How Are You Using Your (HBG/FMG/Table Tactics/Other) Battle Pieces?

  • Customizer

    We are getting ready to try a game with new HBG pieces included. I’ve decided to move up to a D 12 system to add a little to certain units plus new rules for trucks and transport planes. Here are my ideas. I’m curious as to what the rest of you think.
    Unit values are Attack - Defense - Movement - Cost.
    INFANTRY: 2 - 4 - 1 - 3
    ELITE INFANTRY: 4 - 4 - 1 - 4 . Elite Infantry can be Marines (US), Paratroops, Commandos (UK), SS (Germany), Guards (Russia).
    MECHANIZED INFANTRY: 2 - 4 - 2 - 4 . Halftracks. Can blitz with tanks on a 1 to 1 basis.
    ARMORED CARS: 3 - 2 - 2 - 4 . Can “blitz”.
    ARTILLERY: 4 - 4 - 1 - 4 . When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    HEAVY ARTILLERY: 8 - 4 - 1 - 6 . Can support infantry units like regular artillery in normal attacks. ALSO: can attack from adjacent territory @ 6 during entire combat. When attacking from adjacent territory, does NOT support infantry units.
    SELF PROPELLED ARTILLERY: 4 - 4 - 2 - 5 .  When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    LIGHT TANK: 4 - 4 - 2 - 5 . Can “blitz”.
    MEDIUM TANK: 6 - 5 - 2 - 6 . Can “blitz”
    HEAVY TANK: 8 - 6 - 2 - 8 . Can “blitz”. Takes 2 hits to destroy. Must destroy first damaged heavy tank before damaging second heavy tank. If damaged heavy tank survives combat, it is repaired at the beginning of the next turn. However, if enemy counter-attacks before heavy tank owner’s next turn, that heavy tank is still damaged and only takes 1 hit to destroy.
    TANK DESTROYERS: 4 - 6 - 2 - 6 . A roll of 1 on offense or defense targets an enemy tank of the tank owner’s choosing.
    ELITE MEDIUM TANKS: 7 - 6 - 2 - 7 . Can “blitz”. Only Germany (SS) and Russia (Guards) have these.

    NOTE FOR ELITE UNITS: All countries may have nor more than 6 of any single “elite” unit on the board at any given time. Any country that has multiple “elite” units may have up to 6 of each type on the board at any given time. (For Example: Germany could have up to 6 SS Infantry, 6 SS Tanks and 6 Paratroops. USA could have up to 6 Marines and 6 Paratroops.)

    TRUCKS: Attack 0, Defense 0, Move 2, Cost 4. Trucks can transport 2 infantry or 1 infantry and 1 artillery up to 2 spaces to any friendly territory during Non-Combat move only.
    Trucks must be chosen last as casualties in combat.
    TRUCKS MAY BE CAPTURED. If an enemy force attacks a territory containing trucks and fighting units, if the attacker wins the battle, after all attacking hits are applied to defending units, any remaining trucks may be captured by the attacking force. On the final combat round, any hits in excess of defending fighting units must be applied to defending trucks. (For Example: An attacker moves in on a defending force consisting of 3 infantry and 2 trucks.
    If the attacker gets 3 hits, he/she can capture both trucks.
    If the attacker gets 4 hits, then all 3 infantry and 1 truck must be destroyed and the attacker can capture the remaining truck.
    If the attacker gets 5 or more hits, then ALL defending units are destroyed and the attacker can not capture any trucks.
    If an attacking force moves into a territory containing ONLY trucks, the attacker may capture the defending trucks on a 1 to 1 basis with attacking units. In other words, if there are 3 attacking units, they can capture up to 3 defending trucks. Any remaining trucks are destroyed. So, 1 infantry can not capture a stack of 10 trucks, but he can destroy them.
    When capturing enemy trucks, simply replace their truck units with your truck units.

