IL's new KISS AA50 and AA42 House rules 1.1


  • Q-ships are too small of a technology

    The system of convoy escorts, though not a technology created a better system of protection

    So to keep it KISS, why not just allow transports to fire back at 1 only if subs or planes attack them…not surface ships.

    I think the transports would include these minor ships with a few deck guns and AA guns.

    Or just forget it and make a new one?

    AS far as the other ideas:

    Tier 2 land: Ranged artillery - Art can fire from an adjacent territory (could replace Self Propelled Art) but cannot be taken as a casualty and cannot remain in combat alone.
    possible, but didn’t exist in this war aside from Germany making 2 of them.

    Tier 4 Air: Guided missiles (ala germany’s attack on the italian fleet) - Bombers can choose surface targets during combat if they roll a 2 or less.
    didn’t exist in this war, only experimental stage
    Tier 2 Sea: fast attack:  Destroyers and Cruisers can move an additional space.
    I used to favor these kind of ideas, but the game spaces are designed for 2 movement, to allow a 3 MP may prove disruptive

    Tier 1 Sea:  Armed transports- transports defend on a one when alone (but still cannot be taken as casualties until all other legal targets are destroyed) and attack on a 1 for the first round of combat in an amphibious assault.
    This is in keeping with the idea… just call them convoy escorts, but no attack in invasions too powerful if you bring in 6-8 transports


  • @Imperious:

    AS far as the other ideas:
    didn’t exist in this war, only experimental stage

    Yes they did and were used, although I should have been more clear:

    http://en.wikipedia.org/wiki/Fritz_X and the http://en.wikipedia.org/wiki/Henschel_Hs_293

    Radio control bombs.  I meant guided missile as a more blanket term that’s more easily understood.

    I was assuming that high level tech was actually supposed to mean implemented experimental projects.  It’s not like Jet Aircraft had any meaningful impact on the actual war - there weren’t enough of them soon enough and they weren’t reliable.  Germany was already losing.  But if the war had lasted long enough and a country dedicated enough resources to it, then jet aircraft, guided ordanance, etc might have meant something to the country that had it.  So yeah, Germany deployed them minimally, but it wasn’t JUST experimental, and isn’t that the point? 
    @Imperious:

    Tier 1 Sea:  Armed transports- transports defend on a one when alone (but still cannot be taken as casualties until all other legal targets are destroyed) and attack on a 1 for the first round of combat in an amphibious assault.
    This is in keeping with the idea… just call them convoy escorts, but no attack in invasions too powerful if you bring in 6-8 transports

    I guess…  but if you’re unloading from 6-8 transports how is this any more threatening than an AA gun?  The chances of it having a huge effect is pretty small, and 6 to 8 loaded transports means a pretty huge fight.  That’s fine though, I can see how this might just be too much.

    And while I appreciate Germany only have built two railguns, what I actually meant by ranged artillery is more the idea that artillery isn’t in thick of the fight, but back from the front line.  Unfortunately, it’s a simpler game system, so that would mean a full territory away, even if it’s more like miles away.


  • ok points taken.

    remember the size of territories is like 500 miles or more from side to side, so ranged artillery would make more viability if the territories were smaller representation. Also it seems that players would just but them in huge quantities and ‘shell’ the enemy with no retaliation coming. That tends to make the game too different IMO.

    But play it out. I have this rule in my WW1 game, but the territories are smaller and it is a different type of game.


  • Lets take one at a time…

    two for each tier? Try this, 4 tiers for each.
    Tech level 1 is complete when you have at least 1 tech from that tech tree, tech level 2 is complete when you have at least 2 techs from that tech tree. so on and so forth

    Land Technology:
    Tier #1:
    •  Paratroopers- Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.

    2 infantry in non combat is powerful and allowing them to drop ‘within flight range is more powerful’  I kept the paratroopers right out of AAP40 with the 2 zone rule, then added a NCM option but allowed it to be full flight range. I don’t want players to just start buying bombers rather than transports as the primary transportation.

    •  Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.
    Tier #2:
    •  Self Propelled Artillery- Your Artillery now moves 2 spaces.
    •  Heavy Artillery- Your Artillery now support two infantry on the attack.
    Really dislike this tech. It makes no sence that 2 infantry are better supported with bigger guns and its too much like how artillery works OOB, except its one more.

