AARHE: Phase 3: Revised NA's


  • @Deaths:

    Tweak it how you need too to fit the super rules.

    yep we model air combat in AARHE
    so we don’t need conditions like enemy aircraft present

    existing anti-air values
    CA (cruiser) 4
    BB (battleship) 3
    CV (aircraft carrier) 2
    DD (destroyer) 2

    Fletcher-class destroyers
    The Fletcher class was the largest class of destroyer ordered. Compared to earlier classes built for the Navy, they carried a significant increase in anti-aircraft (AA) weapons. Throughout the course of World War II, the number of AA weaponry increased resulting in five twin 40 mm Bofors plus seven 20 mm weapons by 1945.
    Starting from turn 3, all your DD (destroyer) has Anti-air value of 3.


  • I like the Fletcher NA.  It is difficult to close the final draft for these NA’s….


  • Me too lets keep it.

    So is that a wrap?

    Are NA’s done?

    Tekkyy please repost and lets look again thru the document for grammer/usage or any issues that contradict.


  • GERMANY
    1. VII Submarine
    Type VII U-boats were the workhorses of the German World War II U-boot-waffe that was based on a E-2 type, developed by Deschimag company for the Soviet Navy (produced in USSR as IX series). Type VII boats were most widely used submarines of the war and were built in the biggest series in the world – up to 700 units. Once per turn, up to two SS (submarine) can be purchased and placed in Germany for 6 IPC each provided no surface naval units are purchased there.

    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 ARM (tank) gives one matching INF (infantry) one additional movement point. The ARM and INF 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 or Spain, all your INF (infantry) defend on a 3 during the first cycle of combat.

    4. Fortress Europe
    By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe. Your ART (artillery) in Southern Europe, Italy, Balkans, Spain, Western Europe, Germany and Eastern Europe has its defence increased by 1.

    5. German 88’s
    The German eighty-eight is probably the best known artillery piece of World War II. The 88 was the only weapon that possessed the punch to stop the Russian T-34 and KV tanks. Your ART (artillery) fire in opening-fire in the first cycle of combat. When declared, place 2 free ART (artillery) in any original Germany territory you control, during “Mobilize New Units” phase of this turn only.

    6. Panzer blitz
    German Panzers and Panzer Grenadiers steamed over the static Allied defences early in the war. If your attacking forces destroy all defending land units in a territory in one cycle of combat, any of your surviving ARM (tank) may move 1 territory during “Non-combat Move” phase.

    7. Afrika Corps
    To help Mussolini realize his dream of a new Roman Empire around the Mediterranean, Hitler sent the Afrika Korps with one of his great Generals (Rommel) to Africa. Once per game place 2 INF (infantry), 1 ART (artillery), and 2 ARM (Tank) for free in Libya during your “Mobilize New Units” phase if the Axis control Libya, Southern Europe (or Italy) and Germany.

    8. Volkstrum infantry
    The Volkssturm (literally translated as People’s Storm in the meaning of National Storm) was a German national militia of the last months of Germany’s Third Reich. It was founded on Adolf Hitler’s orders on October 18, 1944 and effectively conscripted all males between the ages of 16 to 60 years of age (who did not already serve in some military unit) as part of a German Home Guard. Once per game, the German player may purchase INF (infantry) for 2 IPC each. This cannot be performed unless a territory adjacent to Germany is controlled by any Allied player.

    9. SS Panzer
    Panzer Lehr was probably the best equipped formation in the Panzerwaffe. Its panzer regiment was filled with the latest Panther and Panzer IV models available. Moreover, all four of the infantry battalions were fully mechanised (as opposed to a single one of the four in ordinary panzer divisions), as were the division’s artillery and reconnaissance formations. 1 special ARM (tank) may be built per turn. A maximum of 4 can be on the map at any time. They have the same attributes as Heavy Tanks without requiring the Heavy Tank technology. They fire in Opening-fire.

    10. Albert Speer & German Industrial rationalisation
    Speer succeeded in multiplying war production four times over the two and a half years he was in command, and it reached its peak in 1944 during the height of the Allied strategic bombing campaign. On turn 5 the territory of Germany is worth 15 IPC per turn. One turn 6 the territory of Germany is 20 IPC per turn. But the original value for both economic attacks and Allied occupation.

