AARHE: Phase 3: Revised NA's


  • @Imperious:

    +++ perhaps china needs to be more independant rather than tied to US VC conditions. not sure

    well we don’t do map changes
    so its just a matter of removing the VC if anything

    I don’t want China to be a new player if thats what you meant
    I am actually not too keen on Italy being a separate player either but its ok its just among the optional rules


  • @Imperious:

    +++ perhaps china needs to be more independant rather than tied to US VC conditions. not sure

    I’m with the idea of making China an independent power in the optional rules. Chiang Kai-Shek wasn’t really pro-American, he just wanted Western military aid and precious Lend-Lease supplies (http://en.wikipedia.org/wiki/Chiang_Kai_Shek#Wartime_leader_of_China).

    nyway if you guys aren’t tired of this project yet we could create NA’s for China. Tekkyy whadya think?


  • China can be independant but controlled by USA… it should have its own builds and money and most likely 2 IPC infantry which can be summarized into a new Chinese list of NA’s . this list will cost the USA player from his allotment of NA’s for China. What you think?


  • yeah this is tough without complicated rules

    for one, Chinese forces are not gonna help US conquer Germany lol so forces raised there shouldn’t be able to move too far away from China


  • Well, Chinese should only be able to battle Japanese forces. The only exception is when the Japanese are on original Russian territories. So basically, the Chinese can only do battle on the Pacific coast and can’t run around and battle everyone they want.


  • As for NA’s for china, they should get very few, and not that powerful ones.

    Let me do a little research and I will come up with some.

  • 2007 AAR League

    Hitler sent ‘lesser’ people to labour camps, and the Russians (if memory serves) did the same to captured German units. Perhaps there’s a way to add this into the game?
    I.E. For every five German Infantry Russia destroys, add one IPC to your national reserves.
    Once per turn a German infantry, instead of participating in combat, can deport citizens of their current country to labour camps. This adds 1 IPC to your reserves Note: You may only deport three times from the same territory. - The deportations could also be added to the NVC.

  • Moderator

    I think they should be unrestricted… What “US” player in his/her right mind would try to spend all the logistical time of creation and transport to fight an enemy on the opposite side of the world when 24/7 his hands are full in China? Think K-I-S-S, and I am not even that good with the rule… But this is what we strive for…

    GG


  • Well, Chinese should only be able to battle Japanese forces. The only exception is when the Japanese are on original Russian territories. So basically, the Chinese can only do battle on the Pacific coast and can’t run around and battle everyone they want.

    yes the Chinese should only be able to protect their own nation of greater china which includes Japanese held manchuria and kwangtung. You can even stretch this to include french indo china but it would not be as good as the first two.


  • @Adonai:

    I.E. For every five German Infantry Russia destroys, add one IPC to your national reserves.
    Once per turn a German infantry, instead of participating in combat, can deport citizens of their current country to labour camps. This adds 1 IPC to your reserves Note: You may only deport three times from the same territory. - The deportations could also be added to the NVC.

    Yeah we could try something like that.
    Some time able we came up with this rule about capturing retreating infantry. The details are in the latest draft.
    At the moment these units are just removed/destroyed.
    We could make it for Russia and Germany (or even Japan) for every X enemy units captured gives 1 IPC.


  • Well, if 1 side retreats, than x amount of units must stay behind, once this territory is liberated, the units kept as prisoners are freed and may do battle or non-coms on the next turn. How does this sound, just throwing things from the top of my head.

  • 2007 AAR League

    I thought POWs were removed from the frontline to labour camps for fear of the enmy doing just that?

  • Moderator

    No POW’s, too much to keep track of! Add IPC’s if anything…


  • yeah don’t want to don’t keep track of too many things

    but could 1 captured INF giving 1 IPC be too much?
    I mean INF costs as little as 2 IPC in our rules

  • 2007 AAR League

    Perhaps a simple counter system? Every Infantry unit captured gives you 1 counter, and ever X counters gives you 1 IPC?
    What about Arm and Art? Can you capture them?


  • its too complicated a system. For the most part nations did little in the way of converting sufficient armor/ artillery into the level that is represented in this game. The most cases of this occured on the eastern front where Soviets were able to convert some german tanks and vice versa. That is allready covered in a NA. The game does not need all this accounting. The only thing you need to write down is IPC, techs you got, possibly lend lease and purchases.