    Tier #3:
    •  Heavy Tanks- Your tanks attack at 4 on the first round of combat
    •  Marines- All infantry attack at 2 during the first round of Amphibious Invasions
    Tier #4:
    •  Mechanized Battalions- Your Mechanized infantry may move 2 spaces with one Infantry at a 1:1 ratio.
    •  Tank Hunters- When defending against enemy tanks, your tanks may select an enemy tank as their target if they roll a 1 to hit at a 1:1 ratio

    This is good, except call them Tank Destroyers right? Tank hunter was not what they called them.


  • @Imperious:

    Also it seems that players would just but them in huge quantities and ‘shell’ the enemy with no retaliation coming. That tends to make the game too different IMO.

    But play it out. I have this rule in my WW1 game, but the territories are smaller and it is a different type of game.

    You’re probably right about the shelling…  It probably would make players buy heavy on artillery.  It would be too similar to the bombardment rule in revised, where a single infantry amphib could activate an infinate number of battleships or teched destroyers.

    And it would be too complicated to say each art needed an infantry in it’s own territory it was firing from as a caveat to there being attacking units still remaining in the shelled territory as well.

    So yeah, never mind.


  • Well lets find some replacements for some of these land ones.

    Railways?

    Elite troops?


  • How bout these?

    National Advantages:

    Soviet Union National Advantages
    1. Partisan Resistance
    Once per turn you may end a battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense, in any original Soviet controlled Territory (ones with a symbol in them). These units are locked in combat and can not move out of this territory before the opposing force is destroyed.

    2. Red Army Conscription
    Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only; The alternative is you can buy up to 2 infantry units at a reduced price of 5 IPC. Additional cost normal price.

    3. Scorched Earth
    You may remove your industrial complexes during your mobilize new units phase in order to prevent them from being captured by an opponent.

    4. T-34 Tanks
    Once per turn you can build a maximum of two tanks for 5 IPC’s each. (Remember now tanks cost 6 IPC)

    6. Trans-Siberian Railway
    In the NCM phase, up to 15 IPC worth of  land units map move anywhere between any original Soviet controlled territories.

    Germany National Advantages
    1. Dive Bombers
    Tactical Bombers can now make limited SBR as follows: 1-2= 1 IPC damage, 3-4= 3 IPC Damage, 5-6= 5 IPC damage to factory. They can also be fired at by AA guns if being used to SBR.

    2. Atlantic Wall
    During any amphibious assault against France, North-Western Europe, Germany or Norway, all your infantry and artillery defend on a 3 during the first cycle of combat.

    3. Africa Korps
    The German player may place one land unit in Africa without a transport and this unit can be controlled by the Italian player for the rest of the game. Exchange the unit with Italian piece if playing AA50.

    4. Wolf Packs
    Your submarines attack on a 3 if there is two or more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this National Advantage. The submarines may come from different sea zones, but they must attack the same sea zone.

    5. Blitzkrieg
    When your tanks attack along with fighters, the tanks and fighters attack on a 4 or less. This pairing is on a one-to-one basis.

    6.  Panzer Grenadiers
    Mechanized Infantry can blitz two spaces even if not matched with a tank. They also attack at 2 in the first round of combat.

    United Kingdom National Advantages
    1. Radar
    Your antiaircraft guns at factories now fire on a 1 or 2 instead of just a 1.

    2. ANZAC
    British Infantry defending in pacific territories defend at 3 in the first combat round. These areas are defined as any territories east of and including India.

    3. Canadian Output
    You may build one transport for 5 IPC and place it in either England or Eastern Canada.

    4. Commonwealth Troops
    During your mobilize new units phase, you may place one of your infantry built in England to any other location you own on the board.

    5. British Commandos
    Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.

    6. Colonial Garrison
    You begin the game with one free minor industrial complex in any original UK territory with an income value of at least 3.

    7. Night Bombing Raids
    British bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way roll two dice and choose the lower result. Heavy bombers roll one die only.

    ( need to get rid of one of these)

    Japan National Advantages
    1. Tokyo Express
    Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Destroyers are still allowed to conduct combat when transporting and unloading.

    2. Trained Pilots
    Your carrier based planes get a +1 in combat versus naval units in the first round.

    3. Long Lance Torpedoes
    During the first cycle of combat only, your destroyers attack and defend on a 3. In succeeding cycles of combat, your destroyers fire as normal.

    4. Kamikaze
    Japan may make up to 6 special attacks per game in any sea zone adjacent to a original Japanese controlled territory or island. Any plane can target any one ship and if it hits both units are destroyed. If the plane misses, it can try again a second time, but only one attempt by the same plane is possible and a maximum of 6 attacks of this type per game.