    11. Alpen festung
    In 1945 “National Redoubt” was the English term used to describe the possibility that Adolf Hitler and armed forces of Nazi Germany would make a last stand in the alpine areas of Austria, Bavaria and northern Italy in the closing months of World War II in Europe. In German this concept was called the Alpenfestung (Alpine Fortress). The German player is allowed to create a “national redoubt” if the territory of Germany has been attacked by allied forces. During combat German units can retreat to this protected area even if all adjacent areas of the map are controlled by allied forces. All retreating units are converted to INF (infantry) to resemble a true ‘guerrilla’ campaign fought in the mountains of the Alps. Furthermore the Allies do not take the income of the territory Germany even if its subsequently captured by the allies. To take the income Allies must attack this protected area and must score two hits to remove one unit. Hits are allocated on damaged ‘guerrilla’ units first.

    12. Plan Z
    Plan Z was the name given to the planned re-equipment and expansion of the Kriegsmarine from 1935 onwards. The German player rolls three dice. The result equals the total of free IPC that must be spent on naval units this turn. Additional IPC may be allocated from your normal income to complete purchases.

    13. Fifth column
    The Germans used fascist organizations in Neutral nations to influence the people’s opinion. You convert one neutral one level toward your side each turn.

    14. Operation Isabella
    During World War II, Operation Isabella was a German plan to be put into effect after the collapse of the Soviet Union to secure Gibraltar and bases in Spain and Portugal for the continuation of the strangulation of Great Britain. Spain is an immediate ally to Germany as long as the Axis team first controls the Suez Canal and Gibraltar. All Spanish territories, units and income goes directly to Germany. This is unless Spain is at +4 or +5 level of cooperation.

    15. German Infrastructure
    At the start of WWII, Germany had the best road and rail network of Europe. During “Non-combat Move” phase all German ground units in the territory Germany gain a plus 1 movement modifier.
    During any turn, if the total economic attacks on the territory Germany exceed 50% of maximum value, this bonus does not occur for next turn.

    16. Amerika Bomber
    The Amerika Bomber project was an initiative of the Reichsluftfahrtministerium, the Nazi Germany Air Ministry, to obtain a long-range bomber aircraft for the Luftwaffe that would be capable of striking the continental United States from Germany. The Me 264 Amerika (America) was one of the selected aircraft designs to get the job done. Bombing NY city.
    If you have both Heavy Bomber and Long Range Aircraft technology, you may build special BMR (bomber) with 12 movement points. It is immune to ID (infrastructure defence) fire. It attacks at 5 and defend at 2. A maximum of 1 can be on the map at any time. You have to place a token underneath the special unit.

    ITALY
    1. Regia Marina Italiana
    When Italy entered World War II on 10 June 1940 Regia Marina was the fourth largest navy in the world and had a mix of modernised and new battleships. It challenged the Allies, mostly the British Royal Navy, for supremacy of the Mediterranean.
    Once per turn, one naval unit can be purchased and placed in Italy for 2 IPC less than original cost.

    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 Italy, all German and Italian ground units have their defence increased by 1 for 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 ARM (tank) may blitz through Sahara.

    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 INF (infantry) there for free before “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 effectively on these conditions. Your ART (artillery) in Southern Europe and Balkans defend on a 3.

    6. 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.

    7. Home Defence
    Every Italian or German INF (infantry) in original Italian territories has their defence increased by 1 in the first cycle of combat, but never higher than 3.

    8. Mediterranean Express
    During “Non-combat Move” phase you may move 1 INF (infantry) from a territory adjacent Sea Zone 12, 13 or 14 to Libya. You need to be in control of Libya.

    9. Afrika Korps
    The Afrika Korps was formed, on February 12, 1941, after the German Armed Forces High Command (OKW) had decided to send an expeditionary force to Libya to support the Italian army, in their campaign against UK forces. Once per game, place 1 INF (infantry), ART (artillery), ARM (tank) in Libya for free during your “Mobilize New Units” phase You need to be in control of Libya.

    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. During “Conduct Combat” phase 1 INF (infantry) may attack 1 Allied surface naval unit that is adjacent to an Italian held territory containing the INF. Italy specifies targets. Infantry rolls normal attack and if successful the ship is destroyed. Failure is loss of infantry. This attack precedes all normal combat in the sea zone.

