• Sponsor

    Also, something that might help the attacker in naval combat…

    For any casualty rolls of 6 while defending, the attacker may choose to remove available transports instead of units in the @4 or less column.

  • '17 '16

    Same spirit but without additional rolls:
    When rollling a hit, look at the number rolled.
    “1” apply casualty as usual.
    On land,
    “2” may choose MI or Art instead of infantry.
    “3” may choose Tank or TcB or Fg, or less.
    “4”  may choose a bomber or anything else.

    At sea,
    “2” may apply hit on DD or Sub, as you wish.
    “3” may apply hit to Carrier or Cruiser, or lower
    “4” may apply hit on Battleship or Transport.

    No additional roll. Just grouping by similar number.


  • @Baron:

    Same spirit but without additional rolls:
    When rollling a hit, look at the number rolled.
    “1” apply casualty as usual.
    On land,
    “2” may choose MI or Art instead of infantry.
    “3” may choose Tank or TcB or Fg, or less.
    “4”  may choose a bomber or anything else.

    At sea,
    “2” may apply hit on DD or Sub, as you wish.
    “3” may apply hit to Carrier or Cruiser, or lower
    “4” may apply hit on Battleship or Transport.

    No additional roll. Just grouping by similar number.

    Wow Baron!  That is a cool variant on this idea.  It makes it so unsupported infantry are basically slugging it out with other infantry.  But Artillery could potentially hit other artillery.  ….  And Tanks could potentially hit other tanks etc …   VERY COOL.   And also a quite realistic way to model the battle.  And I definitely like that there is basically no additional steps.  Just set your “Hit Dice” below the enemy column that it applies to.

    Would just need to add a sub-text that if no “1’s” are available for an enemy casualty, then the hit automatically goes up to the next column.    Would that be correct??

  • '17 '16

    @the_jetset:

    @Baron:

    Same spirit but without additional rolls:
    When rollling a hit, look at the number rolled.
    “1” apply casualty as usual.
    On land,
    “2” may choose MI or Art instead of infantry.
    “3” may choose Tank or TcB or Fg, or less.
    “4”  may choose a bomber or anything else.

    At sea,
    “2” may apply hit on DD or Sub, as you wish.
    “3” may apply hit to Carrier or Cruiser, or lower
    “4” may apply hit on Battleship or Transport.

    No additional roll. Just grouping by similar number.

    Wow Baron!  That is a cool variant on this idea.  It makes it so unsupported infantry are basically slugging it out with other infantry.  But Artillery could potentially hit other artillery.  ….  And Tanks could potentially hit other tanks etc …   VERY COOL.   And also a quite realistic way to model the battle.  And I definitely like that there is basically no additional steps.  Just set your “Hit Dice” below the enemy column that it applies to.

    Would just need to add a sub-text that if no “1’s” are available for an enemy casualty, then the hit automatically goes up to the next column.    Would that be correct??

    I’m glad you like it.
    It still need finer tuning.
    To be less unbalancing, we can keep owner still choose which specific unit is the casualty inside a number category. For instance, a “3” can applied to a tank before a fighter.
    Also, if there is no unit type available, it can simply be an ordinary hit instead. For instance, a “3” is considered like a “1” if there is no more tank or plane.
    What do you think about this?

    Would just need to add a sub-text that if no “1’s” are available for an enemy casualty, then the hit automatically goes up to the next column.    Would that be correct??

    It seems like applying normal casualty, isn’t?

    I forgot to place AAA somewhere.
    On which number should it be targeted?

  • Sponsor

    Yes, great ideas on this BM… would eliminate the extra dice rolls as well. I think we would have to evaluate all units in the @1 column during battle, would you expose transports in this system?

  • '17 '16

    @Young:

    Yes, great ideas on this BM… would eliminate the extra dice rolls as well. I think we would have to evaluate all units in the @1 column during battle, would you expose transports in this system?

    IDK about TPs.
    I brought a basic principle, I’m not sure about details.
    What do you mean by:
    “we would have to evaluate all units in the @1 column during battle,”?

  • Sponsor

    @Baron:

    @Young:

    Yes, great ideas on this BM… would eliminate the extra dice rolls as well. I think we would have to evaluate all units in the @1 column during battle, would you expose transports in this system?

    IDK about TPs.
    I brought a basic principle, I’m not sure about details.
    What do you mean by:
    “we would have to evaluate all units in the @1 column during battle,”?

    Sorry, misunderstood your concept for a second… never mind.


