• it was mentioned above that germany could be given some kind of ‘heavy tank’ rule. would this be a tech that has to be researched, would it become unlocked by a certain round, or would they just get it from the start?


  • Germany should have them for Kursk. Thats was Hitlers high hopes of defeating the vast numbers of Soviet equipment with qualitatively superior Tiger 1 and Elephant designs. Plus we could include a small number of SS panzers that have a bonus in battle.

    perhaps heavy tanks take 2 hits or they fire preemptively?

    SS panzers are 4-4 units costing 7 or 8 ( you can only built one a turn) and they get a +1 in combat or a free retreat in combat, or if they roll a 1 they choose the unit they kill?

    If the game starts at Stalingrad it would be only a small matter of the Soviet player killing a number of units on his turn…anticlimatic battle because in Jan 43 they had no more food or ammo left. They surrendered on Feb 1st 1943.

    But a start date of early 43 would still have the Italians in Africa near Tunis, which might be fun to attack the US player ( kesserine pass)

  • Customizer

    This was my 1943 map:

    http://elbowmaster.com/web1/flashman/1943/Complete1943jun_1.jpg

    Sorry this is the old version (with the heavy lines), but I seem to have lost my A&A maps sometime this year.  Oh, well.

    This was my December 1942, with the Germans having occupied the Don bend in Operation blue:

    http://elbowmaster.com/web1/flashman/1942/Complete1942dec.jpg


  • What we need is rules and setup. not map. Lets get to work.

    Setup would eventually be offered on edited scans of the OOB setup sheets. So please if you work on these keep the same format as the original cards so its easy to transpose…

    Territory: listing of units. use Microsoft word format or office.


  • I like the idea! Though I don’t like extra rules, just make it the way they made 1942 and 1941: different set-up, and different order of play. I like 1943 because this time, it’s not the Axis who will hit the first turn, but the Allies will also get to deal a few blows. Ofcourse, the map should be balanced, which will need some extra units in the back ranks of the Axis to recover from the hits…

    How about:
    1. Russia (recaptures Stalingrad + kills 5+ arm near Kursk)
    2. Germany (intercepts American + British DD’s and trns with 3+ subs in the Atlantic, recovers from Kursk and Stalingrad, Rommels in Africa)
    3. USA! (starts Island hopping: for the first time in A&A history, USA gets to do something early in the game :D )
    4. Jpn recovers from the Island hopping + embarasses China
    5. UK (Pattons in Africa, goes SBR with 2 bmrs on Germany)
    6. Ita (joins the battle in Africa, fortifies France)

    Hmm, I might devise a little ABattlemap set-up for this :)


  • Owkey, tinkered around a little, made up a historically totally inaccurate map, but with some nice moves in the opening round :)

    characteristics:
    -USSR recapture of Kursk and Stalingrad in R1
    -Germany can get Egypt at G1, but then UK can reclaim it, but Ita is also in the field
    -German U-boats are going to do a lot of damage in G1
    -US gets Ngu back in turn 1
    -US+UK ready to go SBR the hell out of Germany
    -IC in France to represent atlantic wall + give a little boost to Germany
    -Siberia is empty: those forces went to recapturing Stalingrad

    It’s merely a scratch, so please correct/improve historical accuracy/balance/fun/playability.

    1943 setup.AAM


  • can you get this as a JPEG or PNG? (something anybody can DL or look at here without loading up some program)


  • I can…

    set-up 1943.png


  • Im sorry but this is too much like 1942. The axis are too strong. I am working on this and will post by tuesday.

  • 2024 '22 '21 '19 '15 '14

    Great start everyone :)

    I think we should try not to focus so much on the 1941/1942 set ups as something set in stone, and focus primarily on the gameplay of the 43 scenario itself. What I mean is, lets think of 43 as an opportunity to fix issues with the other two set ups, instead of piggybacking more stuff on top them. And if a departure from the other set ups seems like it might add to the gameplay, then maybe it could be seriously considered. Does that make sense? For example:

    Should Germany have a battleship in sz 5?
    I feel like they really should have had one in the 41/42 set ups, so can’t we give them one in 43? You know it would make the naval game more interesting.  :-D

    Or

    Should the USA have a large starting fleet in sz 56?
    Given how easy it is to backtrack from 56 to the Atlantic, I think it would be better to have them pretty much all the US ships based in sz 53 or sz 46.

