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Author Topic: Best House Rules ever!  (Read 2095 times)
knp7765
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« Reply #15 on: July 25, 2011, 06:03:00 am »
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That's not a bad idea to link artillery with mechs on a 1-1 basis for movement.  Although, it might be obsolete if people start incorporating self-propelled artillery into the game.  HBG is already making SPGs in his Axis Minors set.
A couple of house rules that my group uses:
1 - Defending Subs are allowed to submerge after first round of combat even with enemy destroyer(s) present.  Basically, the attacker gets to roll with whatever he/she is attacking with, including aircraft of course.  If they score hits on the subs, then tough luck.  If they miss some/all of the subs, then the subs can submerge and escape the battle.  I get the idea of destroyers cancelling the first strike capabilities of subs and spotting them for aircraft attack, but I have never liked the idea that a sub is "trapped" and can't submerge just because an enemy destroyer is present.  In reality, subs COULD still evade destroyers, it was just a little harder.  Plus, I don't like the idea of a single destroyer showing up with 10 fighters to wipe out a stack of subs.  That just doesn't seem right to me.
2 - Heavy Bombers get to roll 2 dice and get BOTH results.  In combat, it is 2 hits (@ 4 or less of course).  In SBRs, they get BOTH dice worth of damage, although I don't add the extra 2 like with regular bombers.  I think if you spend the money to research that tech, your Heavy Bombers should pack a bigger wallup.  Rolling 2 dice and just picking the best one isn't Heavy Bombing.  That's more like precision bombing or smart bombs which I think is beyond the technology of the time period of this game.
3 - Mechanized Infantry can "blitz" on their own.  We just don't think that mechs should have to be paired with tanks to take over empty territories.  They still only attack at 1 so if they run into any enemy troops, then they may be in trouble but empty territories should be able to be exploited.
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Chiefredcoles38
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« Reply #16 on: July 25, 2011, 07:31:40 am »
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Makes for a longer game, but only half of Ipc get surrendured w the loss of  a capitol?
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Young Grasshopper
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« Reply #17 on: July 25, 2011, 10:55:11 am »
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Makes for a longer game, but only half of Ipc get surrendured w the loss of  a capitol?

Where does the other half go if your capital can't produce units?
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Chiefredcoles38
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« Reply #18 on: July 25, 2011, 02:17:52 pm »
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" "The war goes on" - When a capital falls, only half of held IPCs (round up) are given to the conquering player.  In addition, powers with occupied capitols continue to collect IPCs and may mobilize infantry as China does.  If they control an industrial complex,they may mobilize artillery at those complexes  They may not mobilize any other units until their capitol is liberated.  As is the case with China, the movement of units is limited to their original territories."  Bill C
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Young Grasshopper
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« Reply #19 on: July 25, 2011, 05:36:13 pm »
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" "The war goes on" - When a capital falls, only half of held IPCs (round up) are given to the conquering player.  In addition, powers with occupied capitols continue to collect IPCs and may mobilize infantry as China does.  If they control an industrial complex,they may mobilize artillery at those complexes  They may not mobilize any other units until their capitol is liberated.  As is the case with China, the movement of units is limited to their original territories."  Bill C

I don't know, kinda takes the buzz out of taking a capital. I mean.... all my soldiers are gonna die on the beach for half your money..... thats a tough one.
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crusaderiv
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« Reply #20 on: July 27, 2011, 05:39:49 am »
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1 - Defending Subs are allowed to submerge after first round of combat even with enemy destroyer(s) present.  Basically, the attacker gets to roll with whatever he/she is attacking with, including aircraft of course.  If they score hits on the subs, then tough luck.  If they miss some/all of the subs, then the subs can submerge and escape the battle.  I get the idea of destroyers cancelling the first strike capabilities of subs and spotting them for aircraft attack, but I have never liked the idea that a sub is "trapped" and can't submerge just because an enemy destroyer is present.  In reality, subs COULD still evade destroyers, it was just a little harder.  Plus, I don't like the idea of a single destroyer showing up with 10 fighters to wipe out a stack of subs.  That just doesn't seem right to me.