    12. Fascists friendship
    If you control Malta and Gibraltar, Franco of Spain will join your side. All Spanish territories, units and income go directly to Italy. This is unless Spain is at +4 or +5 level of cooperation.

    13. Balkan support
    During WWII Hungary, Romania and in lesser amounts Bulgaria supported the Axis forces with man and material. Once during the game, if in control of the Balkans, you may place 1 INF (infantry), 1 ART (artillery) and 1 ARM (tank) for there free.

    14. Kesselring
    Kesselring was appointed Commander-in-Chief South with command of all Luftwaffe units in the Mediterranean and North African theaters. Kesselring supported General Erwin Rommel in the Desert War and orchestrated bombing raids on Malta which as a strategic island harassed Axis shipping and supplies enabling the DAK to control much of North Africa during 1941-1942. For every Italian AP (transport) in the Mediterranean, the German player can move one land unit across a Mediterranean sea zone (12, 13, or 14) for free in “Non-combat Move” phase.

    JAPAN
    1. Patriotism
    The Japanese are a people filled with honour, they would have rather died for their emperor then surrendered. Once per turn, 3 INF can be purchased and placed in Japan for 5 IPC.

    2.  Tokyo Express
    The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
    Each of your DD (destroyer) may act as a transport for one INF (infantry). These DD follow the same rules for loading and offloading units as AP (transport) do. Your DD still fight in combat as normal.

    3.  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. Kamikazes are not represented by a unit. 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 SS (submarine). They attack on a roll of 2 or less. This attack precedes all normal combat in the sea zone. Before any Kamikaze rolls you must announce all target(s).  If a Kamikaze is used during the enemy’s turn it counts as a naval battle in the sea zone. This attack precedes all normal combat in the sea zone.

    4.  Long Lance Torpedoes
    The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequalled combination of speed, range, and hitting power. It was the most advanced in the world and US sailors referred to them as “Long Lance”.
    Your SS (submarine) has attack increased by 1 in the first cycle of combat.

    5.  Super Dreadnoughts
    Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen. Yamato was armed with with nine 46 cm main guns. It 1945 it sank after absorbing 8 bombs and at least 13 torpedo hits
    Your BB (battleship) take 3 hits and hits destroy any unit immediately.

    6.  Dug-In Defences
    The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
    All your INF (infantry) and PARA (paratrooper) on islands are immune to shore bombardment and has their defence increased by 1.

    7.  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 INF (infantry), you may declare a Banzai attack. All those INF attack on a 2 in the first round of combat and may not retreat. This also applies to any amphibious assault in which all your land units consist of only INF.

    8. Mounted Infantry
    A mixture of horses and tanks was common in the Imperial Army.
    Your INF (infantry) may move 2 spaces. They may not blitz.

    9. Shinyo suicide boats
    These boats were typically equipped with two depth charges as explosives or a bow mounted explosive charge. Around 6,200 “Shinyo” were produced for the Imperial Japanese Navy.
    At the start of a naval combat, you may designate as many of your AP (transport) as suicide boats. Each designated AP targets one enemy naval unit. They may declare a secondary target, so if primary target is already destroyed it attempts to destroy the secondary target. One suicide boat at a time, roll a die hitting on 3 or less and itself is destroyed after rolling in the first cycle of combat.

    10. Guerrilla Tactics
    Japanese infantry operated well on forests because they employed guerrilla tactics.
    Your attacking INF (infantry) and ARM (tank) fire in opening-fire in the first cycle of combat in Islands in the Pacific, China, Kwantung, French Indo China, and India.

    11. 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 Japan gets attacked by at least one land unit, you may place 2 INF (infantry) there before “Conduct Combat” phase.

    12. The Indian National Army
    The Indian National Army (I.N.A) or Azad Hind Fauj was the army of the Arzi Hukumat-e-Azad Hind (provisional government of Free India) which fought along with the Japanese 15th Army during the Japanese Campaign in Burma, and in the Battle of Imphal, during the Second World War.
    Once during the game when you launch an attack on India, you may place 2 INF (infantry) for free on the battle board. If you capture India this turn and control India at the beginning of your next turn you may place 1 INF (infantry) for free at India.

    13. East Wind Rain
    “East wind, rain” was the coded Japanese radio message that launched events leading to the sneak attack at Pearl Harbor December 7th 1941.
    When declared, all your units in naval combat have attack increased by 1 in main-round fire.