    I think we should ask questions of that sort and really try to weigh out the pros and cons of an idea before committing to it. Remember that there is no rush for this thing. The 41 and 42 scenarios should be enough to keep us all entertained for several months, so we have plenty of time to plan for 43. HolKann has some good ideas here, and I’m sure Imperious Leader will have some good stuff too. No pressure at this point though, since we’re still in the brainstorming phase ;)


  • germany should definitely have a battleship in a 1941 setup. symbolises their larger fleet before the destruction of the bismarck and the containment of the tirpitz


  • I got one on my set up. IN Baltic representing Tirpitz


  • This is not complete and i don’t believe in the viability of a “Stalingrad” because to include that is too much 1942 and we already got that. Its not useful to make a scenario thats just before and after one battle.

    This setup is July 1943, but i suspect is actually earlier because Torch has landed and the Axis are still in Africa ( they were swept out in march 43) so this is a period of feb 1943 actually.

    I have not playtested it yet

    http://www.mediafire.com/?ygh5yjyn2ng

    BY this time the following get these techs as follows:

    Improved artillery- each art may now support 2 inf to attack at 2 ( Soviets, Germans)

    Rockets- Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. This attack does 1d6 damage to that complex. ( Germans on turn 3)

    Paratroopers
    Each of your bombers can act as a transport for up to one infantry, but it must stop in the first hostile territory it enters during a turn and drop off the infantry, ending its combat movement. The bomber may still attack during the Conduct Combat phase, but it cannot make a strategic bombing run in a turn that transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat. ( Germans, USA)

    Increased Factory Production
    Each of your industrial complexes can produce two additional units beyond its listed IPC value. For example, Germany with 10 IPCs can now produce 12 units. Also, when repairing a damaged industrial complex (removing damage markers), you can remove two damage markers at a time for the cost of 1 IPC (half price). (Germans, USA, Soviets)

    War Bonds
    During your income phase, roll 1d6 and collect that many additional IPCs. ( USA)

    Mechanized Infantry
    Each infantry that is matched up with a tank can move two spaces along with the tank. ( Germans, USA, Soviets)

    Air/ Naval

    Radar- Your antiaircraft gun fire now hits on a 1 or 2 instead of just a 1. ( UK USA)

    Long-Range Aircraft
    Your fighters are now long-range fighters and your bombers are now long-range bombers. Your fighters’ range increases from 4 to 6. Your bombers’ range increases from 6 to 8. ( USA Japan)

    Heavy Bombers
    Your bombers are now heavy bombers. You roll two dice for each bomber when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single die. ( USA on turn 4)

    Shipyards- cheaper naval costs (minus one SS, TRS, DD, minus two CA, CV, BB) ( Japan, USA)

    Improved Shipyards
    Your sea units are now cheaper to build. Use these revised costs.

    UNIT……IPC COST
    Battleship…17
    Aircraft Carrier…11
    Cruiser…10
    Destroyer…7
    Transport…6
    Submarine…5

    Super subs- The attack value of your submarine is now 3 instead of 2. The defense value of your submarines remains at 1.
    ( Germany on turn 4)

    Jet fighters- The attack value of your fighters is now 4 instead of 3. ( Germany on turn 3)


  • @Imperious:

    Im sorry but this is too much like 1942. The axis are too strong. I am working on this and will post by tuesday.

    Seen the gigantic USA fleet? The emptyness of Siberia? The toughness of the Chinese?
    => This will be totally different from 1941/2 because USA + Chi will play a meaningful role in the Pacific. Also, remember that the order of play is:
    Russia, Germany, USA, Japan, UK, Ita => the Japanese fleet and the German army will get some heavy blows before they start out, I’d rather give the allies the advantage.

    Nonetheless, this map isn’t good/balanced/historical, but it’s just pointing out some of the possibilities (like doing a stalingrad/kursk and some island hopping on the first turn).

