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    Baron Munchhausen

    @baron Münchhausen

    '17 '16

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    '17 '16

    Best posts made by baron Münchhausen

    • RE: G40 Redesign (currently taking suggestions)

      @mAIOR said in G40 Redesign (currently taking suggestions):

      I think an attack on ships should be preceeded by an AA defense equal to half the ship’s defense.

      And I like the idea of TAC/NAV being allowed to chose target.

      Another thing I thought of was to fix a scale for the units in game so we can have some more interesting OOB.

      Any level of AA which is higher than up to @1 on aircraft, is going to create a lot of aircraft attrition. I saw this happened many times in various playtests. So, it implies to compensate for the accelerate losses of aircraft. Keeping 10-11-12 IPCs values is too high and was balanced for a game which was meant to shield aircraft casualties in many many ways.

      As I wanted something like 1914 dogfight for Fighter while TcB being able to target enemy’s ground units (at least, but I’ve tried just 2 times with targeting warships too: need more playtests on that point ). I developed my own working house rule but on 1942.2. It works relatively well. But cannot say for G40 kind of scale.

      Fighter are A2 D2 M4 Cost 7, always hit aircraft first if any present, as long as there is on the opposite side.
      TcB are A3 D2 M4 Cost 8, pick any ground target as casualty upon a successful hit.

      I hope you will see how this going in the direction you intend to implement.
      The 1914 dogfight mechanic can somehow be working each combat round, as long as you have Fighter remaining on any side.

      Just note that Tank A3 D3 C6 have better odds, so it happens very often when trying to take a needed TT, Fighters were sacrificed along the battle so to keep better odds and the opportunity to conquer the TT.

      HTH, wish you luck to find the adequate numbers for your game.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Global War 1940 2nd ed.

      @SS-GEN said in Global War 1940 2nd ed.:

      Also I’m a bit hesitant on naval fig D4 in a DF

      Hi SS, what makes you so reluctant about Fighter defending @4 (4/12 is 33%) in a Dogfight?
      Most game with DF features allows such Fighter defending with 33% odds.
      I’m thinking also about Balanced Mode, which play fighter interceptor and escort @2.

      You wrote:
      Land-based Fighter C10 A@6 D@7 M5 DF A@3 D@3
      Naval Fighter C10 A@5 D@7 M4 DF A@3 D@4

      Also, for same 10 IPCs cost, I feel that it is a correct trade off between better offense and range compared to landing on Carriers and a small bonus in dogfight.

      You wrote:
      Land-based Tactical Bomber
      C10 A@7 D@5 M5 DF@1
      Roll a 3 or less can pick target with return shot

      Naval-based Dive Bomber
      C10 A@7 D@5 M4 DF@1
      Roll a 3 or less can pick target with return shot.

      For same 10 IPCs cost, in that case, there is no trade off between better range compared to landing on Carriers.
      In addition, with D12, it may be relevant to use the option to increment Dogfight for these two aircraft. After all, 1 out of 6, is not an OP value.
      Maybe, you can improve Dogfight of Naval Dive bomber compared to “Stuka” as Land-based TcBomber. If a single value for A/D is what you are looking for these bombers, then @2 might be also correct.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: G40 Redesign (currently taking suggestions)

      @MGregersen said in G40 Redesign (currently taking suggestions):

      @baron-Münchhausen Does a definite document with these interesting changes exist so that it could be applied to the G40 board version?

      Hi everyone!
      I’m pretty busy during lock down.

      Just a few minutes to say hello.
      Especially to a new member, Mr Gregersen.

      I’ve got a lot of various of Word doc for different games and roster. But no definite. The most useful way to find what suit your game is to pick a few House rule from Barney’s TripleA development. And see what you feel working.

      IMO, there is so much fun to tweak a few things to see if it improves the flow of the game according to your taste and of your friends.

      For my parts, I like boats and naval battle a lot. So I tend to increase ships building with lower cost.
      But to what extend can you play while affecting balance somehow.

      Barney is the one which play test the beast more intensively. He can surely give a bit of advice about what worth a try.

