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Author Topic: ILs larger map  (Read 24211 times)
Fishmoto37
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« on: July 18, 2011, 02:20:37 pm »
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Current game using ILs larger map. Situation is at the end of five turns. Looks like the Germs might make a breakthrough during turn six by taking Bastogne.

Download Link:
http://www.mediafire.com/file/xytd36o55ws4d7g/AH_Battle_of_the_Bulge_varient_map.pdf


« Last Edit: July 23, 2011, 06:17:44 am by Fishmoto37 » Logged
Fishmoto37
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« Reply #1 on: July 18, 2011, 02:23:15 pm »
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Photo of entire map at the end of turn five.
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Imperious Leader
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« Reply #2 on: July 18, 2011, 02:41:03 pm »
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I remember making that map in one days sitting and i made it the day i got the OOB game. I think it came out quite nice and i'm surprised i was able to emulate it so well.
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Fishmoto37
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« Reply #3 on: July 18, 2011, 05:07:08 pm »
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I remember making that map in one days sitting and i made it the day i got the OOB game. I think it came out quite nice and i'm surprised i was able to emulate it so well.
  I think it is a great map and ever since I found it we dont use the OOB map any more. This map really expands the game. I have been trying to use some of the rule ideas in my N.Africa game. Like the supply token idea. That alone makes the game so much more interesting.
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Fishmoto37
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« Reply #4 on: July 23, 2011, 07:11:09 am »
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Plan to finish current game 07/27/11 and finish testing rule revisions. See link to ILs larger map above.
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Imperious Leader
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« Reply #5 on: July 23, 2011, 02:10:05 pm »
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Cant wait to see the new rules you came up with and revisions...
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Fishmoto37
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« Reply #6 on: July 27, 2011, 01:58:34 pm »
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OK, here is our last game using ILs larger map. We finished turn 9 and the allies surrendered. The Germs have 31 points and are prepared to break through on turn 10 and gain the maximum of 36. I have not been able to find ILs rules file on my computer. I guess I never saved it. I must have printed it out without saving. So I will post the changes here that we made in his rules. IL added mechanized infantry and tiger tanks to the oob rules. The tigers are basicly replacing some of the oob panthers. He also has a few additional reinforcments as the map is larger and the scope of the game has been increased. So we added one supply token to the Germs per turn. In the game just completed that amounted to nine additional total tokens. The allies seem to have plenty. IL also had the tigers rolling 3 dice each (d-6s) which seemed a little much. There are a lot of tigers. We reduced the tigers to two dice with one bonus die for each pair of tigers. One tiger will roll 2 dice, two will role 5, three will roll 7, and four roll 10. Its a little hard to compare his d-6 system to the oob d-12 system that we used with the pull out tabs and so forth. Another option would be to reduce the number of tigers. IL gave the tigers the option to NOT retreat if they were hit once. We did not change this. Another change was in the aircraft combat. He has I think 13 maximum turns for the game. As far as I could tell he had no provision for bad weather. Starting with turn five we rolled one d-12 with bad weather prevailing on an 8 or less. So the planes could fly on a roll of 9-12. As you can see with the addition of the mech. inf. that means rolling a maximum of six dice instead of the oob five for AA fire. Basicly we found the air forces pretty weak unless you could find some lonely supply tokens to bomb. If you have any questions I will attempt to answer them if I can.
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Fishmoto37
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« Reply #7 on: July 27, 2011, 02:12:47 pm »
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The Germs seemed to have the upper hand in this game and in my humble opinion a big part of this advantage was the tigers and the fact the allies tried to hold on to the front lines too much. The Germs operated the whole game on a shoestring when in came to supply tokens. Several time they could not attack because of lack of supply. I look forward to playing the allies sometime to determine more about the balance of this game.
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Imperious Leader
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« Reply #8 on: July 28, 2011, 01:36:14 pm »
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I will re-post the original rules here so you can modify the changes and have a proper copy of the finished rules.
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« Reply #9 on: July 28, 2011, 01:42:06 pm »
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http://www.mediafire.com/?jl8bjwsr8rg9t2q

please make the changes and then we got a decent file.
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Axistiger13
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« Reply #10 on: January 04, 2013, 07:56:37 am »
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http://www.mediafire.com/?jl8bjwsr8rg9t2q

please make the changes and then we got a decent file.

On the part which shows how many air units per turn each side has, the german part skips turn 7.
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« Reply #11 on: January 04, 2013, 09:03:48 am »
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Can you repost the rules that show this?
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Axistiger13
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« Reply #12 on: January 04, 2013, 12:23:48 pm »
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http://www.mediafire.com/?jl8bjwsr8rg9t2q

(actually the same as the file you posted)
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« Reply #13 on: January 04, 2013, 12:49:07 pm »
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The game ends on turn 8 unless you play the extended game. I see German air allocations for both parts

 
The allocations of air units are as follows:

Note: on the Allies first turn as per OOB the land units cannot move, however fighters and bombers do perform phase 1: Air Combat.

 
Allies:
Turn #   Fighters   Bombers
1   5   1
2   3   1
4   3   1
5   9   3
6   8   3
7   2   1
8   6   2

Germans:
Turn #   Fighters   Bombers
1   2   -
2   2   1
4   2   1
5   2   1
6   2   -
8   2   1
 
 

Extended Campaign:
Air Power Allocations:

Allies
Turn #   Fighters   Bombers
9   5   3
10   6   3
11   3   2
12   6   4
13   3   1

 
 Germans:

 
Turn #   Fighters   Bombers
9   6   1
10   4   -
11   1   1
12   3   -
13   2   -
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Axistiger13
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« Reply #14 on: January 04, 2013, 11:01:28 pm »
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Germans:
Turn #   Fighters   Bombers
1   2   -
2   2   1
4   2   1
5   2   1
6   2   -
7      ?       ?
8   2   1
 
/quote]

How much planes do the germans get on turn 7?
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