National Advantages for Axis & Allies 1942 Ed.


  • @crusaderiv:

    When i say nothing new it’s because those national advantage are available in others axis & allies games and even in the world at war games.
    Maybe it’s new for A&A 1942 but there’s no originality.

    I don’t think so dude, and if you read about them anywere else it is because its one of my older versions for A&A Revised. Actually I was the first one to revise the Lightening Assault NA for Japan to Yamato Battleships (not Larry Harris), and that was long ago. By the way NAs are only an optional rule in A&A Revised not in A&A AE or any other games. If you actually red the NAs of mine, you would find out a different game mechanic for them than in other variants (except for mine). I am Game Master, B Andersson.


  • Sorry Mr Andersson.
    I’m a veteran player since 30 years, i’m always looking for new realitic rules, prototype pieces and new concept.

    I have done my own realistic map, rules, pieces, set up, special unit and national advatange 20 years ago. But even today, I always looking for something new.

    You’ve done a good job but I have the right to give my opinion.

    :wink:

    AL.


  • A few liberties taken with my ruleset perhaps?

    http://www.axisandallies.org/forums/index.php?topic=14737.0

    No matter, some comments……

    Partisan Resistance, overpowered…will be done EVERY TURN to bring in reserves - Clunky

    T-34 tanks makes the standard purchase of 2 tanks + max guys…well deadly.

    Atlantic wall…applies to poland? Norway?..limit it to sea zones adgancent to britian.

    Tiger Tanks…I like

    Blitzkreig was about the tanks, not the planes…buff tanks.

    V2 is reduandant, would they get 2x rockets if they got the breakthrough? If you must:
    “V1 Rockets - Germany may conduct rocket attacks as if it had the Rockets breakthough, however divide the die roll by two (round up). This may be used in additon to the normal Rockets breakthrough”

    Radar is my RAF command, keep it the way it was, ive playtested it, it makes the Royal navy too strong if not limited, whatever you do dont call it radar, to aviod confusion.

    Commonwealth troops FOR FREE!?!? - Try: “Commonwealth Forces - The UK player may, if he wishes, mobilize new infantry in any territory it controls, and originaly controled, with an IPC value of 1 or more.”

    Commandos…I dont think so.
    How about something ive been klunking around instead: "Liberators - When the UK player liberates the following territories (Norway, Northwestern Europe, France, Balkans, Poland) He may convert the IPC’s that should be collected from that territory directly to units of his choice during the collect income phase, these units must be placed in their parent territory. (For purposes of this rule consider Northwestern Europe to have an IPC value of three) Any remaing IPC’s from this transaction that not converted to units are foreifit to the bank. [EX France can gain 2 INF, or 1 ARMOR, but the 1 IPC is forefit]

    Tokyo express, so they cant participate in combat?

    Yamato battleships……powerful, too powerful perhaps. They werent that good. Negate this rule if enemy aircraft are present, or something.

    The US advantages are all almost exact prots form AA50’s Tech
    Be more innovative!

    Dont take any of this to be bitter, but it is harsh…some of these techs just dont seem…original, or magnify small aspects of the war…think NATIONAL advantage, large scale. Not commandos, there werent that many in the war, not that much of an effect.


  • @crusaderiv:

    Sorry Mr Andersson.
    I’m a veteran player since 30 years, i’m always looking for new realitic rules, prototype pieces and new concept.

    I have done my own realistic map, rules, pieces, set up, special unit and national advatange 20 years ago. But even today, I always looking for something new.

    You’ve done a good job but I have the right to give my opinion.

    :wink:

    AL.

    do you mind sharing? or are you just going to have an attitude.


  • @oztea:

    A few liberties taken with my ruleset perhaps?

    http://www.axisandallies.org/forums/index.php?topic=14737.0

    No matter, some comments……

    Comments noted!


  • I think we all can share our passion, so lets keep it friendly please!

    Game Master is one of the best at what he does.

    Don’t fault him, produce your own and share your ideas.