    5. Fukkaku Defenses
    All your infantry on islands (including Japan) defend on a 3.

    6. Banzai Attacks
    When you move only infantry into a contested space during the combat move phase, you may at that time declare the intended attack to be a banzai attack (for an amphibious assault you may also include offshore bombardment support). If you do so, all those infantry attack on a 2 for the first round only. You may not withdraw from any banzai attack, regardless of whether it is amphibious or not.

    Italian National Advantages
    1. Frogmen
    Any Allied surface naval ship that enters the Mediterranean can be attacked at 1 for one round.

    2. Kesselring
    One Infantry can be placed in any Italian controlled territory in Africa each turn.

    3. Minor Axis Allies
    One free Infantry can be built and placed in one of the following each turn: Finland, Romania, or Hungary.

    4. Pact of Steel
    The Italians can receive up to one D6 worth of aid from Germany each turn. (Income is deducted from German totals)

    5. Alarich
    At any time any original Italian territory is attacked by land or by sea (not including African territories) the German player can immediately place up to 12 IPC worth of units as a reaction force to help defend in combat.

    6. Turkey goes to the Axis
    If the axis capture all land territories adjacent to Turkey it immediately becomes activated as per the neutral rules also allowing land units to cross over the Turkish straights.

    United States National Advantages
    1. War Economy
    During your collect income phase, roll one die and collect that many additional IPC’s.
    (Note: This is in addition to any Technology roll under “war bonds”)

    2. Pearl Harbor
    You may place one naval build in Hawaii even if it has no factory nor could have.

    3. Essex Class Carriers
    Your carriers now have a 3 plane capacity (still take only one hit unless you got special technology).

    4. Mechanized Army
    Your infantry and artillery have a move of 2 during NCM phase. The combat move of your infantry and artillery remains at 1.

    5. Marines
    Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.

    6. Super fortresses
    Your bombers add +2 to the die each when conducting a strategic bombing raid.


  • Land Technology:
    Tier #1:
    • Paratroopers- Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
    • Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.
    Tier #2:
    • Self Propelled Artillery- Your Artillery now moves 2 spaces in NCM.
    • Tank Destroyers- Tanks hitting on a 1 can force the defender to select a unit that is not an infantry as his casualty if he has one. (either Tank, Artillery, or Mech).
    Tier #3:
    • Heavy Tanks- Tanks attack at 4 on the first combat round.
    • Prepared Defenses- Artillery can now provide a +1 boost on defense for infantry units only

    Sea Technology:
    Tier #1:
    Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
    Tier #2:
    • Sonar- Destroyers now have a first strike against subs if subs are present.
    • Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
    Tier #3:
    • Improved Carriers- Carriers now take 2 hits and have a 3 fighter capacity. Damaged carriers can still defend with planes, but cannot launch attacks on naval units until repaired. They can launch their planes for land attacks only if damaged.
    • Super Subs- Your subs now defend at 2 and attack at 3.
    • AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.
    Air Technology:
    Tier #1:
    • Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
    • Torpedo Bombers- your tactical-bombers can make one targeted first round attack against naval units. If they hit the selected unit is damaged or sunk. Further combats are handled normally.
    Tier #2:
    • Long Rang Aircraft- Aircraft now moves 2 extra spaces.
    • Air ASW- Aircraft can now attack submarines without the need for a Destroyer (or Cruiser with naval ASW technology).
    Tier #3:
    • Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, Bombers also now attack at 5 or less and defend at 2 or less.
    • Carpet Bombing- On the first round all air units rolling a one can select defending land units hit. Further combats are handled normally.
    Tier #4:
    • Jet Fighters- The attack value of your fighters is now 4 and the defense is 5.
    • Rockets- Your antiaircraft guns are now also 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 flak level for this is not regarded and each AA gun gets one roll.
    Tier #5:
    • Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.

    Production Technology:
    Tier #1:
    • War Bonds- add one die to IPC total each turn.
    • Lend Lease- You may now give IPC to your allies. Each transport you own gets you one D6, which is rolled and the income transferred to a friendly player on the following turn. For each enemy submarine on the map, subtract one from this total. The final result is subtracted from the giving players IPC treasury for his current turn. This transfer is made at the start of your turn before purchases.
    Tier #2:
    • Underground factories- SBR hits count at ½ value rounded down.
    • Research Talent Pool- Future research costs are now reduced to 4 IPC each.

