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  • RE: SS GEN's 1941 Global War Game

    OK. After some discussions about ship AA guns I’m going with a few changes in my game.
    The Destroyer will not get the bonus AA plane kill now. It still has its AD@3 against planes only.
    As mentioned the AA on destroyers was just a plat form so them AA guns will be part of the AD@3.
    Battleships will still get there bonus AA gun kill @1. This is based on them using the more equipped AA guns for defense when alone.
    Cruisers now will go to AA gun bonus plane kill @2 based on them losing a turret of ship guns for better AA capability and plus they move 3 also but always did in game.
    This should make the Cruiser even more a important ship ( and weaker countries ) for air attack defense with BB or fleets or maybe even small assault fleets with shore shot.
    Also didn’t get to really try the new Tac/ Dive values of AD@6 first round only and can pick target and rest of combat rounds AD@4 with no pick. Dropping there play load only first round like stg bombers.
    Just have to figure out if BB cost stays the same and or Cruiser cost changes too.
    I feel if the Cruiser loses a ship gun turret it should go down 1 in AD value. Then some said then I’ll buy all Battleships. Go ahead with right combo of fleet gonna wack it. So these are the numbers for now.
    BB C14 AD@9 AA@1 bonus plane kill
    CR C9 AD@7 AA @2 bonus plane kill
    DD C6 AD@3 depth charge @3
    Tac/Dive C8 AD@6 first only pick target AD@4 rest of combat rounds.
    But Tac/Dive can only hit surfaced subs @3.

    Don’t forget planes are dog fighting same time as combat.
    Figs C8 AD@5 2 or less bonus DF plane kill
    Tac/Dive roll a 1 after first round get a bonus DF plane kill too
    Stg Bomber rolls a 1 get a bonus DF plane kill too. May drop this based on there focus is dropping payload first round only so can’t DF on first round like Tac dive

    posted in Other Axis & Allies Variants
  • RE: 1942 Second edition House Rules for a more interesting game.

    Ya but every thing is raised +1 across the whole game for AD
    So far Allies 3-2
    But should be 4-1. Axis had 1 tank in coast city. Allies Didn’t bring enough troops.
    It was nice had allies attack St. lo on T4 or 5
    Added a few pieces to setup. 3 extra paratroopers and a few tigers late on card and AD@5 I think M1 only. Moved 3 block houses off coast on upper left side of map and put in 2 more against big US beachhead and other one against other US beach head.
    This is the map I use.
    Better take d day discussion to correct thread from now on
    DA6E0A3F-2E5B-4517-B1B4-BDFC48594DD2.jpeg

    posted in House Rules
  • RE: 1942 Second edition House Rules for a more interesting game.

    D day I use d8 dice. Gives allies better chance of winning and only use 1 set of cards not all 3.
    I got plenty of naval values and have tested many of them.
    Thanks

    posted in House Rules
  • RE: 1942 Second edition House Rules for a more interesting game.

    I’ve hosted 100 games now and play 39 40 41 42 games. So I’ve seen a lot of testing or playing or both.
    Like I may add in above NA chart for US fletcher destroyers with aa @1 bonus kill because they did come out when my game starts and also to counter Japan’s long lance torpedoes.
    You gotta play test !

    posted in House Rules
  • RE: 1942 Second edition House Rules for a more interesting game.

    Instead of putting in 3 different cruisers in game I combined all 3 types in one cruiser.
    This for guys in group not getting confused with extra pieces. With cruisers being the air attack defender they are able to get to some small fleets faster and or bigger fleet defense
    It works in my game. Most cruisers get bought in pacific.
    But now I’m going to raise the aa of cruisers to 2 instead of 1 and take away the destroyer aa all together.
    I will post up date in my game thread.
    I’m trying to do numbers crunch based on if cruiser aa goes up 1 there AD goes down 1 for losing gun turret for ships because they had extra aa stuff added to them.

    Now you could have in your game with each countries pieces all cost different move different and etc. based mostly total historic accuracy. Most wont play that in global games based on to much different stuff for all.
    But 42 it would work because it’s on a smaller scale based on how much pieces are in game.

    posted in House Rules
  • RE: 1942 Second edition House Rules for a more interesting game.

    Ok. Thanks. I’ll probably adjust my DD to no AA because they Defend normally against planes so that the AA platforms are part of there defense value. Increase Cruiser AA value and keep Battleship AA lower than Cruiser. Yes my Cruisers move 1 more than all other ships in game already.

    posted in House Rules
  • RE: 1942 Second edition House Rules for a more interesting game.

    8848B04D-A334-4F2A-9F6D-FAB45F36C717.jpeg

    This is the NAs we use in my game. Roll 2 d6 dice at start of game and that’s what you get to use the whole game. This makes every game somewhat different.
    Some of these have been changed for the rule of them.
    Probably change 1 or 2 more yet then get new boards printed.
    This is ideas for you to see.

    posted in House Rules
  • RE: 1942 Second edition House Rules for a more interesting game.

    Tipitz had anti air 16 37mm guns. 16 30mm guns and 92 20mm guns Jeez I hope they killed 1 plane.

    The Japs lost more than half there planes by US in last year of war from aa ship guns. Just got better and better at it

    Go look up a French battleship. They had a ton of anti air guns

    posted in House Rules
  • RE: 1942 Second edition House Rules for a more interesting game.

    Depends. Start them weak then make them a bit stronger later in war and There’s some options there for a NA or 2 for US and Japan. For being stronger like fletchers destroyers is one. But make sure u have a long lance torpedo NA for Japan too or give them that at start.
    Depends on how historic u want or fantasy game play

    posted in House Rules
  • RE: 1942 Second edition House Rules for a more interesting game.

    @Imperious-Leader said in 1942 Second edition House Rules for a more interesting game.:

    @SS-GEN only cruisers had AA capability to the level of which can be represented. Of these cruiser types, USA and Japan would be the only nations that pursued this idea to provide the Carrier with AA gun platforms because only really they could keep up with the fast carriers

    Ya but all 4 ships had AA guns.
    Ok let me ask you this. What did a destroyer use when only attacking planes came in on the fleets they were protecting ? They just let them fly bye ?
    Technically all ships in games have aa guns. It’s just not mention because they can kill all planes if just planes attacking ships. Oh now the ships are to strong against just planes.
    I heard of the ships using there bigs guns against planes only. If that’s true. I can see it.
    So then how do Just destroyers defend against just attacking planes ? Pee shooters ? D6 games they due AD@2. With what weapons ?

    Other problem in games is the planes get banked till the end of most combat rounds. That’s bogus too in game. At least in my game you have a chance to kill a bonus plane during each round of combat both sides and also figs on figs bonus kill same rounds. All planes can retreat after 1 round of combat.
    At least this way you force both sides to pick a plane casualty when they don’t want too.
    Nobody’s gonna play with air superiority in any game. At least this represents all types of combat.

    posted in House Rules