  • Ok let’s go

    (Don’t forget that those N.A are for the 1939 world at war games but can be use for any A&A games )

    GERMANY ADVANTAGE

    1. GERMAN RAILWAY SUPPLIES
      German player can move 1 infantry in a new conquered European territory.
    2. WOLF PACK: If you have 3 sub or more, sub’s attack at 3 in the first round of combat (Same as common national rules).
    3. BLITZKRIEG: German player can play 2 rounds in one turn.
      Warships are not included in the Blitzkrig and must be played during the first round.
      Maximum of 2 blitzkrieg. Cannot play 2 Blitz in a row.
    4. DEUTSCHLAND!
      German infantries defend at 3 in the first round of combat anywhere in Germany.
    5. THE AlP’S
      Only German & Italian units may pass through the alp.
    6. GERMANY TECHNOLOGY DEVELOPMENT
      Once Germany is at war against the allies and USSR, German player can make a second roll after a missing attempt.

  • DEUTSCHLAND!
    German infantries defend at 3 in the first round of combat anywhere in Germany.

    This is rather amusing. Exactly why is this an NA’s I mean German soldiers shout “Deutschland!” and they “poof” into great defenders? What is this based on? you can make this claim for all nations even Italy.


  • JAPAN ADVANTAGE

    1. BANZAI ATTACK
      If you only attack with infantry, All infantries attack at 2 in the first round of combat but they cannot retreat.
    2. TOKYO EXPRESS
      Destroyer can transport 1 infantry during the non combat move in a new conquered island.
    3. JAPANESE FANATISM!
      Japanese infantry defend at 3 in Japan or everywhere in the pacific.
    4. KAMIKAZE
      1 fighter may be choose as kamikaze.
      Attack at 5,move 2. (Fighter is remove from play whatever the result)
    5. IMPERIAL NAVY CRUISING SPEED  
      Heavy & light cruiser can retreat in an adjacent sea zone after a winning naval combat.
    6. SNEAK ATTACK
      Once during the game, Japan player can play 2 round in 1 turn.

  • lets see your Italian NA’s


  • ITALY ADVANTAGE

    1. GUSTAV LINE
      If the allies pass through Northern Italy,axis infantry defend at 3 in the first round of combat.
    2. LYBIA LANDMINE FRONT
      Allies tanks cannot attack in the first round of combat if they pass through the frontier of Libya.
    3. OIL DISCOVERS!
      Italian player gets 3 IPC from bank if Italy control Egypt & Libya.
    4. ITALIAN CARGO FACILITY
      Italian transport can move 3 sea zone.

    That’s enough for Italy.


  • talian National Advantages
    1. Light Tanks
    Italy’s tanks were not on the same level as the modern armor of other nations, however this reduced capability came with a reduced cost.
    Italian tanks have a reduced cost of 4 IPCs; however their defense is reduced to “2”.

    2. Axis Influence
    As the stage was being set for war, the smaller nations of Europe watched carefully, waiting for the right moment to throw their lot in with one side or the other.
    During each game turn keep track of how many national advantages were achieved by each power. At the end of each turn, total the number of Axis National Advantages and the Allied National Advantages, If the axis value is greater, Italy is awarded that many “Influence Points” (represent them with Italian control markers) These points are placed on any the following territories and can be exchanged during the purchase units phase of any Italian turn as follows.

    Spain 4 Points – Spain lends its hand to the Axis, at the end of the turn place a free infantry in Italy, also Spain opens its borders briefly, attacks may be made by Italian land forces through France to Gibraltar as if the two territories were connected during the combat and non-combat move phases of this turn.

    Spain 8 Points (One time only) – Spain joins the Axis! Its forces are represented by Italians; place one infantry in Morocco Algeria (this may result in combat) and 2 infantry, 1 artillery, 1 fighter and one AA gun, and an Italian control marker in Spain. Spain is now treated as a 2 IPC territory.

    Turkey 3 Points – Turkey opens the Dardanelles to Italian forces for one turn.

    Turkey 8 Points (One time only) – Turkey joins the Axis! Its forces are represented by Italians; place 4 infantry, one AA gun, and an Italian control marker in Turkey. Turkey is now treated as a 2 IPC territory, Turkey is considered adjacent to Bulgaria Romania by land and furthermore Turkey controls access to sea-zone 16.

    Saudi Arabia 2 Points – Axis supported Arab uprising in Trans-Jordan, place one Italian infantry there in the combat move phase. Conduct combat as normal if necessary

    Saudi Arabia 6 Points (One time only) – Coup d’ etat! A government in Egypt, Trans-Jordan, or Persia pledges its support for the Axis. Place 1 infantry and 1 artillery in the territory with the least allied units present. Conduct combat if necessary.

