• I would like to discuss the PRO’s andCONTRA’s of coastal Guns and even Strongholds in here, why not!??

    Normandy wasn’t the only Stronghold or fortified barricade, there also was Simferopol/Crimea, Stalin line, Gustav line and so on…

    A rule that states something like:

    • If a Armour and a Art. has not been moved since the last three rounds,it may be transferred into a Coastal Gun in Normandy etc,etc…the same for the Crimea…
      -If a Armour and a Art. haven’t been moved in such and such it may be transferred in to a Stronghold, or equivalant…

    What are your thoughts?

    cyanight I like your idea.

  • '17 '16

    @aequitas:

    I would like to discuss the PRO’s andCONTRA’s of coastal Guns and even Strongholds in here, why not!??

    Normandy wasn’t the only Stronghold or fortified barricade, there also was Simferopol/Crimea, Stalin line, Gustav line and so on…

    A rule that states something like:

    • If a Armour and a Art. has not been moved since the last three rounds,it may be transferred into a Coastal Gun in Normandy etc,etc…the same for the Crimea…
      -If a Armour and a Art. haven’t been moved in such and such it may be transferred in to a Stronghold, or equivalant…

    What are your thoughts?

    cyanight I like your idea.

    I think you don’t need it takes that much time, just let it be if at the beginning of the round, an armor and an art are still in the same territory at the end, you can convert them somehow. Think about building IC, AB, NB conditions (almost keep the same).
    Maybe it should start at the beginning of the third round of the game to represent the time needed after conquest to start building Atlantic Wall.


  • Use your white AA gun for coastal guns. Then make a house rule. Have them hit on a 1 for preemptive shot. Remove causalty or assign a hit on 2 hit ships. Up to 2 or 3 max per coastal territory.

  • '17 '16

    @SS:

    Use your white AA gun for coastal guns.

    Good idea to recycle them.

  • '17 '16

    @SS:

    Use your white AA gun for coastal guns. Then make a house rule. Have them hit on a 1 for preemptive shot. Remove causalty or assign a hit on 2 hit ships. Up to 2 or 3 max per coastal territory.

    Or just consider them acting like a scrambled Fg or TcB in SZ but for 1 round only: D@3.
    Or
    Can also be taken as a 1 hit casualties after first round (like AAA).

  • '14 Customizer

    @John:

    @cyanight:

    I think it would be interesting if A&A had Coastal Guns in Normandy that could not move but could fire like AA fire for planes but against ships conducting barrages. What do you guys think of this?

    Your dreams maybe coming true with Historical Board Gaming’s new Facility set coming. They are in the process of making 3D Coastal Guns for Axis and Allies Games due out this year. Go to axis and allies variant threads or go to Historical Board Gaming’s site to see pictures of it. :-D

    This is what lead me to think about this. I got an email last weekend from HBG on their new sets and the one with Major and Minor ICs had those cool looking coastal guns.  My A&A set is very unique. I painted and put decals on every piece and added many pieces from HBG.  Also magnetized the Fighters, T.bombers and CV’s.  Anyone up for a game?  :)

  • '18 '17 '16 '15 Customizer

    @cyanight:

    @John:

    @cyanight:

    I think it would be interesting if A&A had Coastal Guns in Normandy that could not move but could fire like AA fire for planes but against ships conducting barrages. What do you guys think of this?

    Your dreams maybe coming true with Historical Board Gaming’s new Facility set coming. They are in the process of making 3D Coastal Guns for Axis and Allies Games due out this year. Go to axis and allies variant threads or go to Historical Board Gaming’s site to see pictures of it. :-D

    This is what lead me to think about this. I got an email last weekend from HBG on their new sets and the one with Major and Minor ICs had those cool looking coastal guns.   My A&A set is very unique. I painted and put decals on every piece and added many pieces from HBG.  Also magnetized the Fighters, T.bombers and CV’s.  Anyone up for a game?  :)

    I figured that is why you asked, but wanted to let you know about them in case you didn’t hear about it. :-)


  • @aequitas:

    A rule that states something like:Â

    • If a Armour and a Art. has not been moved since the last three rounds,it may be transferred into a Coastal Gun in Normandy etc,etc…the same for the Crimea…
      -If a Armour and a Art. haven’t been moved in such and such it may be transferred in to a Stronghold, or equivalant…

    What are your thoughts?

    Artillery and tanks are anti infantry weapons, they are not big enough to sink ships. If you google the Atlantic Wall, you will see that the Germans used the big guns from battleships and cruisers to build the Wall. So a better rule will be to transfer a warship into a Coastal Gun, preferably in the Purchase units phase.

