AARHE: National Units (Phase 1)


  • Thats not too bad.

    It would then be…

    Phase1: Basics (mobilisation, income, team victory condition, game sequence, neutrals)
    Phase2: Country specific rules(national unit, attack, advantage, national victory condition, italy, neutrals)
    Phase3: Combat details (land, naval, SBR, neutrals)

    If so whoever made the threads change the title. (Don’t want to create more threads again and end up with real and non-real threads.)


  • add to phase 1: AA fire, naval warfare, sub interdiction, defender retreats, simple version of techs (we can’t keep the OOB ones). hopefully i’m not missing anything else.


  • ooh lots of work to be done then
    no longer a “finishing off” stage of phase 1

    we haven’t looked at naval warfare yet (except for the small change of preemptive plane attack which also goes for land combat)

    and we haven’t looked at sub interdiction yet
    which involves detection and hits only able to be taken by surface ships


  • we’ll have to look into preemstive air attacks a little more before we decide to put them into phase 1. I believe we have already agreed on changing naval warfare so subs can’t attack or defend along with surface units.

    We have some rough ideas for sub interdiction floating around somewhere in one of these topic boards.


  • wheres IL these days  :?


  • Ok what you need?


  • Phase1: Basics (mobilisation, income, team victory condition, game sequence, neutrals)
    Phase2: Country specific rules(national unit, attack, advantage, national victory condition, italy, neutrals)
    Phase3: Combat details (land, naval, SBR, neutrals)

    why are neutrals in all three sections?


  • or we should introduce at the end once we sorts everything out


  • Yes lets keep neutral for phase two only. For now please complie what we have at this point and we can conclude our Phase one. If we need to add something we can do that after finishing phase two. OK?


  • So we finish off with the National Units list and leave National Attack/Tactics in phase 2.

    USSR (Shock troops) = 1 INF gets +1 attack modifier and fire in opening-fire instead of main round in the first cycle of combat. No more than 3 INF can get this bonus per turn.
    Germany (Blitzkrieg) = FTR get +1 attack modifier and each gives 1 ARM +1 attack modifier when enemy FTR are not present.
    UK (Radar) = FTR gets +1 defense modifier in United Kingdom, Canada, India and Australia.
    Japan (Lance Torpedo) = FTR gets +1 attack modifier in naval combat, DD fire in the opening-fire instead of main-round for first cycle of naval combat.
    US (Marine)= INF gets +1 attack modifier in the first cycle of combat of amphibious assault.


  • That looks great!


  • Final draft for phase 1

    National Units

    USSR (T34 Tank) = Once per turn, 2 ARM can be puchased and placed in Russia for 8 IPC.
    Germany (VII Submarine) = Once per turn per IC, 1 SS can be purchased and placed there for 6 IPCs provided no surface naval units are purchased there.
    UK (Spitfire Fighter) = Once per turn, 1 FTR can be purchased and placed in United Kingdom for 8 IPC.
    Japan (Patriotism) = Once per turn, 3 INF can be purchased and placed in Japan for 7 IPC.
    US (Essex Carrier) = Once per turn per IC, 1 CV can be purchased and placed there for 14 IPC.

    National Attack

    USSR (Shock troops) = 1 INF gets +1 attack modifier and fire in opening-fire instead of main round in the first cycle of combat. No more than 3 INF can get this bonus per turn.
    Germany (Blitzkrieg) = FTR get +1 attack modifier and each gives 1 ARM +1 attack modifier when enemy FTR are not present.
    UK (Radar) = FTR gets +1 defense modifier in United Kingdom, Canada, India and Australia.
    Japan (Lance Torpedo) = FTR gets +1 attack modifier in naval combat, DD fire in the opening-fire instead of main-round for first cycle of naval combat.
    US (Marine)= INF gets +1 attack modifier in the first cycle of combat of amphibious assault.


  • good.


  • yeah not much to be said here
    nothing “new”

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