    3. Axis Cooperation
    The European Axis powers cooperated greatly during the early stages of the war, but much less so as Italy’s power waned.
    The German and Italian player may utilize each other’s Industrial Complexes; units can only be built at the friendly powers Industrial Complex provided both powers currently satisfy the conditions of at least one of their National Objectives during the current place units phase. The cost of units placed may not exceed 6 IPCs.

    4. Trains Run On Time
    Fascism brought to Italy a modicum of efficiency, specifically in transportation.
    Italian transports may unload into two different territories when conducting amphibious invasions or during the non-combat moves, provided the transport is in an adjacent seazone.

    5. Italian African Resistance
    The Italian forces stranded in Sub-Saharan Africa continued to fight on in a limited role against the British. However, they were drastically undersupplied.
    The territory “Italian Africa” begins the game controlled by Italy and contains one Italian infantry. However, this unit may not move until an Italian or German unit (Including aircraft) arrives in Italian East Africa during a non-combat move phase.

    6. Live to Fight Another Day
    The Italian military often found itself outclassed when attacking entrenched allied forces, this stemmed from the lack of initiative on the part of the average Italian soldier; this sense of self preservation had some benefits.
    Once per game during the Italian turn, after attacks are declared and combat begins the Italian player may choose to, after the first round of combat ends and casualties have been allocated for both sides, return all casualties (friend and foe!) to the game board and immediately conduct a retreat as normal. Units taken as casualties from anti-aircraft fire, or submarine “first strike” may not be returned to the game board and are removed as normal. This ability may not be used in a combat involving paratroopers or an amphibious invasion.

    Some of these need SERIOUS work


  • Allies N.A tomorrow….

    Well, I think the german and japanese soldiers (and staff comanders) was better than Italian or Rumanian.
    I just base it with the comments of Rommel, Von Runstedt and others commanders.
    Yes some Italians divion as Ariete, Alpine troops or cavalry was great but the moral was poor inside the Italian army.
    In fact, the problem was the Italian chief of staff not the soldiers.

    Of course…battle won = moral = efficiency


  • Hey Otzea

    You got some good point abpout aixs influence.

    Don’t forget Iraq.


  • ITALY ADVANTAGE

    1. GUSTAV LINE
      If the allies pass through Northern Italy,axis infantry defend at 3 in the first round of combat.
    2. LYBIA LANDMINE FRONT
      Allies tanks cannot attack in the first round of combat if they pass through the frontier of Libya.
    3. OIL DISCOVERS!
      Italian player gets 3 IPC from bank if Italy control Egypt & Libya.
    4. ITALIAN CARGO FACILITY
      Italian transport can move 3 sea zone.

    That’s enough for Italy.

    you seem to prefer the number 3… :-D


  • I really think together that we can iron out some really nifty NA’s

    I want to see some Spanish, Turkey and more Italian ones.

    Some neutrals need some. I like the “Italian trains run on time mantra”

    You could have their infantry move 2 spaces in Italian controlled areas

    Keep this up and refining them. Then we take the best and submit to larry. He is working on these for AAE40. At least we can try to influence the process.


  • I realy think that you can do something with minelaying and/or magnetic mine.
    Friends and member of our club love this little rule.
    It’s free and it’s easy to apply.

    Each turn just put 1 marker in the sea zone of your choice.
    If a ennmy warship pass through the sea. (During combat or non combat move).
    On Roll of 1, you sunk a ship. (your choice).
    One mine exploded, its remove from the gameboard.

    German & Italian mine make a lot of damage in the med (to block the Malta route) and in the Atlantic ocean.
    A least, it could be use for axis N.A.


