What's the one piece you think was missing from OOB?


  • Deleting the commando thing and adjusting the price to twevle, would you consider this a good base line?  Perhaps the ability to withdraw the paratroopers is too overkill, or maybe letting AA shoot down the craft before the paratroopers offload is too dicey?


  • @Charles:

    Deleting the commando thing and adjusting the price to twevle, would you consider this a good base line?  Perhaps the ability to withdraw the paratroopers is too overkill, or maybe letting AA shoot down the craft before the paratroopers offload is too dicey?

    Delete the base raids for now. Plane cost 12 if u want it to do the rest but no advance after landing and no special other plane stuff u had written down. Plane can be shot down at any move with aa gun. Try play test with
    A T Plane
    A0
    D0
    M5 +1 AB
    C12
    2 inf
    1 inf 1 aa gun
    1 inf 1 art
    2 para troopers +1 FROC only
    2 Elite C5 ea +1 AROC

    Its simple. Seems to me the aa gun could be very nice piece to transport.
    As stated cant have the plane more powerful than the naval transport also.
    Most wont even want this in game. You can always tweak it.

    I do like your air naval base raids though using air drops. I just think a 6 dam is to high for an inf group on a large facility. ILL be thinking on that idea. Maybe 1 D6 roll and take half ? For me Id rather use d8 10 12s in games. More of a risk factor of being rewarded with accuracy.
    But I think you also need elite forces to damage those bases to.

    2 elite = 1d6 +2

    For my game be 2 elite = 1d10  more risk to do being counter attacked.


  • I too have trouble imagining a small group of armed men inflicting crippling damage on a large (and presumably well-guarded) military base.  If that sort of thing was feasible, we would have seen operations of that type happening every week during WWII.  In the world of fiction, the 1943 movie Crash Dive depicts a small US commando force – a group of submariners, in fact – destroying a secret German naval base on an island which appears to be located somewhere in the middle of the North Atlantic, but this is a film that’s hard to take seriously: it’s 50% comedic shore romance and 50% action-adventure sea combat; one of the commandos who raids the island is an elderly sailor with a heart condition (he mows down half a dozen Germans with a Tommy gun, at one point); and it should be noted that in the real world there aren’t actually any islands (German-occupied or otherwise) in the middle of the North Atlantic.

    For a good example of the workings of a real WWII commando operation (complete with heavy losses among the commandos) aimed at a high-value target, have a look at the Wikipedia entry on Operation Flipper, the unsuccessful 1941 British attempt to assassinate Rommel at his HQ, or watch the opening minutes of the James Mason film The Desert Fox.


  • Thanks CWO. Then scrap my thoughts on base raids in above post. Thought there was more raid type attacks in war. Still like it though. Maybe give the UK an event card saying can do a 1 time commando raid on something in game. Roll 1 d8 damage against any enemy facility on game map.

  • 2023 '22 '21 '20 '19 '18 '17

    Reminds me of an old movie called “The Devil’s Brigade”. A combined US/Canadian commando unit that was formed. Fun movie, but as CWO points out, probably not considered the norm, yet alone something worth showing in a strategic level game such as this.


  • There is only one problem…I have no sculpt to represent the air transport.  I have been adding house rules and playing games I don’t even own very cheaply…but now what?


  • @Charles:

    There is only one problem…I have no sculpt to represent the air transport.  I have been adding house rules and playing games I don’t even own very cheaply…but now what?

    I do have the air transport planes for each country and guys still cant figure out what there for. So I painted each wing ends with white accr paint so they can tell know there air transport planes. They stand out good. Paint removes easily with your finger nail.

    If you have bombers then put a piece of white sticky paper dots or strips on wings. Then just peel off sticky paper at end of game.
    I used to do that for planes and para troopers in the days before.


  • @SS:

    @Charles:

    There is only one problem…I have no sculpt to represent the air transport.  I have been adding house rules and playing games I don’t even own very cheaply…but now what?