    TRANSPORT PLANES: Attack 0, Defense 0, Move 6, Cost 10. Transport planes may be used to move infantry during the non-combat move and paratroops during the combat move.
    NON-COMBAT MOVEMENT: Can move 1 infantry from ANY friendly territory to ANY other friendly territory, including one just captured, within it’s range. Can move 2 infantry from any friendly territory with an operational airbase to ANY other friendly territory, including one just captured, within it’s range. Transport planes are the ONLY planes allowed to land in newly captured territories. If the transport owner chooses to reinforce their front line troops in this manner, the transport plane must remain in that territory. If an enemy chooses to attack any territory containing transport planes, the transport planes must be chosen last as casualties. If the enemy force wins the battle, any remaining transport planes are destroyed. If an enemy force moves into a territory containing ONLY transport planes, the transport planes are destroyed.
    COMBAT MOVEMENT: Can move 1 paratroop unit from ANY friendly territory, OR 2 paratroop units from any friendly territory with an operational airbase, to any enemy territory that is being attacked, either amphibiously, by land or both, as long as it’s range will allow the transport to land in any friendly territory that was friendly at the beginning of your turn.
    IN ADDITION: A transport plane may also transport 1 paratroop unit (2 paratroop units from an airbase) into any enemy controlled territory that is NOT occupied by units with a defense value and take control of that territory, provided the transport has enough range to land in any friendly territory that was friendly at the beginning of your turn. The paratroops will destroy any AA guns, transport planes or trucks in the targeted territory (Paratroops can NOT capture trucks on their own).
    SUSCEPTABLE TO AA GUNS: If there are any AA guns present in the territory being attacked, they roll for AA defense like they would with any other attacking planes (up to 3 dice per AA gun OR number of attacking planes, whichever is smaller). A roll of 1 (2 with radar) will destroy the transport plane and any paratroops inside before the paratroop drop happens. On attacks into enemy controlled but unoccupied territories, fighters may be sent to escort the transport (range permitting) and you can use the fighters to absorb AA hits.

    Well, there are my ideas. Do you guys think they are good? If not, what might you change?

  • Customizer

    @knp7765:

    We are getting ready to try a game with new HBG pieces included. I’ve decided to move up to a D 12 system to add a little to certain units plus new rules for trucks and transport planes. Here are my ideas. I’m curious as to what the rest of you think.
    Unit values are Attack - Defense - Movement - Cost.
    INFANTRY: 2 - 4 - 1 - 3
    ELITE INFANTRY: 4 - 4 - 1 - 4 . Elite Infantry can be Marines (US), Paratroops, Commandos (UK), SS (Germany), Guards (Russia).
    MECHANIZED INFANTRY: 2 - 4 - 2 - 4 . Halftracks. Can blitz with tanks on a 1 to 1 basis.
    ARMORED CARS: 3 - 2 - 2 - 4 . Can “blitz”.
    ARTILLERY: 4 - 4 - 1 - 4 . When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    HEAVY ARTILLERY: 8 - 4 - 1 - 6 . Can support infantry units like regular artillery in normal attacks. ALSO: can attack from adjacent territory @ 6 during entire combat. When attacking from adjacent territory, does NOT support infantry units.
    SELF PROPELLED ARTILLERY: 4 - 4 - 2 - 5 .  When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    LIGHT TANK: 4 - 4 - 2 - 5 . Can “blitz”.
    MEDIUM TANK: 6 - 5 - 2 - 6 . Can “blitz”
    HEAVY TANK: 8 - 6 - 2 - 8 . Can “blitz”. Takes 2 hits to destroy. Must destroy first damaged heavy tank before damaging second heavy tank. If damaged heavy tank survives combat, it is repaired at the beginning of the next turn. However, if enemy counter-attacks before heavy tank owner’s next turn, that heavy tank is still damaged and only takes 1 hit to destroy.
    TANK DESTROYERS: 4 - 6 - 2 - 6 . A roll of 1 on offense or defense targets an enemy tank of the tank owner’s choosing.
    ELITE MEDIUM TANKS: 7 - 6 - 2 - 7 . Can “blitz”. Only Germany (SS) and Russia (Guards) have these.

    NOTE FOR ELITE UNITS: All countries may have nor more than 6 of any single “elite” unit on the board at any given time. Any country that has multiple “elite” units may have up to 6 of each type on the board at any given time. (For Example: Germany could have up to 6 SS Infantry, 6 SS Tanks and 6 Paratroops. USA could have up to 6 Marines and 6 Paratroops.)

