AARHE: Phase 3: Revised NA's

  • Moderator

    Yeah, but that allows them to go to West Russia or Caucasus…
    I personally want them to have the big jump after they get there for the reason you mentioned below that… That is why it is written the way it is, and, to reiterate:

    During the Combat move phase any Ground unit that is in The Balkans is considered to be “mechanized”. It may move up to 2 spaces but it may not blitz.

    GG


  • so hows this coming along?

    has anyone digested my proposed changes?


  • This NA is not much of an advantage. Thats just my opinion.


  • by the way I was takling my proposed changes here
    http://www.axisandallies.org/forums/index.php?topic=6385.msg119114#msg119114
    in regards to the long list of NAs posted by Gen AlexanderPatch


  • anyone seen Gen AlexanderPatch ?


  • LOL he disappeared… i talked to Micoom and sent him the files. The files are going on boardgamegeek and on this site soon. they are also going on AH forums.


  • Here’s an interesting question that arose during a game today. One of Russia’s national advantages was the non-aggression treaty. Japan ran a strategic bombing attack on Moscow. Does this violation of the treaty mean Russia puts 4 troops on Moscow? That’s how we played it, though it seems to be in violation of the spirit of the rule.


  • I am sorry but we dumped all those NA’s that general patch made. it was too many variables. But i believe that if Japan did that you get 4 infantry in any territory in red territories not limited to where you got attacked.

    AARHE has no NA except specific national attacks and building incentives


  • oh, are we not making National Advantages for phase 3 anymore?


  • In Banzi Attack all defending infantry and artillery defend at +1.  Increased attack, increased causil;ties.


  • oh, are we not making National Advantages for phase 3 anymore?

    i gues it can be added but it is really a fix for any unaddressed imbalance. You want to include them as optional rules?

    I do have the list of them ready


  • Armchair:

    Is this a comment?

    We dont have banzai attack in this game however we will offer a list of NA’s that will be included as optional NA’s under AARHE

    In Banzi Attack all defending infantry and artillery defend at +1.  Increased attack, increased causil;ties.


  • I am just reading this thread.  I like bonzai attaks as an optional NA but feel there should be increased causilties to the guys making Bonzai attacks.  Maybe my idea created too much extra causilties. It could be more limited.


  • @Imperious:

    i gues it can be added but it is really a fix for any unaddressed imbalance. You want to include them as optional rules?

    I do have the list of them ready

    so the list has little to do with Gen Patch’s list?

    post your set

    yeah I think we need the National Advantages for completeness

  • Moderator

    Could you post them? Did my Finnish-Romanian ones make it?

    GG


  • Soviet Union National Advantages
    1. Rasputista
    With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance. Twice during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, movement (both combat and non-combat) for land units is limited to one space in any Soviet territory.

    2. Salvage
    After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them. If you win a battle against the German player and at least one German tank is destroyed, you may place one free Soviet tank in that territory.

    3. Guard Tank Regiments
    The Soviet Union used heavy tank regiments as guards of Moscow. These were elite tank formations, invulnerable to any standard anti-tank weapons available of that time.
    Your tanks in cities (Leningrad, Moscow and Stalingrad) defend on a 4.

    4. Conscripts
    The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped. During your mobilize new units phase, you may place one of your infantry for free in any Soviet territory if you control it. This free unit is in addition to the group of units you just purchased.

    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 attacks on a 3, for the first combat cycle only.

    6. T-34 Tank
    Once per turn, two tanks can be purchased and placed in Russia for 8 IPC.

    7. Shock Troops
    1 Infantry gets +1 attack modifier in the first cycle of combat. No more than 3 Infantry can get this bonus per turn.

    8. 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.

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

    10. 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.

    11. Commissars (NKVD)
    Spreading Stalin’s slogan “not one step back,” Russian commissars 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.

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

    Germany National Advantages

    1. U-Boat Program
    During World War II, 1,162 U-Boats were built, and these U-Boats sank 14,687,231 tons of Allied shipping. Your submarines now cost 6 IPC’s.

    2. Panzer Grenadiers
    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 one additional movement allowance. The tank and the infantry unit must leave from the same territory.

    3. Atlantic Wall
    The Germans fortified the European beaches with massive defensive concrete blockhouses that formed part of the German defensive "Atlantic Wall”. During any amphibious assault against Axis controlled Western Europe (except for African territories), all your infantry defend on a 3 during the first cycle of combat.

    4. 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 subs attack on a 3 or less in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

    6. Soft underbelly
    The Gustav line in Italy was ordered to hold at all costs. Those costs included tens of thousands of men on both sides. German artillery in grey green (Italian) territories defends on a 3, except for African territories.

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

    8. German 88’s
    During the first cycle of combat only, on Attack and Defence, your artillery fire in the Conduct Opening Fire phase (instead of the Attacking Units fire and Defending Units fire phases respectively). Casualties are removed immediately. When declared, place 2 free artillery in any Gray territory you control, during the Mobilize Units phase of this turn only.