    As you can see from the attached pics, the coastal guns in the Atlantic Wall are turrets from German Cruisers

    kystfortfrontimage.jpg
    4881151_1911836.jpg


  • @Razor:

    As you can see from the attached pics, the coastal guns in the Atlantic Wall are turrets from German Cruisers

    Are those pictures of the famous Batterie Lindemann, which was made using some of the 16" guns that were manufactured for Germany’s laid-down-but-uncompleted H class battleships?


  • That pic is of the 28 cm gun of KM Gneisenau, that was transferred to AustrÃ¥tt Fort north of Trondheim in Norway, when the ship was damaged in 1942. I am from Norway, mind you, and we still have a lot of this German WWII coastal guns all over our country. They were operational until 1968, but today they are museums

  • '14 Customizer

    Incredible.  Thanks for sharing.  I have never been to Norway but would love to visit someday.


  • Norway has always been looking very attractive to me, even without coastal guns  :-).

    As for special rules regarding those: balance! It will mostly hamper the allies so don’t forget to equally boost them somewhere if you HR coastal guns.


  • @ItIsILeClerc:

    As for special rules regarding those: balance! It will mostly hamper the allies so don’t forget to equally boost them somewhere if you HR coastal guns.

    The allies already got Shore Bombardment, which somebody already claim is too strong. They may even get Marines and Paratroopers too. Then you have the typical axis strategy to vacate coastal territories, and build a counter attack force in a safe place. I figure only UK, Italy and some Japanese islands will ever see the Coastal Gun units, that is if HBG do make them.


  • @Razor:

    @ItIsILeClerc:

    As for special rules regarding those: balance! It will mostly hamper the allies so don’t forget to equally boost them somewhere if you HR coastal guns.

    The allies already got Shore Bombardment, which somebody already claim is too strong. They may even get Marines and Paratroopers too. Then you have the typical axis strategy to vacate coastal territories, and build a counter attack force in a safe place. I figure only UK, Italy and some Japanese islands will ever see the Coastal Gun units, that is if HBG do make them.

    Hmmmm, yes you are right. Forgot about the typical axis strategy  :wink:. Defending the typical coastal areas usually is wrong and I guess it will remain so, even with coastal guns.
    Italy however can be very hard to crack if it turtles up. I wonder how that wwould work out…
    :-D to Marines and Paratroopers!

  • Sponsor

    I worked on a house rule for coastal guns almost a year ago, it went something like this…. (BTW… I’ve given up on trying to rid this global forum of house rule discussions).

    COASTAL GUNS

    Coastal Guns cost $9 each and can be immediately place on any territory that has a least one adjacent sea zone. When there, each coastal gun will fire a maximum 3 shots @1 to hit any enemy surface war ships attempting an amphibious assault from any sea zone adjacent to a territory with coastal guns.

    -The Amphibious landing does not have to target the territory with the guns in order to be fired upon (same as scramble rules).

    -The maximum 3 shots per gun only applies if there are a sufficient number of surface war ships to fire upon (same as AA gun rules).

    -Nations may purchase and place as many guns per territory as they wish (same as AA gun rules)

    -Costal guns may only be used when the enemy is attempting an amphibious assault, and they fire before the sea combat sequence begins.

    -Costal guns may never fire upon transports or submarines (or you can also use the “last casualty rule” for transports and subs).

  • Customizer

    I like your idea Young Grasshopper. Coastal batteries as sort of a naval AA gun, or at least using AA gun rules. So basically, if 2 ships attack and there is 1 coastal gun, the coastal gun only rolls 2 dice. If 3 ships attack, the coastal gun rolls 3 dice. If 4 ships attack, the coastal gun still only rolls 3 dice. Correct?
    Regarding submarines, I think coastal guns should NEVER be able to hit subs. That’s just not what they were built for.
    Regarding Transports, I think coastal guns SHOULD be able to hit transports, but use the “chosen last as casualties” rule for transports. For example, say 1 cruiser and 2 transports try an amphibious assault. The coastal gun rolls 3 dice and gets a lucky 2 hits. The first hit MUST be taken on the cruiser. The second can be applied to either one of the transports, attacker’s choice.
    Now we have the question of the un-hit transport. Can that transport continue with the amphibious assault? (assuming no enemy ships in that sea zone)
    I think in this case, coastal guns should use the same rules as enemy submarines regarding amphibious assaults. In other words, attacking transports MUST be accompanied by at least 1 surface warship when attacking from any sea zone that is covered by a coastal gun.
    So, say you have a bunch of transports loaded and ready to attack. They move into a sea zone covered by a coastal gun. In this case, the coastal gun would not fire on the transports because there is no warship to fight with. However, the transports can not unload their cargo to attack any territory adjacent to that sea zone. Just like an enemy submarine.
    So what do you think? Good idea?