      If you want some Word file to tweak with I can share one.

      Have fun and take care all of you.
      There is a nasty virus outside, be safe everyone.

      Baron

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: G40 Redesign (currently taking suggestions)

      Another aspect I forgot to mention,
      is that a few rules on Sub warfare with DD and aircrafts can be implemented quite differently between board game and TripleA due to the programming effort required to derailed from OOB rules mechanism.

      In a few cases, you can get similar results with less combat steps.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Convoy Disruption: 1941, 1942.2 & G40 Submarine economic warfare

      @Imperious-Leader
      On Baltic convoys in 1942.2 or AA50, instead of Norway Sz, it is about giving a real opportunity for Germany to defend it against USSR Sub or other Allies built in Atlantic.

      The scale and pace of this game cannot give room for a working weak spot so far from Germany’s influence in Norway SZ, even if this only 1 SZ away from Baltic. Trying to protect this SZ outside is a waste of money or units. So, it remains almost a deprivation of Germany’s IPCs with no way to win the upper hand.

      In Baltic, when Germany abandon ship building, then it still becomes an Allied Sub raiding zone.
      Just a bit later.

      So, it is the compromising between play balance and historical accuracy.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: G40 Redesign (currently taking suggestions)

      @mAIOR said in G40 Redesign (currently taking suggestions):

      Yeah… My idea for my rework revolved around DD making an ASW check if subs decide to do a surprise attack. If successful, the submarines will be sunk.

      So I want to have the ability to spend money on convoys and escorts and the uboats reducing that amount with successful attacks. Kind of bringing a bit more of the strategic humpf to this boardgame.

      I like DDs with a 2:2 value as I think it is fitting. Submarines are downgraded to 1:1 but they will also cost a lot less like 4 or even 3.
      Their impact will also be more over time than immediate.

      Sooo many things to try out…

      As a matter of fact, you are not downgrading Subs, it is quite the contrary. Going from A2 D1 Cost 6 to A1 D1 Cost 4, 1 hit. Is a blessing for them.

      Reducing Submarine to low 4 or, even 3 IPCs, is a dangerous path to create unbalancing effects in Naval Combat. One issue you might encounter amongst power players which are looking for ways to win at all costs, is about the fodder unit. If any unit can be used for cheap fodder, no matter its combat capacity, you will use it as a shield around hard hitter. For instance, 5 Subs A1 D1 at 4 IPCs would provides 5 hits and 5 pips A/D for 20 IPCs. Compared to a single roll @4 for Battleship, with 2 hits. The real deal will be to purchase almost exclusively Subs around already existing units to protect them.

      I’m not sure it would be the kind of Naval warfare you are looking for.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: General 6 Stars 1941 WW2 Game

      @SS-GEN
      Thanks for the addendum.

      With up to 2 planes you get the same strength as a Carrier.
      Islands were nick-named unsinkable aircraft carriers.

      The OOB rules forbidding to land on a just conquered territory was certainly introduced to prevent both unlimited full move attack kamikaze-liked.
      And unbalancing the borders battle with immediate hold of a TT with 1 ground and a massive airfleet, making impossible to fight back and forth over a territory.

      The impact of this rule is that besides opening combat with setup, there is no dogfight in skirmishes battle overland, only at sea with carriers or scramble.

      Allowing 2 ( you may decide to go 3, as scramble allowance) is to keep things within limits while having the fun of dogfight above battlegrounds.

      When u mean pay 2 you mean 2 move left then plane can land. It’s like fly across sz move 1 then land move 1 = move 2.
      So the 2 planes can land after battle if they have 2 moves left.

      Exactly. For instance, 2 land Fighters (M5) starts from an island with AB+1M move 2 SZs, and 1 over land. 3 moves left. If they win, they have enough to land, otherwise they can fly back.

      posted in Other Axis & Allies Variants
      baron MünchhausenB
      baron Münchhausen
    • RE: Axis and Allies expansion?

      This is from Philip Schwartzer: World War II: The expansion.