    Tier #3:
    • Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    • Total War- The first land or air unit built (by type) costs -1


  • IL your tiers are all lopsided
    dont you think it would be more rules friendly if they were all 4 tiers with two techs a tier

    Land only has 3?
    Naval only has 3? and a Tier with only 1
    Air has 5? thats nuts. The A-bomb should be a production tech, not an air tech
    And production only has 3?

    Make all tech trees 4 tiers, with 2 techs a tier, so that the tech you get at each tier is a coin flip. Somtimes for the same unit

    For instance, Land….Tier 2 might be 2 balanced artilery techs, while tier 3 is 2 balanced tank techs


  • I understand you, but its more important that the tiers reflect the more impossible techs like A-bomb

    An A-bomb must be the hardest to get and to just make everything like a box is less important than making it a feasible and plausible system.

    I am still adding techs, each should have two, and i suppose i could put the a-bomb as a production tech, but it seems to fit better with heavy bombers and rockets, than lend lease and cheaper naval units?

    I changed out some Italian ones

    Tech is not finished. let me see what you think it should be, but a-bombs must be a special tech because its really powerful than any other tech


  • ok how bout this?

    Land Technology:
    Tier #1:
    • Paratroopers- Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
    • Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.
    Tier #2:
    • Self Propelled Artillery- Your Artillery now moves 2 spaces in NCM.
    • Tank Destroyers- Tanks hitting on a 1 can force the defender to select a unit that is not an infantry as his casualty if he has one. (either Tank, Artillery, or Mech).
    Tier #3:
    • Heavy Tanks- Tanks attack at 4 on the first combat round.
    • Prepared Defenses- Artillery can now provide a +1 boost on defense for infantry units only

    Sea Technology:
    Tier #1:
    • Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
    • AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.
    Tier #2:
    • Sonar- Destroyers now have a first strike against subs if subs are present.
    • Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
    Tier #3:
    • Improved Carriers- Carriers now take 2 hits and have a 3 fighter capacity. Damaged carriers can still defend with planes, but cannot launch attacks on naval units until repaired. They can launch their planes for land attacks only if damaged.
    • Super Subs- Your subs now defend at 2 and attack at 3.
    Air Technology:
    Tier #1:
    • Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
    • Torpedo Bombers- your tactical-bombers can make one targeted first round attack against naval units. If they hit the selected unit is damaged or sunk. Further combats are handled normally.
    Tier #2:
    • Long Rang Aircraft- Aircraft now moves 2 extra spaces.
    • Air ASW- Aircraft can now attack submarines without the need for a Destroyer (or Cruiser with naval ASW technology).
    Tier #3:
    • Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, Bombers also now attack at 5 or less and defend at 2 or less.
    • Carpet Bombing- On the first round all air units rolling a one can select defending land units hit. Further combats are handled normally.
    Tier #4:
    • Jet Fighters- The attack value of your fighters is now 4 and the defense is 5.
    • Rockets- Your antiaircraft guns are now also 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 flak level for this is not regarded and each AA gun gets one roll.
    Tier #5:
    • Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.

    Production Technology:
    Tier #1:
    • War Bonds- add one die to IPC total each turn.
    • Lend Lease- You may now give IPC to your allies. Each transport you own gets you one D6, which is rolled and the income transferred to a friendly player on the following turn. For each enemy submarine on the map, subtract one from this total. The final result is subtracted from the giving players IPC treasury for his current turn. This transfer is made at the start of your turn before purchases.
    Tier #2:
    • Underground factories- SBR hits count at ½ value rounded down.
    • Research Talent Pool- Future research costs are now reduced to 4 IPC each.

    Tier #3:
    • Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    • Total War- The first land or air unit built (by type) costs -1


  • consider the production capibilites required to produce an atomic bomb, the facilities, the man power, the industry….all of it with the single role of producing a bomb. There is no duel role for these facilities

    Id rather see it in producton that in air, making air (of all things) have 2 more tiers is a little disencentive to even go near it.

    The A-bomb could be put on par with other Tier 4 techs if you reduced its damage potential slightly, and incresed the potency of other tier 4 techs to match. Get some really 50’s ones on there.

    You could also add a conditonal clause to the A-bomb tech if it is in production that "no player may acheive the Atomic bomb tech without at least 2 techs already acheived in each other tree (Land, Air, Sea) Do not attach it to heavy bombers…because thats not realistic, if germany had an a-bomb they woulr have made a giant V2 and put it on that, japan might have used it via Kamakaze, and the Russians might have fired it out of a giant catapult knowing them

    Also IL, I still would like to see parallel techs on each tier, and by that I mean “of the same unit”…not for all trees, but at least similar…like Tier 2 and 3 land should be Artilery techs then Tank Techs respectively

    Ill modify your techs slightly in my next post.