  • USSR AVANTAGE

    Scorched earth,trans-siberian railway,mobile industry and general winter are a must but you can add…

    1. CITIZEN TAKES ARM
      Russian infantry defend at 3  :-) in Moscow,Stalingrad and Leningrad.
    2. CAUCASUS MOUNT
      Only infantry can pass through the Caucaus & Iran frontier.
    3. SINO-SOVIET PACT
      Russian & Japan player may signed a non-agression pact (4 turns).
      or a cease of fire (2 turn). Each player receive 2 IPC from the bank if they respect the pact but may pay 10 IPC if the attack.
    4. RUSSIAN SPY (Since 1943, secrets informants revealed Hitler plan to the USSR commanders. -the battle of Koursk is a good example-
      So 2 times during the game, russian player may call ‘‘Russian spy’’.
      So at the beginning of a battle, all german ground units attack capabilities are reduced by one in the first round of combat.

  • UK ADVANTAGE

    Radar and Home guards and Enigma Code must be part of UK N.A but….

    1. BRITISH RUNAWAY
    • UK player may retreat infantry by sea during combat move or amphibious assault.
      attacker/defender can stop the attack and may retreat but only the infantry can.
      To do so, transport must be in the adjacent sea zone.
      You must respect the load limit. (maximum 2 infantries per transport)
      Artillery and tank cannot retreat. Those units must stay on the beach and your opponent win the battle and receive 1 IPC for each salvage.
      This rule represent the battle of dunkirk, the battle of greece and malaya retreat.
    1. OCEAN LINER
      At the beginning of the game, UK player may choose 1 transport as Ocean Liner.
      Move = 4
      Defend = 1
      Attack 0
      Loading limit = 4 infantries (May transport US,France or others allies)
    2. MINE SWEEPER
      UK player may choose 1 destroyer to remove ennemy mine.
      1 per turn.
    3. COMMONWHEALT CONSCRIPTION & LABOR
      At the beginning of the game, Uk player add 1 industry in Canada and on each turn,
      1 infantry in India and 1 in Australia.
    4. MONSOON IN ASIA
      2 times during the game, Uk player may call ‘‘monsoon’’.
      Axis player cannot move ground units in Malaysia,Burma, new Guinea and India.
      But Uk units cannot move either.
    5. SUPPLIES LINE
      After the thrid, Uk player receive 2 IPC from the bank if Royal Navy control the Atlantic, the med and the Indian Ocean.

  • Re-Worked, much more simplicty

    2. Axis Influence
    As the stage was being set for war, the smaller nations of Europe watched carefully, waiting for the right moment to throw their lot in with one side or the other.
    During each game turn, make a note of how many National Objectives each power achieves. (Use a note pad, or stacks of Control Markers). At the end of each game turn, compare the total values of the Axis and Allies. If the Axis value is twice as much as the allied value then the Italian player may choose one of the following:

    a)Spain lends its hand to the Axis, place a free Italian infantry in Germany, also Spain opens its borders briefly, for the following turn consider Gibraltar and France to be adjacent for axis forces.
    b)Turkey opens the Dardanelles to Axis forces for the following turn.
    c)An Arab uprising takes place; place an Italian infantry in Trans-Jordan, resolve combat immediately. Place a National Control Marker if necessary, and then remove the infantry from the game board.

    If the Axis value is three times more than the Allied value then the Italian player may choose from this chart at random by rolling a die, each of these abilities can only be activated once per game, re-roll if necessary:

    a)(Roll of 1 or 2) Spain joins the Axis! Its forces are represented by Italians; place one infantry in Morocco Algeria if it is under Axis control, and 2 infantry, 1 artillery, 1 fighter, 1 AA gun, and an Italian control marker in Spain. Also place a Victory City to represent Madrid. Spain is now treated as a 3 IPC territory.
    b)(Roll of 3 or 4) Turkey joins the Axis! Its forces are represented by Italians; place 4 infantry, 1 AA gun, and an Italian control marker in Turkey. Place a Victory City to represent Constantinople. Turkey is now treated as a 3 IPC territory, Turkey is considered adjacent to Bulgaria Romania.
    c)(Roll of 5 or 6) Coup d’ etat! A government in Egypt, Trans-Jordan, or Persia pledges its support for the Axis. Place 1 infantry and 1 artillery in an Allied controled territory with the least Allied units present. Conduct combat if necessary. If the coup is successful, place a Victory City and Italian Control Marker.

Suggested Topics

  • 5
  • 3
  • 12
  • 1
  • 3
  • 3
  • 16
  • 4
Axis & Allies Boardgaming Custom Painted Miniatures

48

Online

17.0k

Users

39.3k

Topics

1.7m

Posts