    9. Panzer blitz
    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.

    10. Afrika Corps
    Place 2 mechanized infantry, 1 artillery, and 2 Armor for free in Libya if you control it, during the Mobilize Units phase.

    11. Volkstrum infantry
    Once per game, the German player may purchase Infantry for 2 IPC each. This cannot be performed unless a territory in Europe, controlled by Germany at the start of the game, is controlled by any Allied player.

    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. Regia Marina Italiana
    Once per turn, one surface warship (BB, DD, and CV) can be purchased for 2 IPC less than cost.

    7. Home Defence
    Every Italian or German INF unit in the first round defending in Original Italian territories get a +1 defence modifier

    8. Mediterranean Express
    This allows Italy to move 1 infantry to Libya during non-combat movement.

    9. Afrika Corps
    Allow any German units sent to Africa to become Italian upon landing, and be immediately usable by Italy.

    10. Untrained Forces
    The first time Italian forces meet a given Allied nation in battle, the Italians choose the order of loss for the Allied forces (this is designed to foster a “Kasserine” style result in Italy’s first encounters with enemy forces).

    11. Frogmen
    The Decima Flottiglia MAS was an Italian commando frogman unit created during the Fascist government. This rule allows 1 infantry to attack 1 Allied naval unit that is adjacent to an Italian held territory-containing infantry (Italy specifies targets). Infantry rolls normal attack (1 in 6) and if successful sinks 1 allied ship. Such attack precedes normal attack round. Failure is loss of Italy infantry.

    United Kingdom National Advantages

    1. Radar
    Britain’s radar alerted it to the threat of German planes crossing the channel.
    U.K. owned antiaircraft guns in tan territories locate air units on a roll of 1 or 2.

    2. Enigma Decoded
    Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
    Once per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly space being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a non-combat move. If your units survive, they remain in the space to which they were moved.

    3. British Commonwealth Troops
    The British Commonwealth Troops served in all theatres in World War II - from Europe to North Africa to South-East Asia. During your mobilize new units phase, you may place one of your infantry for free in any territory in Middle East or Egypt if you control it: This free unit is in addition to the group of units you just purchased.

    4. French Resistance
    France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers. Once per game, if the Allies control any territory in France (France, Vichy France, Eastern France), you may place three of your infantry there for free during the mobilize new units phase of your turn.

    5. Flying Boats
    Flying-boats played a vital role in fighting the U-boat blockade around Britain. This important weapon was a deadly adversary to enemy submarines or warships. Your bombers may attack submarines independent of destroyer presence.

    6. Spitfire Fighters
    Once per turn, 1 FTR can be purchased and placed in United Kingdom for 8 IPC.

    7. Radar
    Fighters get +1 modifier when defending in United Kingdom, or Canada,

    8. Colonial Garrison
    World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
    You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

    9. The Royal Navy
    Place 1 free Destroyer off the coast of Canada, Egypt, South Africa, or UK if you own the land territory, during the Mobilize Units Phase of this turn only. You may place the destroyer even if the sea zone is enemy-occupied. Your destroyers cost 1IPC less.

    10. Mideast Oil
    The United Kingdom’s 1920 division of the Middle East tapped into the power from the sands. The Germans tried to get that power for themselves. If an air unit you own lands in Anglo-Egypt, Trans-Jordan, Persia, or the Caucasus during your non-combat move phase, it may then move an additional number of spaces equal to its normal movement.

    11. Battlecruisers
    The HMS Hood, an Admiral class Battlecruiser, had the firepower of a battleship while still having the speed and armor of a regular cruiser. Your cruisers may move 3 spaces.

    United States National Advantages
    1. Mechanized Army
    With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II. Your infantry and artillery have a move of 2 and may blitz as tanks do.

    2. Liberty Ship Program
    In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program. Your transports now cost 6 IPC’s.

    3. Super fortresses
    The B-29 Super fortress carried the biggest standard bomb load of any wartime bomber.
    Your bombers roll two dice each and defend on a 2, when conducting a strategic bombing raid only.

    4. Marine
    “Send in the Marines!” was a popular U.S. rallying cry in World War II.
    Your infantry attack on a 2 in the first cycle of the land combat portion of an amphibious assault. Even if supported by artillery, their attack remains 2.

    5.  Mechanized Infantry
    With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II. Your infantry have a move of 2 and may blitz as tanks do.

    6. Naval Industry
    All Naval units cost one less IP for the entire game.

    7.  Chinese Divisions
    The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
    During you’re mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.

    8. Pacific Divisions
    Place 1 free INF/TURN during the Mobilize Units Phase in either Sink, Chi, Kwa, Phi, Alsk or Haw if you control it.


  • Im looking for Japan… its in a different place.