  • Land Technology:
    Tier #1: Enhanced Mobility
    •  Paratroopers - Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
    •  Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.

    Tier #2: Enhanced Artilery
    •  Self Propelled Artillery- Your Artillery now moves 2 spaces in NCM.
    •  Prepared Defenses- Artillery can now provide a +1 boost on defense for infantry units only

    Tier #3: Enhanced Armor
    •  Heavy Tanks- Tanks attack at 4 on the first combat round.
    •  Tank Destroyers- Tanks hitting on a 1 can force the defender to select a non-infantry land unit as a casualty, if avalable

    Tier #4: Future Tech
    •  Sloped Armor - Tanks defend on a 4
    •  Assault Rifles - Half your infantry in combat (rounded down) attack at 2

    Sea Technology:
    Tier #1: Enhanced Cruisers
    •  Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
    •  AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.

    Tier #2: Enhanced Destroyers/Submarines
    •  Sonar- Destroyers now have a first strike against subs if subs are present.
    •  Super Subs- Your subs now defend at 2 and attack at 3.

    Tier #3: Enhanced Capital Ships
    •  Improved Carriers - Carriers now have a 3 figher capacity (carriers always have 2 hits)
    •  Super Battleships - your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.

    Tier #4: Future Tech
    •  Nuclear Reactors - Carriers and Battleships may repair without the need for a port, during the purchase units and repair phase
    •  Super Carriers - Carriers now may launch and land planes when damaged, and have a defense value of 3.

    Air Technology:
    Tier #1: Enhanced Fuel/Range
    •  Drop-Tanks - Fighters may expend extra movement points to re-roll misses. Fighters may not make themsleves unable to reach a friendly landing space in this way
    •  Long Rang Aircraft- Aircraft now move 2 extra spaces.

    Tier #2: Rocketry
    •  Strategic Rockets- Your antiaircraft guns are now also 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.
    •  Airborne Rockets - Fighters may make one attack in their first round as if they had first strike then must retreat immidealtly.

    Tier #3: Enhanced Targeting
    •  Advanced Bomb Sights - Each of your Tactical bombers and Bombers may re-roll their first miss, bombers may re-roll when strategic bombing
    •  Torpedo/Dive Bombers- your tactical-bombers can make one targeted first round attack against naval units or Tanks. If they hit the selected unit is destroyed/damaged. Further combat rounds are handled normally

    Tier #4: Future Tech
    •  Jet Fighters - The attack value of your fighters is now 4 and defense is now 5.
    •  Guided Missiles - Rolls of a 1 to hit with fighters must be taken as a casualty on an enemy air unit or tank if avalable.

    Production Technology:
    Tier #1: Currency Manipulation
    •  War Bonds- add one die to IPC total each turn.
    •  Lend Lease- You may now give IPC to your allies. Each transport you own gets you one D6, which is rolled and the income transferred to a friendly player on the following turn. For each enemy submarine on the map, subtract one from this total. The final result is subtracted from the giving players IPC treasury for his current turn. This transfer is made at the start of your turn before purchases.

    Tier #2: Industrial Resilance
    •  Underground factories- 2 Points of Strategic bombing damage is repaired for every 1 IPC spent to do so.
    •  Radar - Your AA guns fire at 2 or less

    Tier #3: Mass Prodcution
    •  Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    •  Total War- The first land or air unit built (by type) costs -1

    Tier #4: Future Tech
    •  Academic Grants - Research tokens now cost 4 IPCs, you may now have an active tech roll on all trees.
    •  Atomic Bomb- (Prerequisete - at least 2 Techs from each tech tree) Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: Roll 4 dice, The two highest are strategic damage, the 2nd highest is permanent strategic damage, and the lowest is damage to the territories IPC value. The bomb must be dropped using a bomber, or can be launched via a rocket for an extra 5 IPCs. The bomb moves as if it was an AA gun.


  • just had another idea for the research roll

    It decreases each turn, 6, then 5, then 4….etc

    but get this…you only get to pick your tech on that tier on the roll of a “6”…all future turns may sucesses may or may not be decided by coin flip

    So if you roll a 6 in land 2, you pick…if you dont succeed, and next turn you roll a 5, then your tech is decided by coin flip.