    Your map looks OK, I like the 4 inf in China part :) And also the US fleet in Pacific and the US having conquered Libya (that’s really different from previous maps, like it double!) But what’s the Order Of Play? And why is Burma still Brittain controlled? (looked it up in Wikipedia, and Japan and UK were battling it out along the Indian border).
    I do hope there are some nice opening battles in your map, but need an OOP for that…

  • 2024 '22 '21 '19 '15 '14

    Looks pretty cool so far. I especially like the set up in India. :)

    I think it would be cool if Germany had the capability to reinforce the Afrika corps via the med though. Historical arguments aside, the game is usually more entertaining if Germany has a more lasting presence in Africa. I’d say the USA fleet in 56 is still a little large. Again discounting the importance of San Diego for the home fleet, I think 56 is just too close to Panama for comfort. If more of those ships were based at Pearl it would make a pull out move to the Atlantic more difficult. Other than that though it feels pretty sweet. I especially like the new location for the Flying Tigers in China

    Couple general points

    1. The opening round should be playbalanced using low luck rules. Personally I don’t like Low Luck and will always remain a dice man, but a set up balanced under LL will also be balanced under standard dice rules… with added benefit that the set up won’t go bust for LL players later on. Basically this is to prevent an overly one dimensional LL game like you usually see in Revised. Play testing with LL is relatively simple to do with tripleA, so it should be no problem. As soon as we know what the starting set up is going to be, I’ll go ahead and build a new AA50-43 xml file for beta testing purposes. I’m sure we could do the same with the other programs as well, to ensure broad based feedback.

    2. After the initial set up is determined, we should allow for a period of review (say 2-3 months of serious playtesting and feedback) after which point we can take suggestions and make final adjustments to the set up, in case any game breakers slipped through. Its important that we allow for this sort of public review, because you can be damn sure we won’t catch everything that our players will. By taking a more open and flexible approach to the set up design, we can ensure that it will be as balanced and entertaining as possible. This should also help us to reduce the necessity for a bid, or at least it will make sure that its a low bid, if we do end up needing one.

    3. Scripted Attacks, these should be avoided whenever possible. What I mean by “scripted attacks” are those sorts of moves (like the J1 attack on Pearl in Revised, or the G1 attack on the British Battleship in sz 13) where the advantages to attacking are so  obvious that it becomes an unavoidable engagement. Not that we don’t want to have interesting battles in the first round, just that we should make sure that these aren’t so overwhelmingly one sided that they become a given.  We should avoid major round 1 battles where the outcome is just a foregone conclusion (60-75% or more) and especially we should avoid battles which are supposed to be a given, but which can tank the entire game if they go poorly (the Primo example being the German attack on Egypt in Revised.) Instead we should try to put things into more of a 50/50 arrangement, so that a wild swing in any single battle, is less damaging to the overall set up. Does that make sense?

    4. Finally, we gotta get you a thumbnail sized map to work with Imperious Leader, that PDF is just gigantic hehe  :-D

    Great Work everyone. Lets keep kicking the ball forward ;)


  • @Black_Elk:

    Should Germany have a battleship in sz 5?
    I feel like they really should have had one in the 41/42 set ups, so can’t we give them one in 43? You know it would make the naval game more interesting.

    @tin_snips:

    germany should definitely have a battleship in a 1941 setup. symbolises their larger fleet before the destruction of the bismarck and the containment of the tirpitz

    I completely agree.


  • BUMP

    how is this going IL? i’ve got some spare time over the next few evenings, so i’m going to go over your map and all of the suggestions and see if i can come up with anything to add

    really looking forward to a 1943 set-up  :-)


  • I have been working on new AARHE stuff and have not done anything with 1943. But its in the pipeline by the start of the new year.


  • the problem i would have with a map like this is hat the Allies are overpowered.  Historicaly this is when the Axis were just starting to get their butts kicked by everyone at this point and i couldn’t see how you could avoid the same situation(in the game) this late in the war.


  • bbrett3, i agree with what you’re saying. which is why i think it would be best to set a goal like ‘axis must survive X amount of round to win the game’, or something to that effect (this was mentioned earlier in the thread)

    otherwise, you could always just set a few goals for each nation. which ever side accomplishes the most goals on their side wins the game

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