  • Moderator

    Grrr… OK, it works for me. :wink: Anxiously awaiting Japans…

    GG


  • Japan National Advantages

    1.  Tokyo Express
    The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
    Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

    2.  Kamikaze Attacks
    A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
    You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

    3.  Long Lance Torpedoes
    The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
    Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

    4.  Super Dreadnoughts
    Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
    Your battleships attack (imply shore bombardment) and defend on 5.

    5.  Dug-In Defenses
    The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
    All your infantry on islands are immune to shore bombardment and defend on a 3.

    6.  Banzai Attacks
    A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
    When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.

    7. Naval Advantage
    The Japanese Imperial Navy ruled supreme at the Pacific before the Battle of Midway. They had supercarriers, super submarines, battlecarriers, and Shinyo suicide boats.
    -Your aircraft carriers can carry an additional 1 fighter.
    -Your submarines and battleships may carry up to one fighter.
    -At the start of a sea attack, you may designate as many of your transports as suicide boats. In the first cycle of combat, suicide boats hit in the Opening Fire step of combat (meaning, their casualties cannot hit back)–each suicide boats specifies one specific enemy sea unit which it tries to hit (two suicide boats could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd suicide boats may attempt to destroy the secondary target). Suicide boats hit on a 3 in attack and defense (4 in attack with Super Subs). Enemy units cannot hit suicide boats! Instead, they automatically die after the first cycle of combat, whether they have hit or not.

    8. Mounted Infantry
    A mixture of horses and tanks was common in the Imperial Army.
    Your infantry may move 2 spaces. However, they still may not blitz.

    9. Guerrilla Tactics
    Japanese infantry operated well on forests because they employed guerrilla tactics.
    Your attacking infantry and tanks fire on the Conduct Opening Fire Step of combat during the first cycle.

    10. Imperial Guard
    The Japanese Imperial Guard were elite soldiers that protected the Emperor. They were also used for military operations on a limited basis.
    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.


  • Selection system

    • I suggest secretly write down one during the start of turn 1, 2 and 3

    Overall

    • small wording adjustments to make it clear whether its your turn or enemy turn
    • some missing historic information

    USSR

    • Tank Industry is served by T-34 Tank already, I like T-34 Tank since its limited hence not unbalancing
    • can’t see the advantage of Commissars !!!

    Germany

    • U-Boat Program, again I prefer the one from National Build, since its limited hence not unbalancing
    • Wolf Packs, note we a standard Wolf Pack rule already
    • Soft underbelly, is that a historic/good name for that rule? just checking
    • Fortress Europe, is this all Germany territories?
    • Panzer Blitz,  make note whether this is allowed in non-Blitz-able territories
    • Afrika Corps, mechanized infantry? maybe just infantry for now? once per game or not?

    Italy

    • Desert Tracks, note Sahara is not impassible, maybe let Italian tanks blitz through dessert territory?
    • Elevated Ground, note units can’t blitz Southern Europe and the Balkans by default
    • Mediterranean Express, from where to Libya?

    UK

    • Radar, notes Radar is a tech now, is it your intention to give another +1 modifier to AA search roll?
    • British Commonwealth Troops, AARHE already compromised by giving UK a VC in Egypt for troop raising or cheaper IC

    production…this every turn rule (whether free or not) is too poweful I think…how about once per game place 3 troop for free

    spread in any combination among those territories?

    • The Royal Navy, probably need limitation to the cheaper unit thru not unbalancing
    • Mideast Oil, reword to make it clearer, recall our planes have to land mid-flight already and you get to move 2 more during

    non-combat move

    • Battlecruisers, CV( cruiser) already move 3…would have to create a new unit…or maybe scratch this NA

    US

    • Liberty, again prefer a limit like National Builds…although this  probably needs it the least since its just AP (Transport)
    • Super fortresses, how does this work with Heavy Bomber? maybe let Super Fortress take 2 hits?
    • 5. Mechanized Infantry, remove, already covered by 1. Mechanized Army…though is it really ok to make artillery move 2?
    • Chinese Divisions, if you pick this rule all US troops raised in Chinese VCs must remain in the 4 Chinese territories or

    French Indo-China

    • Pacific Divisions, every turn is too powerful I think…how about once per game place 3 troops for free spread in any

    combination among of those territories?

    Japan

    • Kamikaze, actually I don’t understand why it should be 6 per game…maybe unlimited but scarifice 1 inf per attack like frogmen?
    • Dug-In Defenses, how about no defense bonus but immune to shore bombardment and even air attacks in first cycle? currently we can still use FTR (fighters) to clean islands and then land…
    • Naval Advantage is too big a rule, how about just super carrier  and battle carrier? I think thats pretty good already
    • Guerrilla Tactics, I think only infantry and only French-Indo China, Phillippine Islands, Okinawa, Borneo, East Indices, New Guinea

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