    14. The Kantokuen Plan
    To keep the true reasons secret, the build-up at Manchuria was called the “Special Maneuvers of the Kwantung Army,” or KANTOKUEN for short. The 400,600 troops in the Kwantung Army were suddenly stepped up to over 700,000, and some billion Yen in military funds were expended only upon KANTOKUEN.
    Once per game, if you attack USSR from Manchuria, you may place 2 INF (infantry), 1ART (artillery) and 1 ARM (tank) there for free.

    15. Greater East Asia Co Prosperity Sphere
    The Greater East Asia Co-Prosperity Sphere concept was an attempt by Japan to create a self-sufficient “bloc of Asian nations led by the Japanese and free of Western powers”.
    For every UK territory captured in Asia, you receive double income in the first “Collect Income” phase.

    16. Tiger of Malaya
    General Tomoyuki Yamashita was a general of the Japanese Imperial Army during the World War II era. He was most famous for conquering the British colonies of Malaya and Singapore, earning the nickname The Tiger of Malaya.
    In attacks against UK in Asia, all land units attack increase by 1 in the first cycle of combat.


  • USSR
    1. T-34 Tank
    The T-34 was a Soviet medium tank produced from 1941 to 1958. It is widely regarded to have been the world’s best tank when the Soviet Union entered the Second World War, and although its armour and armament were surpassed by later tanks of the era, it is credited as the war’s most effective, efficient and influential design. It was the mainstay of Soviet armoured forces throughout World War II, and widely exported afterwards. It was also the most-produced tank of the war.
    Once per turn, two ARM (tank) can be purchased and placed in Russia for 8 IPC.

    2. 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 original USSR territory and West Russia, Belorussia and Ukraine.

    3. 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 ARM (tank) is destroyed, you may place one free ARM in that territory.

    4. 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 ARM (tank) in cities (Leningrad, Moscow and Stalingrad) has its defence increased by 1.

    5. 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 each turn, you may place 1 INF (infantry) for free in any original USSR territory if you control it. This free unit is in addition to the group of units you just purchased.

    6. Katyusha Rockets
    Katyusha multiple rocket launchers are a type of rocket artillery built and fielded by the Soviet Union beginning in the Second World War. Compared to other types of artillery, multiple rocket launchers are able to deliver a devastating amount of explosives to an area target more quickly but with lower accuracy and longer reloading time.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 ART (artillery) attacks on a 3, for the first cycle of combat only.

    7. Shock Troops
    During World War II the Red Army of the Soviet Union deployed many formations which contained the word shock in the title, for example many of the units which spearheaded the Soviet counterattacks on the Eastern Front from the Battle of Stalingrad to the Battle of Berlin were in Soviet Shock Armies. 2 INF (infantry) has its attack increased by 1 in the first cycle of combat. No more than 6 INF 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 “Combat Move” phase. If an opponent captures them, that opponent cannot move them. You may mobilize at an IC if you controlled both the IC 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 INF (infantry) there for free for each IC (industrial complex) you control, before “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 INF (infantry) you own. For each infantry sacrificed, 2 other INF you own defend on a 3 this turn.

    12. Soviet Militia
    If German units attack any of the three major Soviet cities of Leningrad, Moscow or Stalingrad the Soviet player may immediately raise INF (infantry) equal to VCP value of the city. The money is deducted from the Soviet players next turn of income even though the Infantry is placed in the first round of combat. Each of the three Soviet Cities can be activated only once per game and the infantry raised can be used just as any other unit.

    13. Partisans
    Starting with the 2nd turn of any Axis invasion of the Soviet Union the Soviet player rolls one die per turn and notes the results as follows:
    1= One German Infantry is destroyed and removed from the eastern front.
    2=  The Soviet player can select one territory  that’s original Soviet controlled and force all Axis units that move into this territory to stop or force units moving out to be reduced to a movement of one.
    3= The German players loses 2 IPC
    4= The German player loses 1 IPC
    5= No effect
    6= Partisans neutralized (no roll next turn)

    14. Scorched Earth
    When Germany attacked the Soviet Union in 1941, Joseph Stalin ordered both soldiers and civilians to initiate a scorched earth policy to deny the invaders basic supplies as they moved eastward.When the German player conquers any USSR territory, that territory has no value until the next round of play.