      It is a black and white booklet cover with a Submarine as picture.

      Pillbox add +1 to defense for 1 IPC, to be put on Japanese Infantry on Islands.
      Cruiser cost 13 IPCs, if Battleship worth 24 IPCs.
      Destroyer cost 8 IPCs, A2 D2 M2.

      HTH.

      https://boardgamegeek.com/boardgame/22927/world-war-ii-expansion

      I played a lot with this Expansion in my early twenties.  :-)

      Pillboxes token are from this Expansion:
      https://boardgamegeek.com/boardgame/22952/world-war-ii-expansion-2

      posted in Customizations
      baron MünchhausenB
      baron Münchhausen
    • RE: House Rules: Master List

      This one talk about map reshaping in Europe, making Berlin a land TTy only with no access to Baltic Sea.

      Amphibious invasion of Berlin: A recurring issue
      June 24, 2014, 01:55:30 pm to reply #17 on: June 30, 2014, 01:42:16 am
      http://www.axisandallies.org/forums/index.php?topic=33755.msg1293376#msg1293376

      Another map reshaping for 1942.2, this is opening post:
      @Argothair:

      Background

      So, for those of you just tuning in, there’s a reasonably broad consensus about A&A 1942: 2nd Edition that it’s a fabulous game but that (a) it’s slightly unbalanced in favor of the Axis, and (b) it fails to break out of the increasingly tired rut where Russia immediately evacuates all of its Asian troops, China is a speed bump at best, and the optimal strategy is for the Axis to race for Moscow while the Allies race for Berlin.

      We’ve talked about many potential solutions for these issues, most of which have involved adding additional units and/or changing the price of units. We’ve steered clear of changing the map, though, mostly because map changes disrupt game balance in ways that are hard to predict, and tend to damage the graphics – you don’t want to go around leaving permanent marks on your snazzy $60 game boards with a $2 sharpie.

      A Modest Proposal

      Keeping those risks in mind, I have a proposal for a very small set of changes to the 1942.2 map that could yield big payoffs in terms of creating additional game balance and strategic variety without ruining the aesthetic appeal of the game. It’s just a proposal, though, so I strongly recommend using a pencil…

      1. Draw a vertical line from the northeast corner of Afghanistan to the center of the southern border of Sianking, dividing Szechuan into two territories: Qinghai (west) and Henan (east). Qinghai is worth 1 IPC and contains a new Victory City named Chongqing. Qinghai starts the game with 1 American infantry. Qinghai borders Kazakh, Sinkiang, and Henan. Henan is worth 2 IPC and starts the game with 2 American infantry, 1 American anti-aircraft gun, 1 American fighter, and 1 factory. Henan borders Sinkiang, Henan, Anhwei, Kwangtung, and Yunnan.

      2. Draw a vertical line from the northwest corner of the Caspian Sea to the center of the southern border of West Russia, dividing the Caucasus into two territories: Armenia (west) and Volgograd (east). Armenia is worth 4 IPCs and starts the game with 3 infantry and 1 artillery. Armenia borders Ukraine, West Russia, Volgograd, Persia, and the Black Sea. Volgograd is worth 2 IPCs and starts the game with 1 tank, 1 anti-aircraft gun, and 1 factory. Volgograd contains a new Victory City named Stalingrad, and borders Armenia, West Russia, Russia, and Kazakh.

      3. Draw a diagonal line that runs across the narrowest portion of Vologda, starting from the southeastern border of Archangel and finishing at the northwestern border of Novosibirsk. The line will split Vologda into two territories: Omsk (west) and Chelayabinsk (east). Omsk is worth 1 IPC and starts the game with 1 infantry. Omsk borders Russia, Archangel, Chelayabinsk, and Novosibirsk. Chelayabinsk is worth 2 IPCs and starts the game with 1 factory. Chelayabinsk borders Omsk, Archangel, Evenki, and Novosibirsk.