  • BM and YG.  I have a couple of questions for you guys.

    I have a game scheduled for 08-May.  I want to implement the following house rules into it:

    • Three-Turn System that we discussed before.  Called “Axis & Allies & Comintern”

    • This “High Luck Casualties” system.

    • The “Naval Air Attack and Naval Rules” system

    I think these three rules sets should integrate well.  I just have one question regarding the Naval Air Attack.  I also have one question regarding the transports.

    Using High Luck with Naval Air Attack
    In the Naval Air Attack rule, we left it that TACs could choose their target when rolling a “@1” when attacking.  This might go very well together with this “High Luck” proposal.  BM was worried that limiting the TAC roll to a “@1” would make the TACs too weak.  But now, if they also roll a “@4” … or even a “@3”, their hit has to be placed in a higher value column.  Grant it, the attacker will not actually be able to “choose” their target with a roll of a “@3” or a “@4” … but at least the hit will go towards a higher-value target.  Do you think this combines the two rules correctly?

    Transports and CV’s
    I would recommend placing the “Transports” and the Aircraft Carriers in the “@4” group.  What do you think?  This would allow them to potentially be hit by BB’s and modified TAC’s.  (Also by Strat Bombers if the Modified Naval Rules are not used)

    AAA
    I would recommend putting the AAA in the 2 column.  It is more expensive than an infantry.  Also, AAA would be a bit further behind the actual front line … AAA would be probably be more behind the front covering supply dumps, logistics and high-value infrastructure.

    Add a Statement - “Defender can choose a higher column to receive the hit.”
    Finally, I would recommend to let the defender choose a higher column for the hit if they choose to do so.  For instance, the defender might want to select a BB @4 to receive a hit instead of a lower unit.  Again, what are your opinions on that?

    Cheers

  • '17 '16

    @the_jetset:

    BM and YG.  I have a couple of questions for you guys.

    I have a game scheduled for 08-May.  I want to implement the following house rules into it:

    • Three-Turn System that we discussed before.  Called “Axis & Allies & Comintern”

    • This “High Luck Casualties” system.

    • The “Naval Air Attack and Naval Rules” system

    I think these three rules sets should integrate well.  I just have one question regarding the Naval Air Attack.  I also have one question regarding the transports.

    Using High Luck with Naval Air Attack
    In the Naval Air Attack rule, we left it that TACs could choose their target when rolling a “@1” when attacking.  This might go very well together with this “High Luck” proposal.  BM was worried that limiting the TAC roll to a “@1” would make the TACs too weak.  But now, if they also roll a “@4” … or even a “@3”, their hit has to be placed in a higher value column.  Grant it, the attacker will not actually be able to “choose” their target with a roll of a “@3” or a “@4” … but at least the hit will go towards a higher-value target.  Do you think this combines the two rules correctly?

    Transports and CV’s
    I would recommend placing the “Transports” and the Aircraft Carriers in the “@4” group.  What do you think?  This would allow them to potentially be hit by BB’s and modified TAC’s.  (Also by Strat Bombers if the Modified Naval Rules are not used)

    AAA
    I would recommend putting the AAA in the 2 column.  It is more expensive than an infantry.  Also, AAA would be a bit further behind the actual front line … AAA would be probably be more behind the front covering supply dumps, logistics and high-value infrastructure.

    Add a Statement - “Defender can choose a higher column to receive the hit.”
    Finally, I would recommend to let the defender choose a higher column for the hit if they choose to do so.  For instance, the defender might want to select a BB @4 to receive a hit instead of a lower unit.  Again, what are your opinions on that?

    Cheers

    It will be quite a challenge to mix all these rules with no inconsistencies…
    For now, my first idea on TP, Carrier and Battleship is use your - “Defender can choose a higher column to receive the hit.” But keep Carrier “3”. That way, someone can save Carrier or TP by taking a hit on BB.
    IDK if TP should be “3” OR “4” with your additional rule.
    Fighter roll @4 on defense but not TcB.


  • @Transports - I did some test battles.  I think it is better to leave transports on the OOB system where they have to be chosen last.  Otherwise, they will just become meat-shields to protect BB’s (when empty).  Or, they will become too high-value targets when full.

    For my personal playing system and House Rules set, I’m just going to have transports be able to be targeted when a TAC rolls a “1”, otherwise they must still be targeted until last.

    Also, @Baron.  I accidentally hit -1 instead of +1 on one of your posts on this topic thread!  Sorry about that!  It has been corrected.  :-D

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