    I do have the air transport planes for each country and guys still cant figure out what there for. So I painted each wing ends with white accr paint so they can tell know there air transport planes. They stand out good. Paint removes easily with your finger nail.

    If you have bombers then put a piece of white sticky paper dots or strips on wings. Then just peel off sticky paper at end of game.
    I used to do that for planes and para troopers in the days before.

    Using white sticky dots or a dab of acrylic paint are excellent and low cost solutions. If someone is looking to spend the moolah to get transport aircraft sculpts for all their powers, might I recommend the following selections?

    Germany: Ju-52 Transport - www.historicalboardgaming.com/Battle-Pieces–German-Exp–Ju-52-Transport-Plane-x5_p_1366.html
    Soviet Union: Yak-6 Transport - http://www.historicalboardgaming.com/Battle-Pieces–Russia-Early-War–Yak-6-Air-Transport-x5_p_1150.html
    Japan: Either use G8N Ritas as transports, or as bombers with G4M Bettys for transports. - http://www.historicalboardgaming.com/Battle-Pieces–Japanese-Supp–G8N-Rita-HVY-Bomber-x5_p_1626.html
    United Kingdom: good old American C-46 Transports - http://www.historicalboardgaming.com/Battle-Pieces–Allies–C-46-Transport-x5_p_1172.html
    ANZAC: good old American C-46 Transports - http://www.historicalboardgaming.com/Battle-Pieces–Allies–C-46-Transport-x5_p_1172.html
    Italy: either brown Russian Yak-6s or SM-79 Transport Bombers from IWNGU/FMG - http://iwillnevergrowup.com/shop/FMG_ACCESSORIES?product_id=292
    United States: good old American C-46 Transports - http://www.historicalboardgaming.com/Battle-Pieces–Allies–C-46-Transport-x5_p_1172.html
    China: either celery green C-46s or yellow green Fokker TV Bombers as transports- - http://www.historicalboardgaming.com/Battle-Pieces–Neutrals–Fokker-TV-Medium-Bomber-x5_p_785.html
    France: either blue C-46s or blue Fokker TV Bombers as transports- - http://www.historicalboardgaming.com/Battle-Pieces–Neutrals–Fokker-TV-Medium-Bomber-x5_p_785.html

    I think that covers everybody who might conceivably need or use one and then some.

    -Midnight_Reaper


  • What I miss is a blockhouse, or fortification unit. At the start of WWII that was the main unit. France had the Maginot line, wich forced Germany to attack through Belgium, Finland had the Mannerheim line, making one million attacking Russians lose to 250 000 dug in Finns, Greece had the Metaxa line, making the Italian army lose that campaign, at the Pacific there were strong forts like at Singapore and Corregidore. Russia had the famous fortress at Sevastopol on Crime. Germany made the Atlantic Wall, and Festnung Norwegen, and the Gustav line in Italy, that with Monte Casino, I would love to see that in a game. But I cant, because most of the players, and designers, want offensive units, like Tanks, Heavy Tanks, and more Tanks. But, how can a medium tank be radically different from a Heavy Tank ? Its not. A tank is a tank. But a new Blockhouse unit, that would offer a new kind of units, a defansive unit with very good protection, like it absorb a lot of hits before it dies, and with strong firepower too, like a first preemptive shot against the attacker.


  • I could add, I would love to see a Zombie unit, but as it turns out, that is actually going to happen, this fall, so I guess I am in luck.


  • @Narvik:

    What I miss is a blockhouse, or fortification unit.

    Here is a rule to consider:
    Fortifications are permanent structures that can be purchased for placement up to 1 per territory.  The fortification’s main purpose is to absorb hits.  They are never destroyed and but they can be captured. Procedure:  Cost 12 IPC.  The fortification takes up to 6 hits max by combat or strategic bombing.  During normal combat, when hits are allocated, they can take every other hit, starting with the first up to their max of 6, after that all hits are taken normally.  If all units in the territory are eliminated before the max on the fort, then all remaining hits are applied to the fortification.  During a strategic bomb raid, the fortification would take all hits incurred, however the die result is divided by 2 (rounded up).  Fortifications do NOT get an AA roll against strategic bombing (unless there is a radar station - optional rule).  Damage can be repaired, cost 1 IPC per damage point.