      4. Draw a vertical line splitting Libya into two territories: Tunisia (west) and Cyrenaica (east). Tunisia is worth 2 IPCs and borders Algeria, Cyrenaica, and the Italian sea zone. Tunisia contains a new victory city named Tunis. Tunisia starts with 2 German infantry at setup. Cyrenaica is worth 1 IPC and borders Tunisia, Egypt, and the Italian sea zone. Cyrenaica starts with 1 German tank at setup.

      5. Eastern Australia is now worth 2 IPCs instead of 1 IPC, and contains a victory city (Sydney).

      New Starting IPCs:
      USSR: 24 -> 27 IPCs (+3)
      Germany: 40 -> 42 IPCs (+2)
      Britain: 31 -> 32 IPCs (+1)
      Japan: 30 -> 30 IPCs (no change)
      USA: 42 -> 44 IPCs (+2)

      New Victory City List:
      Allies (10): Washington, London, Leningrad, Moscow, Stalingrad, Calcutta, Chongqing, Honolulu, Sydney, San Francisco
      Axis (7): Paris, Berlin, Rome, Tunis, Shanghai, Tokyo, Manila

      There are 17 total victory cities. If either the Allies or the Axis control 11 or more Victory Cities at the end of the USA’s turn, then that team immediately wins.

      New Russian Starting Factory List:
      Karelia (2 units/turn), Volgograd (2 units/turn), Russia (8 units/turn), Chelayabinsk (2 units/turn).

      Strategy Discussion

      The point of these changes is to encourage the Russians to vigorously defend their Asian territories, to encourage Germany to vigorously defend north Africa, to allow the Americans to pump major resources into China if they so choose, to force the Allies to defend at least part of the Pacific, and to give both sides even chances at victory even without a bid.

      The Russians now have a starting factory in the Ural mountains (Chelayabinsk). Holding that factory and the immediately adjacent territories is worth 6 IPCs, meaning that you can drop two infantry a turn into the Ural factory and have them pay for themselves. Russia may not have a good reason to defend Buryatia, Yakutsk, and the Soviet Far East, but now at least there is a Russian rallying point somewhere along the 3,000 miles between Vladivostok and Moscow. If the Japanese conquer Chelayabinsk, it will seriously improve the Japanese income and logistical situation, but it is not necessarily an immediate game over for Moscow, which is still two spaces away.

      The Russians now have some room to trade in the south – Germany wants to capture Armenia because of the valuable oil worth 4 IPCs, and can do so relatively easily by swinging the Italian navy over to the northeast, but because Armenia does not come with a free factory, and because the USSR can still produce units in Volgograd, it is not necessarily worthwhile for the Axis to pull extreme stunts like flying the Japanese air force over to defend a captured Armenia.

      The Americans now have a starting factory in China (Qinghai) that is guaranteed a chance to produce 2 units before the Japanese can even attack it. Because the Americans start with an extra infantry and extra AAA gun in the region, if the Americans use both builds and also consolidate all forces in Qinghai, they have some hope of holding it against the Japanese on turn 2 even if Japan sends all available forces and the Russians/British do not help reinforce it. With a coordinated Allied effort, China can now hold against a mid-strength Japanese attack until turn 5 or 6 without the need to strip Russia or India bare.

      In north Africa, the Germans no longer have an attractive option to blow open Egypt on turn 1, because the ex-Libyan infantry is now out of position in Tunis. On the other hand, the Americans no longer have the option of defending all of Africa by ferrying troops to Morocco – once the Germans do crack Egypt on turn 2 or turn 3, the Allies will have to reinforce sub-Saharan Africa via West Africa and/or India, because Morocco is just too damn far away. On the third hand, if the Americans do choose to land in Morocco, the Germans will be less likely to just abandon north Africa in response, because now they have a 2 IPC territory with a victory city in it to defend. If the Germans let the Americans walk into Tunis, the Americans can build a factory there, and use it to seize Paris and Rome, setting up a European Allied victory even if the Allies never capture Berlin.

      Meanwhile, most of the old strategies can still be used if desired – the sea zones are all the same, the navies and air forces are all the same, the capitals are all in the same places, the starting forces distribution is virtually unchanged, and most of the map is encouragingly free of pencil marks.