  • @Adonai:

    Perhaps a simple counter system? Every Infantry unit captured gives you 1 counter, and ever X counters gives you 1 IPC?
    What about Arm and Art? Can you capture them?

    The rule allows excess ARM on the remaining side to try to capture retreating INF/ART on the retreating side. It is designed to model the faster tank divisions enveloping the relatively slower troops.


  • Tekky is correct we allready fixed that with this rule:

    after any defender retreats if the attacker has currently more tanks than the defender; each additional tank allows a possible envelopment roll against retreting infantry capturing them on a result of 1 from a D6.

    example: attack has 5 tanks and 4 infantry… defender has 1 tank and 6 infantry
    defender decides to retreat. thus the attacker gets 4 rolls trying to get a one on D6… rolls are 1,1,4,5 
    thus the defender loses 2 infantry and then retreats. This is to simulate the ability of tanks to surround and force the capture of enemy infantry.

  • Moderator

    You stole that from your’s truly! :wink:

    anyways, thanks for finally putting that idea to good, use…

    next NA bit to deal with, have you thought that perhaps certain nations should get Dogfighting Advantages, I.E. Japan (until USA can build better planes through tech…)?

    GG


  • The NAs are almost complete except that Italy needs 2 more. Imperious note that I modified some of your NAs.

    Soviet Union National Advantages

    1. Russian Winter
    Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down.
    Once during the game in your collect income phase, you can declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.

    2. Non-aggression Treaty
    The Japanese refrained from attacking the Soviet Union during most of the war. They already had one bear coming at them from the east.
    The first time in the game that the Japanese forces attack any red territory, you may place four of your infantry for free in that territory before resolving combat. If Japan attacks more than one red territory in that turn, you may decide which such territory receives the infantry. If you attack an orange territory before Japan attacks you, you lose this national advantage.

    3. Mobile Industry
    In response to the threat from the Russian front, the Soviets moved their factories east. They produced 5,000 tanks east of the Urals in 1942.
    Your industrial complexes each may move 1 territory during your non combat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at a complex if you controlled both the industrial complex and its new territory at the start of your turn.

    4. Conscripts
    The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped.
    During your purchase units phase, you receive 2 infantry for free.

    5. Katyusha Rockets
    The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
    Your artillery may conduct rocket strikes against enemy combat units, but not industrial complexes.

    6. Trans-Siberian Railway
    The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
    In the non combat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.

    7. Red Guard
    After the Russian revolution, the Red Guard—composed of armed workers and politicized soldiers and sailors–had become the Army Reserve and the base for the formation of regular military detachments.
    Once per game, if your capital gets attacked by at least one ground unit, you may put 1 infantry there for each industrial complex you control before the Conduct Combat Phase.

    8. Lend-Lease (revised)
    The Lend-Lease Act of the United States gave vital supplies to Allied powers such as Great Britain, the Soviet Union, China, among others.
    During your Mobilize Units phase, you can convert up to 12 IPC worth of Allied units into Soviet units if they are in a red territory. These may be land or air units. Remove the affected units from play and replace them with the same units of your own color.

    9. Commisars
    Spreading Stalin’s slogan “not one step back,” Russian commisars shot soldiers who flee from battle.
    If you get attacked during any Axis player’s turn, you may sacrifice (destroy) any number of infantry you own. For each infantry sacrificed, 2 other infantry you own defend on a 3.

    10. Tank Industry
    Soviet-built tanks were not as good as German ones, but were manufactured in great numbers.
    You tanks cost 1 IPC less for the entire game.

    Germany National Advantages

    1. U-Boat Interdiction
    Determined to undermine the Allies’ supply chain, Germany eventually endorsed a program of shipbuilding. As a result a fleet of U-boats were built in an attempt to starve Britain.
    Whenever you destroy an Allied naval unit, the owner of the unit pays 1 IPC to the bank.

    2. Atlantic Wall
    The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.
    During any amphibious assault against Norway or Western Europe (or Spain, depends on the rules for neutral territories), all your infantry defend on a 3 during the first cycle of combat.

    3. Panzergrenadiers
    During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
    Each of your tanks gives one matching infantry 1 additional movement allowance. The tank and the infantry unit must leave from the same territory.