  • 2023 '22 '21 '20 '19 '18 '17

    @Narvik:

    Greece had the Metaxa line, making the Italian army lose that campaign

    Actually, the Metaxas line didn’t play a factor in the Italian campaign. It was along the Greek-Bulgarian border. Greece actually found a hostile Bulgaria to be their biggest threat. It was a bit more useful than the Maginot Line was (there is an interesting aside when Germany assaulted it, where a Greek garrison continued to hold out against the Germans. The local German commander was so impressed that he awarded them full surrender rights, and, if I’m not mistaken, allowed them to keep their weapons), but was largely abandoned once the Greeks pulled back way too early against the Italians to the north and west in Albania.

    Regardless, I definitely understand your point, a fortification would have been a very interesting unit to have shown in the OOB game!

  • '17 '16 '15

    NWO has a cool Bunker unit.

    I have it at A0 D3 2 hit C5. Can only place one per round. Can only place up to territory level ( so 3 TT only can have 3 total ). All TT’s get at least 1

    Also require infantry to be present to build and repair.


  • @barney:

    NWO has a cool Bunker unit.
    {snip}

    And NWO would be what, exactly? Curious Minds Want to Know…

    -Midnight_Reaper

  • '17 '16 '15

    @Midnight_Reaper:

    @barney:

    NWO has a cool Bunker unit.
    {snip}

    And NWO would be what, exactly? Curious Minds Want to Know…

    -Midnight_Reaper

    Heh Heh “New World Order” on triplea  : )

  • '19

    There are lots of pieces I’d like to see, but if we’re talking for Global 40 specifically…

    A combined Assault Gun / Tank Destroyer unit would have been cool. For example:

    A2 D4 M2 C4 or 5.

    Similar to artillery it could boost the attack value of infantry while only having an attack value of 2 itself due to the typical casemate design but be very strong on defense due to the low profile. HBG has a few pieces that could work for this such as StuG III, Hellcat, and Su-76.

    I also really like the Self-propelled Artillery idea, and HBG has a few pieces to back that up as well, M7 Priest, Sexton, Katyusha, Hummel.


  • Self propelled Artillery.

    It have to cost 5 IPC and move 2 spaces, that is a given.

    Attack and defend on a 2 or less, for simplicity, and not to unbalance the Tank.

    I suggest it should be able to boost two infantry units, because of better mobility than the stationary field artillery.

    But now, we also need to boost the Tank, or nobody will buy it.

    Tanks, cost 6, move 2, att 3, def 3 and blitz, but can also absorb one hit when attacking, as in the A&A 1914 OOB rules.

    The new Assault gun Tank destroyer unit is just a Tank with no turret, cheaper to build, cost 4 and move 2. Weak in attack, since it has no turret, but strong in defense since its low profile. I say attack 2, and defend on 3 or less, and boost one matching infantry only when defending. This units special ability will be to, either target attacking Tanks, since that is the reason they made it, but it can only target enemy Tanks when defending, since it will be a defansive unit. It will be kind of like the Anti Air gun that target aircrafts.
    Or, if we agree to let attacking Tanks absorb one hit, the Tank destroyer can negate that ability.

  • '17 '16 '15

    Yea the tank needs help if you add mobile artillery. Baron ended up suggesting it gets +1 D when paired with tank. That seems to work pretty good in my test games.

    So it’s A2 D2 M2, can blitz by itself but provides no blitz ability to other units. Gives +1 A to infantry and mech infantry. Cost 5 and give +1 D to tank

  • '17 Customizer

    The Jeep.  Not sure what rules could be applied.  Perhaps could be motorized or type of scout, artillery spotter.  It is just so iconic, strange it is missing.


  • I always pretended that mechanized infantry units (divisions) had jeeps for their troops and commanders.  Hence the term “mechanized infantry” rather than APC or halftrack.

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