      Let me know what you think!

      PS Many thanks to Black_Elk for his thread on moving Russia’s factories to the east, which is what got me thinking about these map changes in the first place, and to everyone for your feedback on earlier articles I’ve posted, which have helped me push the ideas in this piece forward to (what I hope) is their logical conclusion.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: General 6 Stars 1941 WW2 Game

      @SS-GEN said in SS GEN's 1941 Global War Game:

      Well on islands a lot just had an airstrip. I can see maybe going with 1 plane on them and 2 at a airbase on the bigger so called islands.
      I still would like to play with any airbase can scramble 3 planes but never get the +1 move.
      But that’s another topic !

      2 aircraft or less is to give room for a correct defense built up after winning.
      Usually, attacker will not compromise aircraft on the frontline. To put them at risk, the main reason is to reinforced a needed to keep TTy wich have a few land units. With only one aircraft, my playtest showed it was not enough. Unless playing with OOB Fighter A6 D8 M4, which only one can bring a good swing,if casualty are played as normal.

      posted in Other Axis & Allies Variants
      baron MünchhausenB
      baron Münchhausen

    Latest posts made by baron Münchhausen

    • RE: Has Anyone Played This ?

      @barnee
      Hi Barnee,
      I’m still not enough into gaming, but wanted to say hello.

      I had an opportunity to play once a few days ago.
      Interesting introduction into A&A.
      The Hex map is a welcome change which requires practice to read correctly.

      Simple and well designed game, IMO.
      Plus an added GIJoe flavor, indeed.

      posted in G.I. Joe: Battle for the Article Circle
      baron MünchhausenB
      baron Münchhausen
    • RE: Convoy Disruption: 1941, 1942.2 & G40 Submarine economic warfare

      I have playtested my National Convoy House rule and Convoy SZs for 1941, so only Submarine can do convoy damage.

      It works in a way that it increase possible losses for Allies vs Axis but the counter will be 0.5 IPC bonus per undamaged NCM for Allies while giving 1 IPC bonus for Axis, which I believe favors two Allied powers (UK and USA) over 1 Axis power (Japan).

      I use Convoy rules to reduce UK and US economy, so purchasing become tough on pocket due to IPCs shortage. I have hope this can balance things out to play an interesting 1941 game.

      Russia have 2 Convoy SZ**, so its economy can suffer from raid and get a little bonus.

      National Convoy Disruption for 1941 Submarine economic warfare
      First thing, each Convoy SZ is to be identify with owner’s Control Marker.

      All Convoy SZs worth 2 IPCs and are bordering at least 1 TT or have one island group or more islands in it.

      These TTs can worth 0 IPC to many IPCs, this doesn’t change the 2 IPCs Convoy SZ basis for 1941.

      Here is all 1941 Convoy SZs I would implement (some such as SZs 2, 3, 28, 37, 40, 43 can be considered as Allied lend-lease shipping SZs coming from either UK or US toward Russia or Australia) :

      Soviet Union 7 IPCs starting income.
      2 C-SZs x 2 IPCs = 4 IPCs max.
      SZ 4 (Karelia & Archangel), deactivated if both captured,
      SZ 28 (Middle East), deactivated if captured.
      Bonus: 2x 0.5 = up to 1 IPC

      United Kingdom 12 IPCs
      6 C-SZs x 2 IPCs = 12 IPCs max.
      SZs 3 (Iceland), 10 (Eastern Canada),
      14 (Gibraltar UK), 27 (Union of South Africa / French Madagascar),
      30 (East Indies), 37 (Solomons).
      Bonus: 6x 0.5 = up to 3 IPCs

      United States 17 IPCs
      7 C-SZs x 2 IPCs = 14 IPCs max.
      SZs 2 (Greenland), 11 (US East Coast),
      12 (Caribbean), 22 (Brazil),
      SZs 40 (Hawaii), 43 (Midway), 48 (Alaska).
      Bonus: 7x 0.5 = up to 3 IPCs

