• Customizer

    It’d be kind of cool if there was some sort of breakthrough rule…like, if a territory is captured (read: overrun), the attacking player may move all his tanks and 1 inf per tank to a territory adjacent to the captured territory, and may engage in another combat round there. That’d give an awesome incentive for buying tanks, and it’d be pretty accurate to what they were actually used for.


  • Looks like Artillery will be the new King, very cost effecient.

    With air supremacy all your artilleries will hit on 4 or less. This is going to be strong.

    During amphibious assaults all defending artilleries fire a pre-emptive strike against the invading land units, just like the Blockhuse from A&A D-day, and the casualties are removed before return of fire. On top of that, the artillery can roll again in the general combat. Very strong.

  • Customizer

    Make them even stronger:

    If a side has uncontested air superiority, its artillery all get to fire a preemptive opening barrage before the main battle begins.

    The enemy can reply with its own barrage, but not before removing casualties.

    This might be considered in conjunction with upgrading tanks.


  • Could you envision tanks being heavily used in the Western Front by 1 of each of the Entente and CP? I have not thought about turn order and may not even work but if there is a large amount of German/Austrian & British/French cooperation what about one nation focusing on tanks while the other mainly on infantry to support? Tanks go in first to soak up the hits before the infantry stacks move in to support and to protect the armour from counter-attacks.

  • Customizer

    Not quite sure what you mean, multinational armies cannot attack together. Tanks attacking without infantry and artillery would do too little damage.

    I’m yet to be convinced that tanks are worth buying, but maybe something alone these lines might work.


  • I figure Jonny talk about the classic 2pronged attack.

    1. France attack with 6 inf, 6 tanks, 12 artillery and air supremacy, and win the battle.
    2. UK move a stack with cheap infantry in for defense
  • Customizer

    I see, worth trying out.

    But if I were France, I still think I’d prefer to go in with 18 infantry and pass on the armour.


  • Yes indeed, with todays knowledge 18 inf is the rational choice.

    But each of Larry’s postings reveal some new surprices, like last time he told us that artillery now can fire pre-emptive on amphibious assaulting land units, now who could have seen that one coming ? And what about air supremacy that boost artillery, and artillery that boost tanks, or two-hit tanks, or one round of combat that leave territories contestet so nobody get income from them etc etc. I figure next time Larry tell us something that make tanks look good, so I would be too quick making assumptions, man


  • You are probably right. What about an optional rule of when attacking with tanks to play 2 cycles of combat instead of one, kind of to try and represent an increase of speed and mobility of tanks (even if that is not representative of the truth) but really to have more time on the offensive with your tanks? Might be something I will think about if every battle is just stacks of infantry and artillery. I was also thinking about a ‘contested zones’ style gameplay for WW2 with a 2 cycles combat system for tanks/mechs as I have always lamented the no option for defender to retreat.

    I was wondering if you thought that if your capital is contested can you still mobilize? Throw units straight into the fight?

  • Customizer

    We don’t know what happens when capitals are captured. I would assume they can still build there when contested, even though they’ll collect no money for the capital itself.

    On past rules we can assume that all money is captured, the country cannot build new units or collect money, but can be liberated by its allies.

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