    I tried to modify your techs just enough so that every power can use each one (russia might not be using tactical bombers much over water so I added Divebombing to the Torpedo tech you had)


  • I am not sure but i think you stated the rules as they already are:

    if you get a tech you can only get a tier one technology. To get to tier two you must have at least one tier one tech in that same category.

    So to get the A-bomb you needs one each in production category.

    Now i think what you could also be saying is you don’t get a choice within the same tier and this is decided randomly ( e.g.coin flip )  unless you roll a 6?

    I was thinking somewhat differently, which was to make a proper flow chart ( looking like a tree) where techs related are on a track one leading to another and grouped in even tighter groups.

    Really nice techs would require some success in other fields, rather than payout after 3 choices within a tier.


  • Land Technology:
    Tier #1: Enhanced Mobility
    •  Paratroopers - Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
    •  Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.

    Tier #2: Enhanced Artilery
    •  Self Propelled Artillery- Your Artillery now moves 2 spaces in NCM.
    •  Prepared Defenses- Artillery can now provide a +1 boost on defense for infantry units only

    Tier #3: Enhanced Armor
    •  Heavy Tanks- Tanks attack at 4 on the first combat round.
    •  Tank Destroyers- Tanks hitting on a 1 can force the defender to select a non-infantry land unit as a casualty, if avalable

    Tier #4: Future Tech
    •  Sloped Armor - Tanks defend on a 4
    •  Assault Rifles - Half your infantry in combat (rounded down) attack at 2

    Sea Technology:
    Tier #1: Enhanced Cruisers
    •  Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
    •  AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.

    Tier #2: Enhanced Destroyers/Submarines
    •  Sonar- Destroyers now have a first strike against subs if subs are present.
    •  Super Subs- Your subs now defend at 2 and attack at 3.

    Tier #3: Enhanced Capital Ships
    •  Improved Carriers - Carriers now have a 3 figher capacity (carriers always have 2 hits)
    •  Super Battleships - your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.

    Tier #4: Future Tech
    •  Nuclear Reactors - Carriers and Battleships may repair without the need for a port, during the purchase units and repair phase
    •  Super Carriers - Carriers now may launch and land planes when damaged, and have a defense value of 3.

    Air Technology:
    Tier #1: Enhanced Fuel/Range
    •  Drop-Tanks - Fighters may expend extra movement points to re-roll misses. Fighters may not make themsleves unable to reach a friendly landing space in this way
    •  Long Rang Aircraft- Aircraft now move 2 extra spaces.

    Tier #2: Rocketry
    •  Strategic Rockets- Your antiaircraft guns are now also 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.
    •  Airborne Rockets - Fighters may make one attack in their first round as if they had first strike then must retreat immidealtly.

    Tier #3: Enhanced Targeting
    •  Advanced Bomb Sights - Each of your Tactical bombers and Bombers may re-roll their first miss, bombers may re-roll when strategic bombing
    •  Torpedo/Dive Bombers- your tactical-bombers can make one targeted first round attack against naval units or Tanks. If they hit the selected unit is destroyed/damaged. Further combat rounds are handled normally

    Tier #4: Future Tech
    •  Jet Fighters - The attack value of your fighters is now 4 and defense is now 5.
    •  Guided Missiles - Rolls of a 1 to hit with fighters must be taken as a casualty on an enemy air unit or tank if avalable.

    Production Technology:
    Tier #1: Currency Manipulation
    •  War Bonds- add one die to IPC total each turn.
    •  Lend Lease- You may now give IPC to your allies. Each transport you own gets you one D6, which is rolled and the income transferred to a friendly player on the following turn. For each enemy submarine on the map, subtract one from this total. The final result is subtracted from the giving players IPC treasury for his current turn. This transfer is made at the start of your turn before purchases.

    Tier #2: Industrial Resilance
    •  Underground factories- 2 Points of Strategic bombing damage is repaired for every 1 IPC spent to do so.
    •  Radar - Your AA guns fire at 2 or less

    Tier #3: Mass Prodcution
    •  Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    •  Total War- The first land or air unit built (by type) costs -1

    Tier #4: Future Tech
    •  Academic Grants - Research tokens now cost 4 IPCs, you may now have an active tech roll on all trees.
    •  Atomic Bomb- (Prerequisete - at least 2 Techs from each tech tree) Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: Roll 4 dice, The two highest are strategic damage, the 2nd highest is permanent strategic damage, and the lowest is damage to the territories IPC value. The bomb must be dropped using a bomber, or can be launched via a rocket for an extra 5 IPCs. The bomb moves as if it was an AA gun.

    some of the scripting needs less cold war terms ( nuclear submarines, super carriers)  but i think we are getting somewhat closer to a solution…


  • @oztea:

    A little bit more than “kiss”….

    agree 100%

    this is NOT a “simple” set of rule changes.

