Optional rules to make naval warfare more interesting


  • @ShadowHAwk:

    You are forgetting that nobody will make an army of 10 tanks 20 inf and 10 art. They will make an army of 10 tanks and 30 inf vs 40 inf, which is 10ipcs cheaper and does exactly the same in combat.
    That is the point you now buy art because you want to make your infantry useful, if you limit the amount of units you can use in combat then you will not waste space on art you will use heavy hitters in stead of art.
    On defence tanks are also better then art so why would you buy them in the first place.

    yes. you are correct. I will hold on this rule until I can find a way to make it work. Next game in a couple of weeks. Going to test three new rules:

    1 - Naval Spotting - simplified version
    2 - Aerial combat changes
    3 - Capital ships take two turns to build.

    I am also working on something new.

    For your help I am posting a sneak peak:

  • '21 '20 '18 '17

    Wow that dossier is cool!

    Star Wars: Rebellion, Imperial Assault, Armada and Xwing Starfighter all look awesome.  I only play the last one ATM, it is expensive and collectible but its fun to play, fairly fast, and it puts most other tabletop wargames to shame.    I’d play any of those 4 tonight and again this weekend if I had the takers.

    As you said, you put your gaming dollar down for the hopes of some dynamic rules and a great game, it is perfectly ok for a game to have some warts and issues…but after WH40K’s endless rule changes and broken and imbalanced teams, and MTG’s incessant power-deflation, the money (and time) aspect has to be balanced against the quality issues…

  • '17

    This thread reminds me of how I’d play Axis and Allies Global 1940 if I were filthy rich.

    Intelligence as a part of the game turn order would be incorporated into the game in military terms as far as gathering information for enemy strength/location ect.

    If I was rich…I’d pay people to referee an Axis and Allies Global 1940 game.

    There’d be 3 different boards set up in 3 different rooms all for the same game.

    1 board would be the Axis Room

    1 board would be the Allies Room

    1 board in the middle (Axis and Allies side players could not see) would be for the Administrators of the game room only.

    Axis and Allies sides could only see numbers/units of enemy units on their border initially whether adjacent by land or sea. From then on, there would be a " Reconnaissance" or Spy turn in the game turn order. Only the Administrators’ room would have the complete setup of the board.

    House Rule would be:

    1. Repair damaged facilities
    2. Purchase units
    3. Reconnaissance Step: Players could utilize submarines or S. Bombers for a recon mission. Each Sub or bomber, within it’s range of movement, could pass through or move to (if a sub wants to stay) to spy on one specific land territory or sea zone for a cost of 1 IPC per unit used in that part of the turn order. Players would have to smartly “save” IPCs for the RECON part of the turn order. Each side would be informed which territory was spied on. In the case of being spied on by subs, players would have to hunt the sub with a destroyer. Subs or S. Bombers used for RECON could not be moved in the Combat movement phase.

    Whatever intel is discovered during the RECON phase, the corresponding units would be placed on the board of the side who just completed a RECON mission. On the opposing sides’ turn, if the “discovered” units were moved to a new location (not adjacent to an enemy controlled territory), than that intel would be lost and the administrators would come and remove the pieces from the corresponding sides’ board. A German sub out in the Atlantic could slip away to RECON the W. US…

    Axis and Allies players COULD still place a specific color (I’ll call it purple units) on their board for their estimation of what and where they think the enemy units may have went to.

    In this game, each side would have to do their own S2 (Intelligence) estimate for where the enemy was concentrating. Japan for instance may send subs or bombers close to the Western US to see what warships were being built in dry dock. Germany would have to RECON Leningrad (so they don’t blunder into a Russian counter attack) or SZ91 in case a landing is coming.


  • @Ichabod:

    This thread reminds me of how I’d play Axis and Allies Global 1940 if I were filthy rich.

    Intelligence as a part of the game turn order would be incorporated into the game in military terms as far as gathering information for enemy strength/location ect.

    If I was rich…I’d pay people to referee an Axis and Allies Global 1940 game.

    There’d be 3 different boards set up in 3 different rooms all for the same game.

    1 board would be the Axis Room

    1 board would be the Allies Room

    1 board in the middle (Axis and Allies side players could not see) would be for the Administrators of the game room only.

    Axis and Allies sides could only see numbers/units of enemy units on their border initially whether adjacent by land or sea. From then on, there would be a " Reconnaissance" or Spy turn in the game turn order. Only the Administrators’ room would have the complete setup of the board.

    House Rule would be:

    1. Repair damaged facilities
    2. Purchase units
    3. Reconnaissance Step: Players could utilize submarines or S. Bombers for a recon mission. Each Sub or bomber, within it’s range of movement, could pass through or move to (if a sub wants to stay) to spy on one specific land territory or sea zone for a cost of 1 IPC per unit used in that part of the turn order. Players would have to smartly “save” IPCs for the RECON part of the turn order. Each side would be informed which territory was spied on. In the case of being spied on by subs, players would have to hunt the sub with a destroyer. Subs or S. Bombers used for RECON could not be moved in the Combat movement phase.

    Whatever intel is discovered during the RECON phase, the corresponding units would be placed on the board of the side who just completed a RECON mission. On the opposing sides’ turn, if the “discovered” units were moved to a new location (not adjacent to an enemy controlled territory), than that intel would be lost and the administrators would come and remove the pieces from the corresponding sides’ board. A German sub out in the Atlantic could slip away to RECON the W. US…

    Axis and Allies players COULD still place a specific color (I’ll call it purple units) on their board for their estimation of what and where they think the enemy units may have went to.

    In this game, each side would have to do their own S2 (Intelligence) estimate for where the enemy was concentrating. Japan for instance may send subs or bombers close to the Western US to see what warships were being built in dry dock. Germany would have to RECON Leningrad (so they don’t blunder into a Russian counter attack) or SZ91 in case a landing is coming.

    Good news, you don’t need to be filthy rich. Once I finish all the general’s booklets, I am going to print them and they are folded. Next, you place your general token on the map and, keeping the general passport upright, you put the units he commands behind it. So your opponent will only see the general piece and not the army. Haven’t thought about recon but, one D6 before combat phase and the opponent has to reveal that number of units in an accurate ratio of his forces.

    Neat idea you gave me :p

Suggested Topics

  • 4
  • 11
  • 10
  • 1
  • 5
  • 30
  • 19
  • 6
Axis & Allies Boardgaming Custom Painted Miniatures

36

Online

17.0k

Users

39.3k

Topics

1.7m

Posts