    UNITED KINGDOM
    1. Spitfire Fighter
    The Supermarine Spitfire was an iconic British single-seat fighter used primarily by the RAF and many Allied countries through the Second World War and into the 1950s. The Spitfire are often credited with winning the Battle of Britain. Once per turn, 1 FTR can be purchased and placed in United Kingdom for 8 IPC.

    2. Radar
    Britain’s radar alerted it to the threat of German planes crossing the channel.
    UK owned ID (infrastructure defence) in United Kingdom and Eastern Canada rolls attack die hit air units on 1 or 2 and forcing retreat on 3.

    3. 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 “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 sea zone 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 sea zone 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.

    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 Western Europe, you may place 3 INF (infantry) there for free during the your “Mobilize New Units” phase.

    5. 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.
    Once per game, place 1 IC (industrial complex) in any of your territory with an income value of at least 1 IPC. You still can’t have more than one IC in a territory.

    6. The Royal Navy
    The Royal Navy of the United Kingdom is the oldest of the British armed services (and is therefore the Senior Service). As late as the middle of the 20th century, it was the largest and most powerful navy in the world. During WWII, the Royal Navy was vital in guarding the sea lanes that enabled British forces to fight in remote parts of the world such as North Africa, the Mediterranean and the Far East. Once per game, place 1 DD (destroyer) off the coast of Eastern Canada, Egypt, South Africa, India, Australia or United Kingdom if you own the land territory, during your “Mobilize New Units” phase. You may place the destroyer even if the sea zone is enemy-occupied. Your destroyers cost 1IPC less.

    7. Allied 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 Western Europe, Eastern Europe, and/or Norway, you may place 2 INF (infantry) there for free during your “Mobilize New Units” phase.

    8. Flying Boats
    The Lend-Lease Act gave Britain PBY Catalina flying boats, which were handy because they could help spot submarines in the water.
    Your BMR (bomber) can perform ASW.

    9. 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 battleships may move 3 spaces.

    10. Chindits
    The Chindits were a British Indian Army “Special Force” that served in Burma and India from 1942 until 1945 during the Burma Campaign in World War II. They were formed into long range penetration groups trained to operate deep behind Japanese lines. One UK INF (infantry) in Asia mainland can be allocated as Chindits per turn. These units attack at 2 and defend at 2 and have a unique movement of 2 spaces in Combat Move and 2 spaces in Non-Combat Move. They may even move thru enemy territories.

    11. Burma Road
    It had a role in World War II, where the British has long used the Burma Road to transport war material to China before Japan was at war with the British. UK can send 3 IPC of aid per turn resulting in the creation of 1 INF (infantry) in china. The UK player must have control of India plus at least one of the following must be controlled for the Allies: Sinkiang, China, Manchuria, Kwangtung, or French Indo-China.

    12. Home Guard
    The British Home Guard started off after the defeat of Poland. Britain knew that it was but a matter of time before the tanks and warplanes of the Wehrmacht came to England’s doorstep. Britain also knew that, in such an event, Britain would be woefully under prepared. As early as 1939, following the torpedoing of HMS Royal Oak at anchor in Scapa Flow, Scotland, Winston Churchill wrote a letter to his Chiefs of Staff asking, “What would happen if 20,000 enemy troops were to land on the east coast of England?” Once during the Game if the United Kingdom is attacked by land units, you may place 3 INF (infantry) for free there, before “Conduct Combat” phase.

    13. Escaped Armies
    After Germany invaded most of Europe, several army divisions of namely Poland, France and Greece escaped to fight another day, while their governments capitulated. Once per game, you may place 2 INF (infantry) for free in United Kingdom if you control it, and 1 INF for free in Egypt if you control it.

    14. Pathfinder Force
    In August 1942 the RAF founded the Pathfinder Force (PFF) to get better results with strategic bombing raids. RAF equipped them with the newest technologies and materials. Your BMR (bomber) causes 1 extra IPC in damage on Strategic Bombing Raids.

    15. Tank busters
    In the dessert war, the British equipped their Hawker Hurricane fighters with dive bombs and later rockets to attack and destroy enemy armor. These proved to be highly effective.
    Your FTR (fighter) has attack increased by 1 in the first round of land combat after air superiority.