    But you can label it however you want.


  • this is NOT a “simple” set of rule changes.

    These are the actual rules. Everything else is optional.

    Standard Rules:

    Alternative bidding system: The axis player starts with a cash fund of IPC which grows by the rate of one IPC each turn. It can be used once and when that occurs it’s used in its entirety and the fund stops growing. The fund can be used at any time even if it’s not your turn and you immediately place pieces equal to its value in any controlled territory. Unspent IPC are lost.

    Dice challenge: During the course of combat rolls, each side is allowed a number of re-rolls for either a poor dice result as the attacker or defender (costs one point), or a re-roll of an air unit hit from a defending AA (costs two points). The total number of assigned points is to be determined before start of play. Players can choose how they allocate results during each turn. This is done to help alleviate some bad rolls that may occur.

    Anti-Air rolls: These are now done according to Low Luck rules with any fraction still being rolled. Multiple AA guns have no effect. AA guns only fire during the combat phase and not during NCM. Only Bombers can be targeted by AA guns.

    China: The Soviet player controls China starting with its own turn. The flying tiger’s fighter can be rebuilt if destroyed if the US player spends IPC for this. The US player just buys a fighter on his turn and its placed in China at the end of his turn. Also, If the total Chinese controlled territories equals an odd number, round up for the purpose of determining the placement of new infantry.

    Burma Road: If Yunnan and Burma are under allied control the Chinese gain one additional infantry for free.

    New Victory Cities:
    Cairo and Ploesti are added as Victory Cities. The original VC requirement is still in effect, but these are added to symbolize the strategic and historical importance of these localities.

    Infantry Placement at VC: Infantry only may be placed at any originally controlled VC for the cost of 4 IPC each limited to the production value of the territory. Captured VC locations can also produce Infantry, but only one each.

    Tanks: All tanks now cost 6 IPC.

    Conduct Convoy Disruptions:  Each Axis submarine, or surface raider (Battleship or Cruiser) located outside the Baltic and Mediterranean can potentially disrupt Allied shipping. American and British submarines only may disrupt Axis shipping and this requirement would be outside the Baltic.

    Procedure: Each submarine or warship that ends its turn adjacent to the enemy controlled land territory can cause damage up to and equal to the total value of the adjacent territories. Submarines cause 1 point of damage, while Surface raiders can cause 2 points of damage. Example: Japan has 3 subs adjacent to India and takes 3 IPC from the British player’s total IPC total.

    Revised Tech Tree:
    Procedure: Same as AA50 except you assign your researcher to one of the following FOUR categories: Land, Sea, Air and Production. You can only assign up to one researcher per category at a time and no more than two different categories.

    Research & Development Sequence:
    1. Buy researcher tokens
    2. Roll research dice
    3. Roll breakthrough die
    4. Mark development

    Step 1: Buy Researcher Tokens
    Each researcher token costs 5 IPC’s.

    Step 2: Roll Research Dice
    For each researcher you have, roll one die.

    -Success: If you roll at least one “6”, you have successfully made a technological breakthrough.  Discard all your researcher tokens and continue to step 3.

    -Failure: If you do not roll a “6”, your research has failed.  Keep your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.

    Step 3: Roll Breakthrough Die
    If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.
    Step 4: Mark Development
    If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart.  Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology.

    Land Technology:
    Tier #1:
    • Paratroopers- Each bomber can now carry one infantry in combat or two infantry in non-combat and drop them within normal flight range. If used during the combat move, the drop of airborne troops can not be further than two spaces from your nearest land unit.
    • Mobile Warfare Doctrine- Mechanized Infantry attack at 2 on the first combat round.
    Tier #2:
    • Self Propelled Artillery- Your Artillery now moves 2 spaces in NCM.
    • Tank Destroyers- Tanks hitting on a 1 can force the defender to select a unit that is not an infantry as his casualty if he has one. (either Tank, Artillery, or Mech).
    Tier #3:
    • Heavy Tanks- Tanks attack at 4 on the first combat round.
    • Prepared Defenses- Artillery can now provide a +1 boost on defense for infantry units only