      Germany 12 IPCs
      2 C-SZ x 2 IPCs = 4 IPCs max.
      SZ 5 (Norway-Finland: Baltic Sea)
      SZ 17* (Anglo-Egypt Sudan)
      Bonus: 2x 1.0 = up to 2 IPCs

      Japan 9 IPCs
      5 C-SZs x 2 IPCs = 10 IPCs max.
      SZ 31 (Southeast Asia),
      SZs 32* (Borneo),  38* (Philippines),
      SZs 45 (Manchuria), 46 (Coastal China).
      *Deactivated on set-up.
      Bonus: 5x 1.0 = up to 5 IPCs

      The most important thing to note :
      lf at least 1 territory bordering (or Island or an Island group within) the Convoy SZ is taken from his original owner and the Convoy SZ belong to the same owner, then this Convoy SZ is deactivated and can no longer be raided by enemy’s of the original Convoy SZ owner’s which have his control marker in this Convoy SZ. But can no more gives bonus either.

      When such Convoy SZ is deactivated, simply flip this Nation Control Marker face downward.

      Only Submarine can raid Convoy SZ.

      During Phase 3: Conduct Combat
      Combat Sequence
      1. Strategic and tactical bombing raids AND/OR Convoy Disruption

      Each Submarine can either make a regular attack (Step 3. General combat) or a Convoy raid (Step 1. S&TBR AND/OR Convoy Disruption).
      Even if there is warships (excluding DD) in Convoy SZ, Submarine can still make such raid.

      Once the raid is done, Submarine cannot retreat and must stay in last raided C-SZ.

      Each 6 IPCs Submarine can do 0 to 2 IPC damage, by rolling 1D6: 1-2 = 1 IPC / 3-4= 2 IPCs / 5-6 = 0 damage.
      So a single Submarine may do from 0 IPC damage to 6 IPCs in a single raid, depending on how many SZ raided, up to 3 Convoy SZ.

      There is no defense roll.
      Destroyer presence protect a SZ from raiding.

      Damage are immediately remove from Convoy owner’s hands, never more than 2 IPCs per SZ for the whole game round.

      And attacker must put chips under SZ owner’s Control Marker (1 chip per IPC damage) as a reminder for the game round of how many IPCs were raided if multiple raids occur from more than one alliance powers.

      These chips under owner’s National Control Marker will be removed at no cost from the Convoy SZ during raided SZ’s owner
      6. Collect income phase while counting damaged C-SZ to give Convoy bonus IPC.


      1941 Cost structure:
      Sub 6, DD 8, Carrier 12, BB 16.

      Unit type
      Cost    Combat values
      Special abilities

      SUBMARINE
      6 IPCs A2 D1 M2
      Cannot hit Submarine or Aircraft
      Submerge and Stealth Move
      Combat OR Convoy raiding

      Convoy raiding: up to 3 rolls, max.
      On Station: 3 rolls in same Convoy SZ
      Active raiding:
      1 roll in starting C-SZ,
      1 roll in other C-SZ moving through, if any.
      Can roll once or twice in ending Convoy SZ.
      Max 3 rolls total.
      Results per D6 roll:
      1-2 : 1 IPC lost
      3-4 : 2 IPCs lost
      5-6: 0 IPC lost.
      Once movement is done, roll according to C-SZ along the Submarine path.

      DESTROYER
      8 IPCs A2 D2 M2
      Cannot block Sub’s Submerge
      Block Stealth move and Convoy raid in actual SZ
      Depth charge @2 once on submerging Subs.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: [1942 SE] Balancing the game suggestion

      @Imperious-Leader said in [1942 SE] Balancing the game suggestion:

      @8d88 well the bomber can be placed in Finland so it will only be used in 7, that makes for no disaster for Germany in 7 and not a ruined game. Its hard for Germany to fail in 7 and lose a plane or two and still allow a UK BB.

      By moving it into Finland, you want to preserve Egyptian troops for UK1, right?

      As far as I understand, OOB setup was making UK too much behind. So, requiring a boost when playing in a Tournament because Allies did not have 6 or 7 hours to get the upper hand.

