Dijitz House Rules Part 1 - The Rules


  • You cant tie interceptors to Radar….that makes Strategic bombing 10 times more effective

    No tank paradrop…that has no historcal basis in 1940’s
    I
    may have seen that “victory city occupation” rule somewhere before ahem

    I like “the hitch” however…instead:
    Combined Arms: Mechinzied Infantry may transport one land unit of lesser or equal value when paired with a tank. (1 Tank, 1 Mech > 1 INF or 1 ART)

    I like the Collateral Damage rule…but what would be even more fiendish would be that hits of a 1 can be allocated to an associated unit INSTEAD of strategic damage. Now that would be crazy

    I think only Tanks and Mechs should be able to retreat because of their mobility. I dont want to have to chase a stack all the way back to Moscow/Berlin

    Artillery bombarding from trasports is also…insane. A poor mans battleship?
    If you want artillery to do something extra, think up a coastal guns or static defenses rule for them. They should do something cool when defending

    ahem and I mean no ill will about your adoption of aformentioned victory city rule (occupation discussion or larry’s board) I ENCOURAGE the use of such ideas. I ask for no credit, only that that idea not be comigled with paradropping tanks and the like.


  • Cool, changed the tank para dropping and the hitch rule… going to have to keep the artillery bombardment though… It has historical basis (D-day footage).

    I think you might be right about the retreating rule.

    Um, for the collateral damage rule, I had originally thought of for every two or three damage, but then who would bomb factories… Was thinking every time a 6 was rolled maybe… might get a few more lucky shots that way… But the collateral damage rule combined with the RADAR/Air base for interceptors rule I think will gave the game the same feel that the Luftwaffe and RAF went through.


  • DOGFIGHTING INVOLVING TACS
    The way i play it is all fighters pair off and resolve dogfight first. if tacs are involved in attack defending fighters can choose to go after tacs or attacking fighters. attacking fighters act sort of like escorts, they defend against fighters and        tie them up so the tacs can get thru and target their objectives. in this case the tacs can choose their targets. if you attack with tacs with no attacking fighters for support against defending fighters, the tacs can choose to defend themselves against fighter attack, or go after land/naval targets. the latter would be a bad choice thou becouse the defending fighters could go after the attacking tacs and just chew them up. after dogfighting is resolved combat as usual.


  • @lnmajor:

    DOGFIGHTING INVOLVING TACS
    The way i play it is all fighters pair off and resolve dogfight first. if tacs are involved in attack defending fighters can choose to go after tacs or attacking fighters. attacking fighters act sort of like escorts, they defend against fighters and         tie them up so the tacs can get thru and target their objectives. in this case the tacs can choose their targets. if you attack with tacs with no attacking fighters for support against defending fighters, the tacs can choose to defend themselves against fighter attack, or go after land/naval targets. the latter would be a bad choice thou becouse the defending fighters could go after the attacking tacs and just chew them up. after dogfighting is resolved combat as usual.

    Can you give me a play by play for instance?


  • Dijitz i like your rules a lot. My group has tried house rules too and you just gave me a bunch of new ideas. Thanks!


  • @dadler12:

    Dijitz i like your rules a lot. My group has tried house rules too and you just gave me a bunch of new ideas. Thanks!

    I only take credit for the following:

    Interceptor Rule
    Choose Your Targets
    Combined Arms (Partialy… thanks oztea)
    Fly Overs (no brainer… think that’s more of a rule every second AA release)
    Nothing’s Free
    Spoils of War
    Collateral Damage
    Artillery Bombardment
    You get what you pay for

    But thank you very much.


  • My post is pretty self explanitory. do you have a specific question?


  • @lnmajor:

    My post is pretty self explanitory. do you have a specific question?

    Kinda, I can get the idea, but there was room for more explanation there. How’s this:

    Dogfight Combat
    All attack/defense values are unchanged.
    All fighters pair off 1:1
        Any extra fighters may choose their targets (as long as they are airborne aircraft).
        Fighters are bound to dog fighting until there are no airborne aircraft left.
    Tac bombers may choose to defend themselves against the fighter(s) pursuing them OR
        choose their land/naval targets.
        Tac bombers can leave/enter dog fight at any time.
    Attacking strategic bombers get an automatic defense (machine gunners) against its
        attacker(s), hitting on a 2. Rolling only one dice. (is 2 OK? Not sure if 2 or 1, was even
        thinking an AA role of 1, 1 dice per attacker, think that might be OP… will have to
        play test these numbers).
        The attack value of attacking strategic bombers (4) can only be used against land
        units, naval units, or defending aircraft that are considered on the ground)
    Defending strategic bombers are considered on the ground.

    Is that what you had in mind?

    Edit: Now, if the Tac bomber chooses to defend itself on the first round, does it forfeit it’s ability to choose a land/naval target? Or does it just choose a target when it leaves ground combat. Might need ammo chips for that (since I added Rocket Projectiles in the Air tech tree) but that may just over-complicate things.

    Also, if the attacking strat bombers have an auto defense of 1 during dog fighting, then I should have it so in the escort/interceptor rule, no combat values are changed at all and the bombers stay at a 1.

  • Customizer

    I already use the “Blitzkrieg” rule; this compensates these units for the fact that rail movement negates their normal 2 space movement allowance.


  • You got it!
    Pretty much dead on. Tacs would not lose first round targeting, i think they should be able to target a
    ll the time. That would be their strengh. this can always be countered with
    fighters.    think about this, fighters: attack 2, defend 2 against land and naval targets. but fighters attack 3, defend 4 against tacs and bombers. Tacs attack 2 and defend 2 against fighters and use normal attack values against land and naval targets.Strat bombers always defend from fighters at 1


  • @lnmajor:

    You got it!
    Pretty much dead on. Tacs would not lose first round targeting, i think they should be able to target a
    ll the time. That would be their strengh. this can always be countered with
    fighters.    think about this, fighters: attack 2, defend 2 against land and naval targets. but fighters attack 3, defend 4 against tacs and bombers. Tacs attack 2 and defend 2 against fighters and use normal attack values against land and naval targets.Strat bombers always defend from fighters at 1

    Have you play tested that? How well does that work? We will have to change the values of the escort intercept rules as well then eh?

    EDIT: I was thinking about tacs being able to choose at all times. BUT they were only equipped with one bomb to drop, but I added the Rocket Projectiles Technology (Your tactical bombers may choose its targets twice. Each tactical bomber can choose its target in the first and second round of combat). This, I think, is where we might have to add some ammo markers?? I think so

    EDIT: Link for Ammo Markers
    http://www.mediafire.com/?9k512hkknsh66ss


  • Been playing it like that for years. works great. you just have to get used to adjusting attack and defense values for the given situation. as far as tac bombers, remember, 1 tac bomber is really meant to represent a squadron of planes. not 1 plane trying to drop 1 bomb and fly away. just like a aircraft carrier held alot more than 2 planes. see what i mean?


  • I’ll look into it, my group and I are going to start playtesting in a week or two. Thanks for the help


  • I added various links and made some changes to the first three parts of the rules, technology, and units.

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