    4. Tiger Tanks
    Tiger tanks were so powerful that the US Army estimated that at least 4 Sherman tanks were needed to destroy one Tiger–3 to confuse the Tiger and 1 to attack it from behind.
    You may build three tank units as Tiger tanks, but only one per turn. A Tiger tank requires 2 hits to destroy. Each Tiger tank costs 8 IPCs and may be rebuilt if destroyed. Tigers still have a movement capability of 2, but cannot blitz as regular tanks.

    5. Blitzkrieg
    Heinz Guderian advocated the use of Blitzkrieg tactics. This involved lightning fast and heavy armor supported by aircraft that provided close air interdiction.
    When paired with fighters, tanks’ attack increases to 4. This pairing is on a one-to-one basis. The increased attack ability is for the first cycle of combat only and is cancelled if defending fighters are present.

    6. Fortress Europe
    By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoints on key terrain in Europe.
    Your artillery in gray territories defends on a 3.

    7. German 88’s
    The German eighty-eight is probably the best known artillery piece of World War II. It was not one gun, but a series of anti-aircraft guns. Success as an improvised antitank gun led to a separate line of guns for anti-tank use, referred to as PaK 88 and was the main armament for tanks such as the Tiger 1.
    Your antiaircraft guns may attack and defend like other combat units. They hit on a roll of a 1.

    8. Panzerblitz
    The colossal Panzers rumbled across Europe and North Africa. They would breach enemy lines, then turn and wreak havoc on the defenders.
    If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving armor may move 1 territory during non-combat movement.

    9. Wolf Packs
    Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby.
    Your submarines attack on a 3 (4 with Super Submarines) if there are at least two of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this NA. The submarines may come from different sea zones, but must attack the same sea zone.

    10. Luftwaffe Dive-Bombers
    Europe was blitzed and bombed. The Ju-87 Stuka dive-bomber, a small plane, played a big role. Its screaming siren generated terror on all battle fronts.
    During the first cycle of combat, if there are no defending fighters present, your fighters hit on a roll of 4 or less. In succeeding cycles of combat, the fighters hit normally. If defending fighters are present, this ability is cancelled. This NA applies to both land and naval combat. Your fighters are still subject to any AA Fire.

    Italy National Advantages

    1. Piggyback Tech
    Italy shared the accomplishments of German scientists during WWII.
    On the turn after Germany obtains a given technology, Italy gets it as well.

    2. Gustav Line
    Hitler ordered a final defensive line south of Rome to protect the “soft underbelly” of Europe after Africa fell to the Allies. The Gustav Line, or the Winter Wall, held off many Allied amphibious landings.
    During any amphibious assault against Southern Europe, all your infantry there defend on a 3 during the first cycle of combat.

    3. Desert Tracks
    Italian tanks were inferior to German and Allied ones. However, they were lighter and could travel the desert with ease.
    Italian tanks can move through Sahara. They must both enter and leave Sahara in the same turn. They may never capture the Sahara, and they may not retreat into this territory.

    4. Blackshirts
    Black divisions were paramilitary organizations that were used to spread terror across Southern Europe.
    Once per game, if your capital gets attacked by at least one ground unit, you may place 2 infantry there before the Conduct Combat Phase.

    5. Elevated Ground
    Southern and South-Eastern Europe was scattered with mountains and high elevations. This gave many advantages to artillery especially Italian mountain guns. Gebirgsjägers–mountain troops–were the only ones besides aircraft who can operate on these conditions.
    Your artillery in Southern Europe and the Balkans defend on a 3. Units can’t blitz when passing through these territories.

    6. Pact of Steel
    The Pact of Steel, known formally as the Pact of Friendship and Alliance between Germany and Italy, was an agreement between Fascist Italy and Nazi Germany signed on May 22, 1939, by the foreign ministers of each country, Count Galeazzo Ciano for Italy and Joachim von Ribbentrop for Germany.
    Once per game, you may skip your Combat Move Phase and Conduct Combat Phase. During the German player’s turn, he/she may move all your pieces during his combat move phase and conduct combat phase.

    7. Frogmen
    The Decima Flottiglia MAS was an Italian commando frogman unit created during the Fascist government.
    During your combat move phase, your infantry may move into a sea zone and attack naval units. They have to be picked up by a transport during your noncombat move phase or else they die.

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