HI KNP
You should take a look of A&A realism enhanced rules from R.D.Baker, you'll find cool rules about Sub and others warships.
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Chiefredcoles38
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« Reply #21 on: July 27, 2011, 02:43:13 pm »
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This is known as ”Blind" play.  We only use bombers for recon, if used, connot be used in combat¡  I will post a link to our rules, as soon as I can.   wink
« Last Edit: July 27, 2011, 02:47:39 pm by Chiefredcoles38 » Logged
knp7765
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« Reply #22 on: July 28, 2011, 03:32:42 am »
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[HI KNP
You should take a look of A&A realism enhanced rules from R.D.Baker, you'll find cool rules about Sub and others warships.
Is that somewhere in House Rules?  I checked a few pages and couldn't find it.
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crusaderiv
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« Reply #23 on: July 28, 2011, 06:54:24 am »
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Is that somewhere in House Rules?  I checked a few pages and couldn't find it.
It must be somewhere in this site, don't remember where.
You can also used Wolrd war II expansion from gamer paradise.(There's a lot of good naval rules)
But this rules have been relase in 1989 so don't know if you'll be able to get it. 
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axis_roll
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« Reply #24 on: July 29, 2011, 10:00:01 am »
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You can also used Wolrd war II expansion from gamer paradise.(There's a lot of good naval rules)
But this rules have been relase in 1989 so don't know if you'll be able to get it. 

WOW!  There's a blast from the past:  Gamers Paradise rules.  Excellent expansion rules.

I live in Chicago area and we used to play those rules for many years until Revised was released. 

Crusaderiv, how did you get those rules?  I believe they were sold via the internet, but that's going way back.
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crusaderiv
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« Reply #25 on: July 29, 2011, 11:31:37 am »
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Crusaderiv, how did you get those rules?  I believe they were sold via the internet, but that's going way back.
I bought it at the beginning of 1990's.
Geez......I'm getting older...
Yes It was good expansion rules, I based my naval rules with gamer paradise I kept the essential and ports.but I changed some rules and add some new thing like merchant marine and ports.

AL
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Yavid
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« Reply #26 on: April 22, 2012, 07:50:42 am »
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LMAO I was using Gamers Paradise rules in Revised. I've been thinking about dusting them off and maybe trying them in Global but it's been so long and so many changes were made. I think it would be alot of work to get them ready to use but OMG did i love them.
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Young Grasshopper
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« Reply #27 on: April 29, 2012, 06:55:17 pm »
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LMAO I was using Gamers Paradise rules in Revised. I've been thinking about dusting them off and maybe trying them in Global but it's been so long and so many changes were made. I think it would be alot of work to get them ready to use but OMG did i love them.

Please share.
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Yavid
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« Reply #28 on: April 30, 2012, 02:08:49 pm »
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i don't think i even have my copy of the rules anymore. I'll have to see I did see them on ebay for $5 so i might have to rebuy them. If someone has them email them to me and I'll do the work of making them global friendly.
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Cromwell_Dude
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« Reply #29 on: June 18, 2012, 08:26:04 pm »
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When I read some house rules for interceptors and escorts 2 years ago, I thought, well those rules are kinda bad. Imagine how surprised I was to see similar rules in the new 1940 series (big conformation there) . On the other hand, when I played my first game of Global and used naval or air bases, I thought "now thats a great rule". Simple units that are in line with basic A&A mechanics, and improves the game greatly.

So, aside from what was already published and incorporated into the game. What do you think are the best house rules you have ever heard of or invented yourself.

I will start with one that I read over a year ago... "Barracks" (I later re-named them hospitals in my game) made for the 50th AE, essentially it was a second IC unit that could only produce infantry. I believe the cost was $9 each, but I cant remember that or the author. I thought it was a great house rule and I used it a few times.

 Â   

How successful were the hospitals? What did you use them to accomplish?
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