    16. Canadian Air Support
    During World War II, approximately 16,000 aircraft, including Lancaster and Mosquito bombers, were built in Canada. Once per game, if you control Eastern Canada, you may place 1 BMR (bomber) for free there.

    UNITED STATES
    1. Essex Aircraft Carrier
    The United States Navy’s Essex-class fast aircraft carriers constituted the Twentieth Century’s largest class of heavy warships, with 24 ships built. The use of the fast carriers as an offensive weapon in World War II changed the face of naval strategy.
    Once per turn, 1 CV (Aircraft Carrier) can be purchased and placed at Eastern United States for 14 IPC.

    2. U.S. Marines
    In World War II, the Marines played a central role in the Pacific War; the Corps expanded from two brigades to two corps with six divisions, and five air wings with 132 squadrons. In addition, 20 defence battalions and a parachute battalion were set up. The battles of Guadalcanal, Tarawa, Saipan, Iwo Jima, and Okinawa saw fierce fighting between U.S. Marines and the Imperial Japanese Army.
    Your INF (infantry), in amphibious assault on Pacific Islands, and French Madagascar, has their attack increased by 1 in the first cycle of combat.

    3.  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.
    You’re AP (transport) now cost 6 IPC.

    4.  Superfortress
    The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
    Your Heavy BMR (bomber) roll one additional die each when conducting a strategic bombing raid. They defend on a 2, and are immune to ID (infrastructure defence) fire.

    5. Fletcher-class destroyers
    The Fletcher class was the largest class of destroyer ordered. Compared to earlier classes built for the Navy, they carried a significant increase in anti-aircraft (AA) weapons. Throughout the course of World War II, the number of AA weaponry increased resulting in five twin 40 mm Bofors plus seven 20 mm weapons by 1945.
    Starting from turn 3, all your DD (destroyer) has Anti-air value of 3.

    6. Naval Industry
    After Pearl Harbor, the US tried to rebuild its Pacific Fleet.
    All Naval units cost one less IPC for the entire game.

    7. U.S. Code breaking intelligence
    During World War II, the U.S. utilized a great military intelligence advantage over the Japanese, in both their radar capabilities and code breaking. The radar on Midway gave position, bearing, and altitude. Intelligence experts discovered that the Japanese planned to attack an unknown site referred to as “AF.” To test the theory that Midway was the target, a disinformation message regarding Midway’s freshwater supply was sent out over open communication channels. The Japanese intercepted the message and redistributed it in their JN 25 code, saying that “AF” needed freshwater.
    Your navy units defence increase by 1 in the first cycle of combat round, when attacked by the Japanese.

    8. Filipino Guerrillas
    The HUKBALAHAP helped pave the way for the US invasion of Leyte.
    Once per game, if the Allies control the Philippine Islands, you may place 2 INF (infantry) there for free during “Mobilize New Units” phase.

    9. Pacific Divisions
    When the US entered WWII they quickly formed loads of divisions and immediately started preparations to take the war to Japan.
    During “Mobilize New Units” phase each turn, you may pay 1 INF (infantry) for free in Philippine Islands, Borneo or Kwangtung if you control it. This free unit is in addition to the group of units you just purchased.

    10. Carpet bombing
    America used carpet bombing as a policy of indiscriminate bombing of an enemy’s military targets but also for the purpose of destroying the enemy’s means of producing military material, communications, government centres and civilian morale. During Strategic Bombing Raids, each BMR (bomber) may instead bomb land units. Hits are on a 2 or less.

    11.  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 the “Mobilize New Units” phase each turn, you may pay 1 INF (infantry) for free in China, Sinkiang or Kwangtung if you control it. This free unit is in addition to the group of units you just purchased.

    12. Iowa Class Battleships
    The Iowa’s were designed as fast escorts for aircraft carriers, rather than as a classical battleship. Speed was the essence of their design, topping thirty knots on calm waters. Their guns had the same caliber as those of their predecessors (16-Inch) but it was a new more powerful model. They were also valuable antiaircraft platforms, especially in the era of the Kamikaze.
    Your BB (battleship) may move 3 spaces and has Anti-air value increased by 1.