  • Sponsor

    @knp7765:

    I like your idea Young Grasshopper. Coastal batteries as sort of a naval AA gun, or at least using AA gun rules. So basically, if 2 ships attack and there is 1 coastal gun, the coastal gun only rolls 2 dice. If 3 ships attack, the coastal gun rolls 3 dice. If 4 ships attack, the coastal gun still only rolls 3 dice. Correct?

    Correct, That’s it.

    Regarding submarines, I think coastal guns should NEVER be able to hit subs. That’s just not what they were built for.

    Agreed.

    Regarding Transports, I think coastal guns SHOULD be able to hit transports, but use the “chosen last as casualties” rule for transports. For example, say 1 cruiser and 2 transports try an amphibious assault. The coastal gun rolls 3 dice and gets a lucky 2 hits. The first hit MUST be taken on the cruiser. The second can be applied to either one of the transports, attacker’s choice.

    Agreed, although for the attackers perspective, an expensive loaded transport should be the last thing removed even if it has zero defense capabilities. considering all this, if coastal guns get lucky and really hurt the amphibious operation, the attacker at this point (before sea combat) should be allowed to retreat (especially if that sea battle includes 3 scrambled fighters waiting to engage the wounded fleet).

    Now we have the question of the un-hit transport. Can that transport continue with the amphibious assault? (assuming no enemy ships in that sea zone)

    If the attacker chooses to do so, than I think yes.

    I think in this case, coastal guns should use the same rules as enemy submarines regarding amphibious assaults. In other words, attacking transports MUST be accompanied by at least 1 surface warship when attacking from any sea zone that is covered by a coastal gun.

    I can see players buying coastal guns just to avoid an assault knowing that there are no surface warships around. Also, if an attacker really needs to make a landing with 4 defenseless loaded transports and is willing to risk his opponent rolling a 1 on 3 dice… than I say let him.

    So, say you have a bunch of transports loaded and ready to attack. They move into a sea zone covered by a coastal gun. In this case, the coastal gun would not fire on the transports because there is no warship to fight with. However, the transports can not unload their cargo to attack any territory adjacent to that sea zone. Just like an enemy submarine.

    I don’t think a player would bring loaded transports alone into a sea zone adjacent to guns if they’re not willing to attack a territory, I mean anything else would be a non combat movement where coastal guns are useless. How about this… if you bring just loaded transports for an amphibious assault, the guns won’t fire. Call it a sneak landing maybe at night, the point is… the attacker can avoid their surface warships from getting hit by coastal guns during an amphibious assault by only using transports, but there can’t be any sea battle or scramble opportunity or else it would be suicide. In this case, the attacker would need to decide if they wish to risk a sneak landing which will not allow them any possible bombardments, or if the attacker brings surface warships which make their transports susceptible to getting hit by coastal guns (a little bit like the way kamikaze tokens work).

    Good ideas?

    In general Yes, I really like that your suggestions were in the spirit of the original idea. As you know, so many posters will reply to your idea with a “how about this….” and it’s nothing like you first suggested (lol). I always enjoy your comments KNP, you’re the easiest member to speak with around here and you always contribute.

  • '17 '16

    Hi, Young G.,
    I was looking for something else while I stumble onto this post of mine about in-built ASG (Anti-Ship Guns) and ATG (Anti-Tank Guns):
    Siegfried Line, Atlantic Wall and bunkers/pillboxes
    http://www.axisandallies.org/forums/index.php?topic=30425.msg1100310#msg1100310

    Maybe you can find an idea to put into your Coastal Guns HR.

  • '14 Customizer

    Well said Grasshopper and knp. That’s very close to what I was proposing except for the restriction on subs and transports which I really like your idea knp.

    Baron, I also like your fortification idea.  I like that it limits how many units it supports defense. I think that is more fair than increasing it for all units.  Also like the built in fire capability.  Also glad you removed the Artillery fires first.

    Been working on an Anti-Tank piece.  A:2, D:2, M:2, C:5.  Just like a sub but targets Tanks and SPA during the fire first phase.

  • Customizer

    One other thing I want to know, and sorry if I missed this in an earlier post, is how coastal guns will work during an invasion of the territory they are in. Since we are sort of treating them like AA guns (just against warships), do they work like that with invading troops as well?
    When coastal guns are in a territory that is occupied by other land and/or air units and that territory is invaded by enemy forces, do coastal guns take hits like AA guns?
    When coastal guns are in a territory that is NOT occupied by other land and/or air units and that territory is invaded by enemy forces, are the coastal guns automatically destroyed?
    Have we decided on a cost for the coastal guns? I would say 5 IPCs since they work pretty much like AA guns.
    Also, movement 0, but that is probably fairly obvious.

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