    TRUCKS: Attack 0, Defense 0, Move 2, Cost 4. Trucks can transport 2 infantry or 1 infantry and 1 artillery up to 2 spaces to any friendly territory during Non-Combat move only.
    Trucks must be chosen last as casualties in combat.
    TRUCKS MAY BE CAPTURED. If an enemy force attacks a territory containing trucks and fighting units, if the attacker wins the battle, after all attacking hits are applied to defending units, any remaining trucks may be captured by the attacking force. On the final combat round, any hits in excess of defending fighting units must be applied to defending trucks. (For Example: An attacker moves in on a defending force consisting of 3 infantry and 2 trucks.
    If the attacker gets 3 hits, he/she can capture both trucks.
    If the attacker gets 4 hits, then all 3 infantry and 1 truck must be destroyed and the attacker can capture the remaining truck.
    If the attacker gets 5 or more hits, then ALL defending units are destroyed and the attacker can not capture any trucks.
    If an attacking force moves into a territory containing ONLY trucks, the attacker may capture the defending trucks on a 1 to 1 basis with attacking units. In other words, if there are 3 attacking units, they can capture up to 3 defending trucks. Any remaining trucks are destroyed. So, 1 infantry can not capture a stack of 10 trucks, but he can destroy them.
    When capturing enemy trucks, simply replace their truck units with your truck units.

    TRANSPORT PLANES: Attack 0, Defense 0, Move 6, Cost 10. Transport planes may be used to move infantry during the non-combat move and paratroops during the combat move.
    NON-COMBAT MOVEMENT: Can move 1 infantry from ANY friendly territory to ANY other friendly territory, including one just captured, within it’s range. Can move 2 infantry from any friendly territory with an operational airbase to ANY other friendly territory, including one just captured, within it’s range. Transport planes are the ONLY planes allowed to land in newly captured territories. If the transport owner chooses to reinforce their front line troops in this manner, the transport plane must remain in that territory. If an enemy chooses to attack any territory containing transport planes, the transport planes must be chosen last as casualties. If the enemy force wins the battle, any remaining transport planes are destroyed. If an enemy force moves into a territory containing ONLY transport planes, the transport planes are destroyed.
    COMBAT MOVEMENT: Can move 1 paratroop unit from ANY friendly territory, OR 2 paratroop units from any friendly territory with an operational airbase, to any enemy territory that is being attacked, either amphibiously, by land or both, as long as it’s range will allow the transport to land in any friendly territory that was friendly at the beginning of your turn.
    IN ADDITION: A transport plane may also transport 1 paratroop unit (2 paratroop units from an airbase) into any enemy controlled territory that is NOT occupied by units with a defense value and take control of that territory, provided the transport has enough range to land in any friendly territory that was friendly at the beginning of your turn. The paratroops will destroy any AA guns, transport planes or trucks in the targeted territory (Paratroops can NOT capture trucks on their own).
    SUSCEPTABLE TO AA GUNS: If there are any AA guns present in the territory being attacked, they roll for AA defense like they would with any other attacking planes (up to 3 dice per AA gun OR number of attacking planes, whichever is smaller). A roll of 1 (2 with radar) will destroy the transport plane and any paratroops inside before the paratroop drop happens. On attacks into enemy controlled but unoccupied territories, fighters may be sent to escort the transport (range permitting) and you can use the fighters to absorb AA hits.

    Well, there are my ideas. Do you guys think they are good? If not, what might you change?

    I think your ideas are great!

  • Customizer

    There’s no such thing as an off topic post in this thread as long as it relates to custom pieces folks! So feel free to post, debate and share your ideas  :-D

  • Customizer

    Thanks toblerone77. I tried to keep things somewhat realistic. I’m especially excited to try out the trucks and transport planes.

    I did wonder about some units, particularly Armored Cars, Light Tanks and Self Propelled Artillery. For instance, both Armored Cars and Light Tanks can blitz. I thought, Light Tanks have 1 defense point better than Armored Cars and cost 1 IPC more, so why would anyone bother with Light Tanks when they can buy more Armored Cars? That’s one reason I decided to go to D 12. That way I could make Armored Cars just a little weaker. Therefore, you get better punch with Light Tanks.
    Self Propelled Artillery and Light Tanks have the same values, but that was easily fixed by giving them different abilities.
    Using D 12 also allowed me to give Elite Medium Tanks (SS and Guards) a little better values than regular Medium Tanks without making them Heavies.