    Sea Technology:
    Tier #1:
    • Naval ASW- Cruisers are now ASW units and have the same rules as destroyers with regard to submarine interactions.
    • AA Cruisers: If your Cruisers roll a one on defense, an attacking plane can be selected as a loss.
    Tier #2:
    • Sonar- Destroyers now have a first strike against subs if subs are present.
    • Super Battleships- your existing battleships attack and defend at 5 and they always fire preemptively in combat each turn (loses removed before they fire back) for either attack or defense.
    Tier #3:
    • Improved Carriers- Carriers now take 2 hits and have a 3 fighter capacity. Damaged carriers can still defend with planes, but cannot launch attacks on naval units until repaired. They can launch their planes for land attacks only if damaged.
    • Super Subs- Your subs now defend at 2 and attack at 3.
    Air Technology:
    Tier #1:
    • Radar- any fighters you have defending and not under attack can assist adjacent territories prior to the start of combat rolls. They act immediately in these battles.
    • Torpedo Bombers- your tactical-bombers can make one targeted first round attack against naval units. If they hit the selected unit is damaged or sunk. Further combats are handled normally.
    Tier #2:
    • Long Rang Aircraft- Aircraft now moves 2 extra spaces.
    • Air ASW- Aircraft can now attack submarines without the need for a Destroyer (or Cruiser with naval ASW technology).
    Tier #3:
    • Heavy Bombers- roll two dice = pick the best result and apply to SBR. Also, Bombers also now attack at 5 or less and defend at 2 or less.
    • Carpet Bombing- On the first round all air units rolling a one can select defending land units hit. Further combats are handled normally.
    Tier #4:
    • Jet Fighters- The attack value of your fighters is now 4 and the defense is 5.
    • Rockets- Your antiaircraft guns are now also 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 flak level for this is not regarded and each AA gun gets one roll.
    Tier #5:
    • Atomic Bomb- Each Atomic Bombs costs 10 IPC and only one can be made each turn. When dropped no AA roll is made. Effects: 3 dice of variable damage and one die of permanent damage. The first turn this can be developed is turn 7. Prerequisite: Heavy Bombers technology.

    Production Technology:
    Tier #1:
    • War Bonds- add one die to IPC total each turn.
    • Lend Lease- You may now give IPC to your allies. Each transport you own gets you one D6, which is rolled and the income transferred to a friendly player on the following turn. For each enemy submarine on the map, subtract one from this total. The final result is subtracted from the giving players IPC treasury for his current turn. This transfer is made at the start of your turn before purchases.
    Tier #2:
    • Underground factories- SBR hits count at ½ value rounded down.
    • Research Talent Pool- Future research costs are now reduced to 4 IPC each.

    Tier #3:
    • Shipyards- subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    • Total War- The first land or air unit built (by type) costs -1

    Procedure: allocate researcher to develop a tier #1 technology in any of three categories. Once you have developed a technology you can choose one of the two choices. If you elect to develop further research in the same category and succeed, you may then either elect to choose a Tier #2 technology or pick something from a LOWER tier technology.
    Eventually, you can get to a tier #3 technology and chose any lower tech.

    whats not kiss about this?


  • KISS = Keep It SIMPLE, Stupid


    Well, um, simple means:

    sim·ple   /ˈsɪmpəl/  Show Spelled [sim-puhl]  Show IPA adjective,-pler, -plest, noun
    –adjective
    1.easy to understand, deal with, use, etc.: a simple matter; simple tools.
    Easy to use?  I guess after you use these rules in several games, maybe they might be

    2.not elaborate or artificial; plain: a simple style.
    these rules are quite elaborate

    3.unaffected; unassuming; modest: a simple manner.
    these rules are not very modest either

    4.not complicated: a simple design.
    5.not complex or compound; single.
    Level of complexity can be argued, but there are definitely more complicated than simple rules

    6.common or ordinary: a simple soldier.
    these rules are not very common (dice challenges?)


  • Written by Larry Harris on Mon Apr 12, 2010 10:53 pm

    This is a rather impressive list of Techs IL… Very creative and relate to the spirit of the game components rather effectively. None of them seem too exaggerated. They usually also come with an interesting story-telling caveat as well. I could live with these.

    Hey questioneer…
    If I’m not confused it’s definitely not too complicated… :lol:

    Well i guess they are KISS then :mrgreen:

    let me try to make it more clear.

    The question was not what KISS means, but what i posted above your response is too complicated and not in keeping with KISS?

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