      I also believe LHTR 3.0 forbid any possible Sea Lion.

      Which was possible OOB.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: Axis & Allies 1941 Optional Rules

      @Valladares

      I used Tank as substitute for Artillery bonus on Infantry.

      No need for more sculpts, just giving +1 Attack bonus when paired 1:1 with a Tank.

      That way, you introduce a combined arms mechanics at no real cost. In addition, you make Inf+ Tank combo the best attacking land units compared to 3 Infantry by a small margin, for same cost.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: [1942 SE] Balancing the game suggestion

      @Imperious-Leader

      Assuming LHTR 3.0 but moving German Bomber out of Ukraine and giving USSR a bomber while letting the Fighter in Ukraine can it be enough to keep balance in same zone as LHTR?

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: [1942 SE] Balancing the game suggestion

      @Faramir said in [1942 SE] Balancing the game suggestion:

      @willdan5 1942 SE with the tournament setup is pretty balanced. Germany will defeat Russia 1v1, but it isn’t a 1v1 game.

      However, Russia1 is pretty scripted on Ukraine S.S.R.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: [Global 1940] Changing AA in the game

      @Faramir said in [Global 1940] Changing AA in the game:

      Cost 3
      Attack 1
      Defense 1
      Gets 1 shot vs air at 1.

      Do you mean 1 AA shot both for offense and defense? Or just as usual AAgun on defense only?

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: [1942 SE] Balancing the game suggestion

      @willdan5

      Interesting way to get a better balance.
      Maybe this + 8 IPCs shift can be made without using the map and average.

      We still have to invent a way to provide

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: 1942.2 : case for Zero IPC Territory

      @Imperious-Leader
      Hi IL,
      I can see that some TTy in Siberia did not worth a real boost in economy.

      Your suggestion made me think about a way to expand my first idea a little bit more, even if it is not truly accurate/realistic from a geo-economic POV.

      When invading a Zero IPC island TTy with an amphibious assault, if winning get 2 IPCs.
      If defending side won the battle, he get 1 IPC.

      If it is a Zero IPC continental TTy, the invader gain 1 IPC.

      It remains a bonus given through the result of a combat. No additional economic value to keep such islands on subsequent rounds.

      That way, it is an incentive to fight over these TTys nonetheless.

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen
    • RE: [Global 1940] Changing AA in the game

      @General-6-Stars said in [Global 1940] Changing AA in the game:

      @baron-Münchhausen said in [Global 1940] Changing AA in the game:

      @General-6-Stars

      Another way to keep 5 IPCs AAA interesting is to make it a 2 hits unit, which could be repaired on next purchase phase.

      Up to 3 preemptive rolls @1, then can soak 1 hit before being destroyed. No roll during regular battle.

      Someway to figure strongholds and somekind of defensive fortifications.

      Buying them is still a niche units for specific defensive situation but cannot buy only such.

      Cost to low for a 2 hit unit. Be used as a fortification.

      Hi General,
      Can you develop a little more, please ?

      In many occurrence, unless a very large stack of units in Capitol Victory city, when on defense with AA guns, they might be destroyed in many battles due to overwhelming attacking units. In addition, beside the opening rolls, it is only value as hit soaker while an Inf or Arty still roll @2.
      5 IPCs for 2 hits, is 2.5/ hit but AA gun has no mobility Combat move and cannot be use on offense, to the contrary of standard units.

      I don’t see how it can drag down so much a game to make it an all purchase favorite to turtle up. 2x 5 IPCs can provide a Fighter and is much more interesting in many aspect.

      Maybe it can be interesting to compare all cases on a 30 IPCs basis:
      1- 10 infantry (A10 D20, 10 hits)
      2- 6 AA guns (A0 D1* vs up to 18*, 12 hits)
      3- 3 Fighters (A9 D12, 3 hits)

      4- 5 Inf, 3 AA (11 hits)
      5- 5 Inf, 1 AA, 1 Fg (8 hits)

      posted in House Rules
      baron MünchhausenB
      baron Münchhausen