  • '18 '17 '16 '15 Customizer

    @knp7765:

    We are getting ready to try a game with new HBG pieces included. I’ve decided to move up to a D 12 system to add a little to certain units plus new rules for trucks and transport planes. Here are my ideas. I’m curious as to what the rest of you think.
    Unit values are Attack - Defense - Movement - Cost.
    INFANTRY: 2 - 4 - 1 - 3
    ELITE INFANTRY: 4 - 4 - 1 - 4 . Elite Infantry can be Marines (US), Paratroops, Commandos (UK), SS (Germany), Guards (Russia).
    MECHANIZED INFANTRY: 2 - 4 - 2 - 4 . Halftracks. Can blitz with tanks on a 1 to 1 basis.
    ARMORED CARS: 3 - 2 - 2 - 4 . Can “blitz”.
    ARTILLERY: 4 - 4 - 1 - 4 . When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    HEAVY ARTILLERY: 8 - 4 - 1 - 6 . Can support infantry units like regular artillery in normal attacks. ALSO: can attack from adjacent territory @ 6 during entire combat. When attacking from adjacent territory, does NOT support infantry units.
    SELF PROPELLED ARTILLERY: 4 - 4 - 2 - 5 .  When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    LIGHT TANK: 4 - 4 - 2 - 5 . Can “blitz”.
    MEDIUM TANK: 6 - 5 - 2 - 6 . Can “blitz”
    HEAVY TANK: 8 - 6 - 2 - 8 . Can “blitz”. Takes 2 hits to destroy. Must destroy first damaged heavy tank before damaging second heavy tank. If damaged heavy tank survives combat, it is repaired at the beginning of the next turn. However, if enemy counter-attacks before heavy tank owner’s next turn, that heavy tank is still damaged and only takes 1 hit to destroy.
    TANK DESTROYERS: 4 - 6 - 2 - 6 . A roll of 1 on offense or defense targets an enemy tank of the tank owner’s choosing.
    ELITE MEDIUM TANKS: 7 - 6 - 2 - 7 . Can “blitz”. Only Germany (SS) and Russia (Guards) have these.

    NOTE FOR ELITE UNITS: All countries may have nor more than 6 of any single “elite” unit on the board at any given time. Any country that has multiple “elite” units may have up to 6 of each type on the board at any given time. (For Example: Germany could have up to 6 SS Infantry, 6 SS Tanks and 6 Paratroops. USA could have up to 6 Marines and 6 Paratroops.)

    TRUCKS: Attack 0, Defense 0, Move 2, Cost 4. Trucks can transport 2 infantry or 1 infantry and 1 artillery up to 2 spaces to any friendly territory during Non-Combat move only.
    Trucks must be chosen last as casualties in combat.
    TRUCKS MAY BE CAPTURED. If an enemy force attacks a territory containing trucks and fighting units, if the attacker wins the battle, after all attacking hits are applied to defending units, any remaining trucks may be captured by the attacking force. On the final combat round, any hits in excess of defending fighting units must be applied to defending trucks. (For Example: An attacker moves in on a defending force consisting of 3 infantry and 2 trucks.
    If the attacker gets 3 hits, he/she can capture both trucks.
    If the attacker gets 4 hits, then all 3 infantry and 1 truck must be destroyed and the attacker can capture the remaining truck.
    If the attacker gets 5 or more hits, then ALL defending units are destroyed and the attacker can not capture any trucks.
    If an attacking force moves into a territory containing ONLY trucks, the attacker may capture the defending trucks on a 1 to 1 basis with attacking units. In other words, if there are 3 attacking units, they can capture up to 3 defending trucks. Any remaining trucks are destroyed. So, 1 infantry can not capture a stack of 10 trucks, but he can destroy them.
    When capturing enemy trucks, simply replace their truck units with your truck units.

