *I added the two new territories to complete the R.R.  Ever had to fight a 2 front war and the vast expanses of Siberia seemed like more of a problem that an advantage?  Well worry no more.  This allows Russia the ability to quickly shift troops from east to west and back, reinforcing where needed.  In Siberia, Russia dominates, and any Jap player will think thrice before venturing this near suicidal rout.

      Well, that’s it for Russia.  Think their too powerful?  Wait till you see Germany’s NA’s.

      Axis and Allies National Advantages modified.doc

      posted in House Rules
      U
      Upside-down_Turtle
    • RE: G1 naval build?

      My first AA50 game w/o NOs I bought a carrier on G1.  Biggest mistake.  I also left my subs idle, and ignored the British fleet.

      Personally, I feel 10 inf is the best G1 buy in order to preempt Russia’s 10 inf buy.  This allows those inf to move to the front early.  The tanks can catch up.

      A carrier on G1?  It was doable in Revised when Germany had 10 extra IPCs and 2 extra fighters.  Maybe on G2 w/ NO, but never G1.

      In a long game, a fleet is eventually needed.  Otherwise, make a B-line to Moscow.

      posted in 1941 Scenario
      U
      Upside-down_Turtle
    • Upside-down Turtle's AA50 House Rules

      I’ve read the AAHE rules and a lot of House Rules, and the main problem I feel is that they try too often to reinvent the wheal.  Pocket battleships, escort carriers, Naval fighters, half-tracks, all with different prices, stats, abilities and such, yet no individual pieces.  you must custom buy, or keep track of them some way.  :?  not that there is anything wrong with creativity.  On the contrary, it’s necessary, yet I think one can get to the point where u r no longer playing A&A, but a different game with similar pieces and the same board.

      I feel the first principle in a house rule is not to reinvent the wheel.  It’s like getting the kitty for landing on Free Parking in Monopoly.  :lol: It’s supposed to add fun to the game.

      In my house rules, I’ve done my best to honor A&A tradition by looking back at previous editions and house rules and adding the best rules to AA50.  However, the National Advantages were tweaked for AA50. I made a hybrid of the original NA’s and the Larry Harris Tournament Rules NA’s for what I hope will be the best of both worlds in terms of NA’s.  I’ll post personal comments on each factions NA’s later.  For now, here are additional rules to the file below:

      All surface combat ships; destroyers, cruisers, and battleships can bombard (why not?)

      Paratrooper bombers can act as transport during non-combat (again, why not?)

      All Cruisers move on a 3. (when using Fast Carriers NA, this only makes sense)

      Sea zone 16 closed b/c of Turkey.

      AA guns fire every time enemy flies over them

      Fighter abilities:

      Bomber Escort

      can perform Combat Air Patrols

      Can intercept whenever flown over

      Price changes:

      battleships 18 (just because it almost was)

      transports 6 (same)

      Tech Mods:

      Mechanized Inf can move 2 and blitz, independent of Tank support.  (this was the case in Revised US NA)

      Jets attack 4, defend 5, and can’t be hit w/ AA guns

      Super subs attack and defend on 3

      Improved factories also reduce cost of everything by 1 (yes, bringing back a dead technology).

      Tech mods I’m considering:

      making rockets into a improvable tech:  first rocket tech roll, u get V1 rockets, which do half damage.  The second time you role rockets, u don’t role again, but get V2 rockets, which do full damage and can use nukes, if you have them.  This is only to make nukes harder to use.

      Doing the same w/ heavy bombers via number of dice or which dice counts.

      *Comment on Nukes: I basically borrowed a rule from Risk 2210 A.D. and modded it for A&A.  I read the nuke rule in AAHE, and I thought the ability to recover from a nuclear strike so quickly was just unrealistic. I wanted to make nukes so devastating that a player may never use it.

      *A NOTE ON THE FILE

      these National Advantages pages are meant to be printed out, folded in 3, and placed in the faction boxes for each respective power.  The 3rd tech chart can be stuck in the rulebook next to the other charts.

      Axis and Allies National Advantages modified.doc

      posted in House Rules
      U
      Upside-down_Turtle
    • RE: GB Heavy Bombers

      I think a good counter to HB is the interceptor house rule.  Having to protect your bombers with fighters make it much more costly.

      Also changing the rule back to where an AA gun can whenever a plain flies over it, not just a factory.  an AA gun in Nwestern Europe adds an extra layer or two of defense.  Also, my house rules gives that option to fighters as well.  Whenever a plane flies over enemy territory, if an enemy fighter is present, I see no reason why that fighter can’t scramble and take a shot.

      posted in 1941 Scenario
      U
      Upside-down_Turtle
    • RE: Building Italian fleet - is there a point?

      In my first game of AA50, I built 1 tran and 1 inf for italy.  the next turn, i built a destroyer.  Germany actually cut and run from africa, leaving my 2 inf to get smashed by england from egypt, and the US hit Operation Torch all on round 1.  Yet, the units i landed w/ ship and air support held off successive waves of US and British forces.

      Given the fact that the allies had bad leadership, they were still ubber aggressive on the KGF strategy.  What eventually helped me win North Africa w/o NOs (the game ended in Moscow before African conquest) was my naval supremacy in the Med.  Yes, UK eventually got pissed enough to take his whole fleet and smash mine, thus I never built that carrier I was saving for, but NorAf was mine!

      The game was pretty crazy.  Germany threw everything at Russia, even letting Paris get liberated twice in the game.  Of course, Germany always took it back next turn, with no real loss in IPC, only gains for allies.

      Japan as in all KGF games absorbed Asia.

      My point w/ Italy is that a good fleet gives it operational maneuver.  Even with inferior land forces, Italy decides when and where it wants to fight in North Africa.

      posted in 1941 Scenario
      U
      Upside-down_Turtle
    • RE: Bombers on Carriers

      1 bomber per carrier, but can’t “land” on a carrier out at sea.  It must be “loaded” from land onto the carrier in an adjacent sea zone, similar to how fighters can be immediately deployed on to a built carrier.

      posted in House Rules
      U
      Upside-down_Turtle
    • 1 / 1