    13. Communist Guerrillas
    Elite units suffered some 60% casualties at the Battle of Shanghai. The Chinese government lost most of its well-equipped elite units prior to WWII. However, Communist guerrillas remained an effective force against the Japanese in Northern China.
    Starting on the first US turn, the US player rolls one die per turn and notes the results as follows:
    1= The Japanese player removes one Japanese INF (infantry) from Manchuria, China or Sinkiang.
    2= The US player selects the territory of Manchuria, China, Sinkiang or Kwantung. Movement of Japanese land units to and from the territory is prevented this turn. ie. Reinforcements and Retreats.
    3= The Japanes player collect 2 less IPC from Manchuria next turn.
    4= The Japanes player collect 1 less IPC from Manchuria next turn.
    5= No effect
    6= Communist Guerillas neutralized (no roll next turn)

    14. Chinese Warlords
    Majority of Chinese forces in WWII belonged to warlords who were most interested in their own power. Some of them defected to the Japanese Empire but later just as easily rejoined the Nationalist government.
    Axis do not collect income from China, Kwantung, Manchuria or Sinkiang at “Collect Income” phase if the territory is not occupied with at least one Axis land unit.

    15. Mechanized Infantry
    Later in the war, the United States Army used large numbers of M3 Half-track vehicles to give their infantry mobility.
    Starting from turn 3, all your INF (infantry) may move 2 spaces and may blitz.


  • so I left Parallel Planning out

    Germany 16
    Italy 14
    Japan 16
    USSR 14
    UK 16
    US 15


  • Man those NA’s are some of the most creative things ive seen in many years of house rules. They are entirely original and varied as well as historical.

    Do you think i should make them into cards or we just list them on a paper like a player aid cheat sheet?


  • I think you should only consider NA cards after you’ve finish the other player aids.

    Really a few numbers chips in a bag would do fine.

    You want to hide the NA chips until its time to revealed.
    NA cards sort of take room.

  • Moderator

    I’m glad you folks liked Fletchers.
    My vote is flash cards for NA’s


  • Yea righto…


  • Yes, I also think we did a fine job on these NA’s. Cards sounds the best, but sheet and numbers/ chips will do fine…


  • yea will use the chips for now… but latter ill make those cards.

    Tekkyy as soon as your ready post the new rules on the link.

    BTW what do i still need to change in the graphics dept?


  • I commented on graphics over at the graphics thread


  • ok got it.


  • These NA’s are just phenomenal.  That’s some incredible thinking – in and out of the box.

    However, other than a vague reference to turn 5, I haven’t seen much on how we bring the NA’s into play and could use a little clarification.

    So, as I think I understand the intent:  on turn 1 each country gets the #1 NA for their specific country.  Then starting on turn 5 they get an additional random NA.

    • How do you randomize it?  Is the numbered chips in a bag still the best proposal?
    • Does the new NA replace the old one, or once discovered you get that NA from here on out?
    • Do all the players continue drawing NA’s on turns subsequent to Turn 5?
    • Can you deploy multiple NA’s at once if you saved one from a previous turn?
    • Can you deploy them at any time, or are they limited to a certain phase?

    Inquiring minds what to know!?

    Thanks,

    • Bierwagen

  • Sorry I guess its a bit compact not clear.

    The text…
    The first item is standard. Then at beginning of first 5 game rounds, each player randomly selects an item.
    The randomly selected items are secret to enemy team and come into effect immediately when the player
    reveals it any time in the game.

    • How do you randomize it?  Is the numbered chips in a bag still the best proposal?

    yep, the idea is to be random and secret

    • Does the new NA replace the old one, or once discovered you get that NA from here on out?

    you get the new NA on top of existing NAs

    • Do all the players continue drawing NA’s on turns subsequent to Turn 5?

    no, you draw only in the first 5 game rounds
    so on round 5, you have 6 NAs and it remains at those 6 for the rest of the game

    • Can you deploy multiple NA’s at once if you saved one from a previous turn?

    yes you can deploy multiple at once

    • Can you deploy them at any time, or are they limited to a certain phase?

    yes you can deploy at any time


  • Hey tekkyy:

    Id does say under techs that Jet fighters/bombers and heavy tanks need to be built correct?


  • hehe why you asked in NA thread…

    The wording is that:

    Self propelled Artillery and Heavy Tanks needs to be built.
    Jet plane upgrades existing units.


  • oh wow. thats not how i played it. Otherwise Germany can build fighters and get all her planes instantly as jets?

    thats really strong Tech….

    Perhaps you can convert one fighter per turn or build a new fighter that will be a jet?

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