    TRANSPORT PLANES: Attack 0, Defense 0, Move 6, Cost 10. Transport planes may be used to move infantry during the non-combat move and paratroops during the combat move.
    NON-COMBAT MOVEMENT: Can move 1 infantry from ANY friendly territory to ANY other friendly territory, including one just captured, within it’s range. Can move 2 infantry from any friendly territory with an operational airbase to ANY other friendly territory, including one just captured, within it’s range. Transport planes are the ONLY planes allowed to land in newly captured territories. If the transport owner chooses to reinforce their front line troops in this manner, the transport plane must remain in that territory. If an enemy chooses to attack any territory containing transport planes, the transport planes must be chosen last as casualties. If the enemy force wins the battle, any remaining transport planes are destroyed. If an enemy force moves into a territory containing ONLY transport planes, the transport planes are destroyed.
    COMBAT MOVEMENT: Can move 1 paratroop unit from ANY friendly territory, OR 2 paratroop units from any friendly territory with an operational airbase, to any enemy territory that is being attacked, either amphibiously, by land or both, as long as it’s range will allow the transport to land in any friendly territory that was friendly at the beginning of your turn.
    IN ADDITION: A transport plane may also transport 1 paratroop unit (2 paratroop units from an airbase) into any enemy controlled territory that is NOT occupied by units with a defense value and take control of that territory, provided the transport has enough range to land in any friendly territory that was friendly at the beginning of your turn. The paratroops will destroy any AA guns, transport planes or trucks in the targeted territory (Paratroops can NOT capture trucks on their own).
    SUSCEPTABLE TO AA GUNS: If there are any AA guns present in the territory being attacked, they roll for AA defense like they would with any other attacking planes (up to 3 dice per AA gun OR number of attacking planes, whichever is smaller). A roll of 1 (2 with radar) will destroy the transport plane and any paratroops inside before the paratroop drop happens. On attacks into enemy controlled but unoccupied territories, fighters may be sent to escort the transport (range permitting) and you can use the fighters to absorb AA hits.

    Well, there are my ideas. Do you guys think they are good? If not, what might you change?

    I love all these rules. You almost have to go with a D12 system with added units, then if more added later, it would go to a D20 system. That would be insane. :-D

  • '17 '16

    @knp7765:

    Thanks toblerone77. I tried to keep things somewhat realistic. I’m especially excited to try out the trucks and transport planes.

    I did wonder about some units, particularly Armored Cars, Light Tanks and Self Propelled Artillery. For instance, both Armored Cars and Light Tanks can blitz. I thought, Light Tanks have 1 defense point better than Armored Cars and cost 1 IPC more, so why would anyone bother with Light Tanks when they can buy more Armored Cars? That’s one reason I decided to go to D 12. That way I could make Armored Cars just a little weaker. Therefore, you get better punch with Light Tanks.
    Self Propelled Artillery and Light Tanks have the same values, but that was easily fixed by giving them different abilities.
    Using D 12 also allowed me to give Elite Medium Tanks (SS and Guards) a little better values than regular Medium Tanks without making them Heavies.

    D12 is clearly a way to get more room for better “historical” accuracy.

    However, I still think it is possible to keep a D6 counter-part system.
    Actually, you only have 2 units with odd number value.

    With in between units (3&7 values), it can be add the “pairing with the same unit give an additional +1”.
    Armored Car A1D1M2C4, get +1A when paired to Mech Inf or an another Armored Car, can blitz.

    Why did you change OOB medium tank for a lower defensive value?

    MEDIUM TANK: 6 - 5 - 2 - 6 . Can “blitz”

    HEAVY TANK: 8 - 6 - 2 - 8 . Can “blitz”.

    Is it a Panther unit sculpt or T34/85 ?
    Tiger-class are slower and cumbersome:
    You should have this variation for it:
    Tiger 8-8-1-8. No blitz.

    Takes 2 hits to destroy. Must destroy first damaged heavy tank before damaging second heavy tank. If damaged heavy tank survives combat, it is repaired at the beginning of the next turn. However, if enemy counter-attacks before heavy tank owner’s next turn, that heavy tank is still damaged and only takes 1 hit to destroy.

    Did you get the idea from me? Just curious. :-)
    I really think it’s the way to get it balance for ground unit.
    However, you had a better formulation: more precise.
    http://www.axisandallies.org/forums/index.php?topic=31368.msg1206396#msg1206396

    D12 is maybe more needed with planes variant. IDK

    With D12, you can make AAA fire @1 once/rnd on 1 airplane. (Off topics.) :wink:

  • '17 '16

    @SpitfirED:

    Sea

    New units:

    • Escort carrier: C8 A- D1 M2 (USA - HBG Casablanca)

    I think it is too cheap based on battle calc I made vs 2 hits CV at 16 IPCs.
    Bringing plane in a SZ is a real advantage.
    Need to be at least 9 IPCs, and better at 10 IPCs.
    When playing 1942, CV A1D2C14 with 1 hit, CVE need to be at 11 IPCs.

    At 10-11 IPCs, I like to add an ASV ability as a DD.
    (CVE planes performed escort and patrol mission for Transports vs Subs during WWII).

  • '17 '16

    @knp7765:

    Thanks toblerone77. I tried to keep things somewhat realistic. I’m especially excited to try out the trucks and transport planes.

