Hello, I have been scrolling threw the HBG website and have found many interesting custom units with either no rules, or a rules pdf that is no longer available. I had a few ideas, and I would love feedback/more ideas.
Mercenary’s - 1IPC/turn/infantry, max 3. This could be cool feature if you need temporary forces in a certain area you could hire mercenarys for 2-3 turns, but if you just left them there it would cost you way more money then they are worth.
Assassins - Infantry that cost 5 IPC, get a target select on 1 on a D12 against a commander (Commanders expansion set)
Military Police - I was thinking they could increase rail transport, and decrease partisan activity. or they could allow transit on damaged rail.
I’m currentley working on an ‘Armageddon’ type of rule set. I decided that in addition to Nuclear rules and other goodies that I wanted zombies. I downloaded the rule book for Zombies and printed it off. It took me about an hour to figure out how to do it without the special cards and tokens. I decided just to put a blank marker under the piece that is a Zombie unit.
Without the cards I have made it so that the Zombies are stationary. Unless, you have the tech that allows you to move one. I decided to treat the chart with the advantages as a research board for my game.
Has anyone else done this?
Back in the day, I had been reading up on all sorts of A&A stuff: some of the “limited” scenarios (where not all nations were used/played) on thrasher’s A&A site, as well as World at War and its use of an “impulse” turn for the Axis.
I kind of wanted to combine some of those ideas, with a setting earlier than Classic’s “Spring 1942” which Larry Harris described (in a video during the credits of Iron Blitz) as the “high-water mark of the Axis expansion.” My knowledge of WWII kind of suggested that the highest mark prior to that, would be 1941 – specifically when most of France’s colonies were still collaborationist, or had not yet been captured by the British, and when Italy still controlled east Africa.
I can recall sharing this with a friend back in 2007, so this sort of comes after the original Europe and Pacific games, but prior to Global. As you might guess, this kind of shared the mindset that would go on to create that game. Essentially, the game is broken into 3 theatres – one Axis power for each. If that Axis power is either defeated, or achieves their objectives, then their theatre merges with at least one other. (i.e. Italy must be defeated in Africa before the western Allies can start to attack Germany)
For simplicity, I kept the starting unit setup the same, with units changing nationality if their territory also changed. For balance, the Axis were given some early bonuses, and (also for historical reasoning) the USA and USSR both had restrictions in the first round. I also included some further clarification to the 2nd Edition rules, as well as some changes (such as adding some complexes, but all complexes being limited in the number of units they can produce.)
Anyways, I have most of the documentation saved, it probably just needs some updated formatting; I wanted to post here first, so as to gauge interest and see if I should go through with the process of cleaning up what I have.
Thanks for reading 🙂 hopefully there are some enthusiastic responses!