    I did wonder about some units, particularly Armored Cars, Light Tanks and Self Propelled Artillery.  That’s one reason I decided to go to D 12. That way I could make Armored Cars just a little weaker. Therefore, you get better punch with Light Tanks.
    Self Propelled Artillery and Light Tanks have the same values, but that was easily fixed by giving them different abilities.

    Light tank should get a similar bonus as SPA: + 1 or +2 A/D when paired with Medium or Heavy Tanks.
    You wrote “+1” bonus for Artillery, but it is a remnant of D6 system. It should become +2 in a D12 system.

  • '17 '16

    HEAVY ARTILLERY: 8 - 4 - 1 - 6 . Can support infantry units like regular artillery in normal attacks. ALSO: can attack from adjacent territory @ 6 during entire combat. When attacking from adjacent territory, does NOT support infantry units.

    Really a heavy one on attack! :-D
    Why not at least give: A8-D6-M1C6 ?

    From another territory? Is it accurate or just a gaming fantasy?
    I think we are talking about 100-200 miles, no?

    They work like planes A3. They cannot be destroyed by any counter attack on the just conquered territory.
    They can stay behind and never be destroyed (unlike planes on offense).
    Maybe a game changer…


    I would be more “humble” or is it just a Medium Artillery? (like Med Tank):
    6 - 6 - 1 - 5 Can support infantry units like regular artillery in normal attacks (+2A).
    D6: A3D3M1C5

  • '17 '16

    @SpitfirED:

    Sea

    New units:

    • Escort carrier: C8 A- D1 M2 (USA - HBG Casablanca)
    • Super Subs: C10 A3 D2 M2 (Ger - HBG Type XXI)
    • Basic battleship: C16 A4 D4 M2 (Long range gunnery special ability) (Ger - HBG Schleswig/USA - HBG Nevada/Japan - HBG Fuso)
    • Battlecruiser: C15 A4 D3 M3 (Long range gunnery special ability) (UK - OOB41 Hood/Japan OOB41 Kongo)

    Too expensive 1 hit battleship. Should be reduced to 14 IPCs.
    And battlecruiser to 14 IPCs also.
    To be a balance match vs other ships.

  • Customizer

    @SpitfirED:

    I’ve used the HBG units and the extra WOTC sculpts from 1941 to introduce a limited range of new units but within the D6 system and without modifying any OOB values apart from a small number of exceptions. By unit type my new units are:

    Land

    New units:

    • Heavy tank: C7 A4 D4 M1 (Ger - OOB41 Tiger sculpt/USSR - OOB41 IS2 sculpt)
    • Heavy artillery: C5 A3 D3 M1 (Can support two artillery) (Ger - OOB 88 sculpt/USSR - HBG Katyusha sculpt)
    • Self propelled artillery: C5 A2 D2 M2 (Ger - HBG Hummel /USA - HBG Priest/USSR - HBG SU76)
    • Truck: C4 A- D- M2 (Carries 2x inf or 1x inf and 1x art) (Ger/USA - HBG sculpts)
    • Flame tank: C7 A3(4 1st round amp assault) D3 M2 (USA - HBG Sherman sculpt)

    Sea

    New units:

    • Escort carrier: C8 A- D1 M2 (USA - HBG Casablanca)
    • Super Subs: C10 A3 D2 M2 (Ger - HBG Type XXI)
    • Basic battleship: C16 A4 D4 M2 (Long range gunnery special ability) (Ger - HBG Schleswig/USA - HBG Nevada/Japan - HBG Fuso)
    • High capacity transport: C9 A- D- M2 (Carries 3 units, of which 2 can be tank/art/mech etc) (Allies/Axis - OOB 1941)
    • Battlecruiser: C15 A4 D3 M3 (Long range gunnery special ability) (UK - OOB41 Hood/Japan OOB41 Kongo)
    • AA Destroyer: C10 A2 D2 M2 (AA gun special ability) (Allies/Axis - OOB 1941)
    • Heavy carrier: C20 A- D2 M2 (3 aircraft) (Japan - OOB Shinano sculpt)

    Modified units:

    • Cruiser: C12 A3 D3 M3

    Air

    New units:

    • Long range fighter: C12 A3 D4 M6 (USA - HBG P51)
    • Fighter-bomber: C12 A3(4 if no enemy fighters/tacs) D4 M4 (USA - HBG F4U/Ger - OOB41 FW-190)
    • Transport aircraft: C10 A- D- M6 (2x inf in NCM/1x inf in CM) (USA - HBG C47/Ger - HBG Ju-52)
    • Jet fighter: C12 A3 D5 M4 (Ger - HBG Me262)
    • Advanced heavy bomber: C18 A2x5+pick best D2 M7 (UK - OOB41 Lancaster)

    Modified units:

    • Medium bomber: C12 A4 D1 M6 (CANNOT attack infrastructure/industrial complexes; maritime patrol special ability - can attack subs w/o destroyer) (USA - HBG B25/Ger - OOB Ju88/Japan - OOB/Russia - HBG/Italy - OOB Ju88)
    • Heavy bomber: C15 A5 D1 M6 (Can attack infrastructure/ICs but no mp spec ab) (USA/UK/Russia - OOB/Italy - OOB 40SE/Japan and Ger - HBG)

    In effect I have reverted to the A&A Revised stats for heavy bombers but have kept the cheaper ‘heavy bombers’ from Global as medium bombers but stripped them of the ability to attack ICs.

    I have been playing with these units and stats for some time and have not had any balance issues. We just set up as OOB and if people want to play with these they simply purchase them when they want them.

    For Russian SPA I use the Katyusha  and keep the SU-76 as a TD. However I think SPA is a must for frequent house rule users and customizers.

  • Customizer

    BTW SpitfirED, ANY of your ideas are perfectly welcome here as well as anyone else with an interest in custom units. I started this thread for enthusiasts to share their ideas with everyone of like mind.

    So any customizers feel free to post.


  • I was looking at these lists of specialized / customized units (which tie into both the subject of house rules and the subject of HBG’s combat pieces), and it made me wonder about something.  Since the presence in a game of too many specialized units goverened by too many house rules could easily get out of hand, what methods are used by players who are fond of such units to keep them manageable?

    For example, I can see that it might be practical to have an overarching house rule which says:

    1. For the most part, the game is played with OOB pieces having performance characteristics govered by OOB rules.

    2. In addition to these OOB elements, the players have at their disposal a (potentially very large) list of specialized units, governed by special house rules and represented by non-OOB sculpts (e.g. HBG sculpts) and /or customized OOB sculpts.

    3. Some of these units are available to all player nations, while certain designated other units are restricted to just some (or just one) of these countries.

    4. Each player nation is only allowed to use one (or two or three or whatever number) of these special unit types during the course of a game.  Players can purchase as many units of these types as they wish (and can afford), but they can’t make use of more than the specified number of types.  Thus, only a small number of these special types (out of a very large potential list) get used in any single game.

    5. The overarching house rule would also specify: a) whether players must choose in advance which special units they will use, or whether they are free to make their choice later in the game; and b) whether the special units are considered purchasable at any time or (alternately) whether they are considered tech upgrades only purchasable under defined conditions.

    If people use different methods for handling this, could you describe how your personal system works?  I’d be very interested in knowing what approaches are in use in the A&A community.

  • Customizer

    @CWO:

    I was looking at these lists of specialized / customized units (which tie into both the subject of house rules and the subject of HBG’s combat pieces), and it made me wonder about something.  Since the presence in a game of too many specialized units goverened by too many house rules could easily get out of hand, what methods are used by players who are fond of such units to keep them manageable?Â

    For example, I can see that it might be practical to have an overarching house rule which says:

    1. For the most part, the game is played with OOB pieces having performance characteristics govered by OOB rules.

    2. In addition to these OOB elements, the players have at their disposal a (potentially very large) list of specialized units, governed by special house rules and represented by non-OOB sculpts (e.g. HBG sculpts) and /or customized OOB sculpts.

    3. Some of these units are available to all player nations, while certain designated other units are restricted to just some (or just one) of these countries.

    4. Each player nation is only allowed to use one (or two or three or whatever number) of these special unit types during the course of a game.  Players can purchase as many units of these types as they wish (and can afford), but they can’t make use of more than the specified number of types.  Thus, only a small number of these special types (out of a very large potential list) get used in any single game.

    5. The overarching house rule would also specify: a) whether players must choose in advance which special units they will use, or whether they are free to make their choice later in the game; and b) whether the special units are considered purchasable at any time or (alternately) whether they are considered tech upgrades only purchasable under defined conditions.

    If people use different methods for handling this, could you describe how your personal system works?  I’d be very interested in knowing what approaches are in use in the A&A community.

    To be completely honest Marc, as of yet I have a bunch of ideas scribbled into a note pad. I’d like eventually to compile and organize all of the ideas and have them in a well presented supplemental rule book, even if I just print it for myself and the people I play with. Essentially it would be a list of HRs for my custom super set.


  • @toblerone77:

    To be completely honest Marc, as of yet I have a bunch of ideas scribbled into a note pad. I’d like eventually to compile and organize all of the ideas and have them in a well presented supplemental rule book, even if I just print it for myself and the people I play with. Essentially it would be a list of HRs for my custom super set.

    Sounds reasonable – it’s a work-in-progress, as is often the case with creative projects.  I like the idea of the final outcome being a specialized supplementary rulebook.

  • Customizer

    @CWO:

    @toblerone77:

    To be completely honest Marc, as of yet I have a bunch of ideas scribbled into a note pad. I’d like eventually to compile and organize all of the ideas and have them in a well presented supplemental rule book, even if I just print it for myself and the people I play with. Essentially it would be a list of HRs for my custom super set.

    Sounds reasonable – it’s a work-in-progress, as is often the case with creative projects.  I like the idea of the final outcome being a specialized supplementary rulebook.

    The main reasoning for this is that I plan to use every possible unit in some way. The book will also have more than just unit stats but will include scenarios and rules involving playable minor nations as well as increase China’s ability to field different units.

    I may actually create a blog for this.


  • @toblerone77:

    The main reasoning for this is that I plan to use every possible unit in some way.

    Sounds ambitious.  Looking forward to hearing what you develop.

  • Customizer

    Guys,

    ––While I’ve had ideas for a few additional NEW UNIT TYPES, I’m not certain that all of them are necesary and/or wanted. I like things to be as SIMPLE and FAST to implement as possible without having to remember a thousand different rules and/or ‘situations’.

    ––Having said that, I’ve been a proponent of Long-Range Fighters for quite a while. However, IMHO they MUST be two-engine aircraft so as to ease the identity process along without having to “THINK” about it. We already have the OOB American P-38, OOB German ME-210, OOB British Mosquitto(BAD example). From Shapeways I’ve ordered and received some Japanese J1N1 Gekko’s, and British/Anzac Beaufighters. With both HBG making literally dozens more sets that include aircraft and Shapeways also available,….I don’t think there will be any trouble getting enough
    2-Engine Fighters for use as Long-Range Fighters.
    ––Wouldn’t you agree that for “GAMING PURPOSES” that it would be much better to have
    only two-engine aircraft represent our Long-Range Fighters?

    What do you think?
    “Tall Paul”

    ****

  • Customizer

    @Tall:

    Guys,

    ––While I’ve had ideas for a few additional NEW UNIT TYPES, I’m not certain that all of them are necesary and/or wanted. I like things to be as SIMPLE and FAST to implement as possible without having to remember a thousand different rules and/or ‘situations’.

    ––Having said that, I’ve been a proponent of Long-Range Fighters for quite a while. However, IMHO they MUST be two-engine aircraft so as to ease the identity process along without having to “THINK” about it. We already have the OOB American P-38, OOB German ME-210, OOB British Mosquitto(BAD example). From Shapeways I’ve ordered and received some Japanese J1N1 Gekko’s, and British/Anzac Beaufighters. With both HBG making literally dozens more sets that include aircraft and Shapeways also available,….I don’t think there will be any trouble getting enough 2-Engine Fighters for use as Long-Range Fighters.
    ––Wouldn’t you agree that for “GAMING PURPOSES” that it would be much better to have only two-engine aircraft represent our Long-Range Fighters?

    What do you think?
    “Tall Paul”

    Â

    I think it’s a good idea TP.

    I need to rephrase my “wanting to use everything”. I want to add mostly ground and air into the mix and some naval. I am not going to over specialize. At the moment I’m considering giving nations special nation specific weapons like the ME 262 and the Type XXI U-boat as Germany’s “special units”. All nations will have something. My project at times feels like I’m painting the Mona Lisa on a grain of rice LOL.

    I have not posted a whole lot information on how I’m using many of my units because frankly in open forum it can have less than desirable results. Also not everybody wants or has a full “HBG Arsenal” which for some ideas is a must.

    I do hope people who are using custom units will continue to post their ideas no matter what they are in this thread, I think the forum needs a spot like this for those of us who enjoy custom units specifically.****


  • Iagree with ya and what kind of game are you making?

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