• One thing i have considered for my A&A games are 12 sided dice. 6 sided one get the job done but 12 sided ones give you way more options and realism. One thing that has always bugged me have been that ALL tanks hit on 3 or less for attack and defense when realistically all tanks WERE NOT the same. By using 12 sided dice you could have t-34s hit on a 6 or less while shermans hit on a 5 or less (just an example). you could even implement house rules that have advanced units. Ex. well trained infantry v.s. regular infantry would hit on a 4 or less while regular on a 2. Agains just an example but i think by using 12 sided dice you can get a completely different game.


  • I actually wrote up stats for an 8 sided di option and a 10 sided.

    10 sided di work the best….  it allows for greater range of att and defense strength and options like advantages and weapon tech.

    for example…
    Battleship  Att = 8, broadside att = (2di) 6, if damaged att = 6 (no broadside fire till repaired) — Def = 8, if damaged = 6
    Carrier Att = 2, if damaged Att = 0 — def = 3, if damaged = 1
    Cruiser Att = 6 — Def = 6
    Destroyer att  = 4 — def = 4
    transport att = 0 — def = 0
    Subs att = 3 — def = 1
    (this is just an example i dont have my actual rules now wil post them soon)

    10 sided di allow for upgrades… like super subs can be a 4, yet still seem weaker than larger boats.  with current rules set… supersubs becomes a 3, so they are as strong as a cruiser… doesn’t make much sense.
    it also allows for damaged boats to be weaker in combat as they should be.  you could have regular infantry and amp assault att values,  it allows for fighters to be better than tanks, Bombers could have bombing attack values, dog fight values for plane combat…etc. etc.


  • To me the only use of a D12 system would be to introduce national unit values, which are more historical.

    So a German battleship will have different attributes than say an Italian.

    etc…


  • @Imperious:

    To me the only use of a D12 system would be to introduce national unit values, which are more historical.

    So a German battleship will have different attributes than say an Italian.

    etc…

    Do you any stats for that idea?


  • Xeno Games Pacific at War uses an 8-sided die, and I have experimented with 10-sided to 20-sided dice.  The more options you have on the die roll, the more distinct you can make the units with respect to attack values.  When it comes to qualitative differences, I tend to go to using additional hits to destroy a unit.  Japanese infantry units normally fought to nearly the last man, so take two hits to kill.  German battleships were exceptionally difficult to sink, so take three hits to sink. These would be examples.


  • Do you any stats for that idea?

    These were posted on HGD in like 2004-5. I have too many posts to sort out to find it, but larry kept a copy of the file.


  • Found this but its not the final concept.

    http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=17&t=253&start=8

    Germany:
    battleships: 8/7/ 21
    cruisers: 6/5/13
    destroyers: 4/3/6
    submarines: 4/4/7
    carrier: 2/6/13
    transport: 0/2/8

    Japan:
    battleships: 8/8/20
    cruisers: 6/6/12
    destroyers: 3/3/7
    submarines: 4/3/8
    carrier: 3/6/12
    transport: 0/2/7

    Italy:
    battleships: 7/7/22
    cruisers: 5/5/14
    destroyers: 2/3/8
    submarines: 3/3/9
    carrier: 2/5/14
    transport: 0/1/9

    Russia:
    battleships: 7/7/22
    cruisers: 5/5/14
    destroyers: 2/3/8
    submarines: 3/3/9
    carrier: 2/5/14
    transport: 0/1/9

    UK:
    battleships: 8/7/21
    cruisers: 6/5/13
    destroyers: 3/3/7
    submarines: 4/3/8
    carrier: 2/6/13
    transport: 0/2/8

    USA:
    battleships: 8/8/20
    cruisers: 6/6/12
    destroyers: 4/3/6
    submarines: 4/4/7
    carrier: 3/6/12
    transport: 0/2/7

    Germany:
    Infantry: 3/4/3
    Mechanized Infantry: 4/5/5
    Artillery: 4/4/4
    Armor: 7/7/8
    Fighter : 6/8/12
    Bomber: 8/3/15

    Japan:
    Infantry: 3/3/4
    Mechanized Infantry 4/4/6
    Artillery: 3/4/5
    Armor: 5/4/8
    Fighter : 5/7/12
    Bomber: 7/3/16

    ItALY:
    Infantry: 2/3/4
    Mechanized Infantry: 3/4/6
    Artillery: 3/3/5
    Armor: 5/4/8
    Fighter : 5/6/13
    Bomber: 7/3/16

    Russia:
    Infantry: 2/3/3
    Mechanized Infantry: 4/4/5
    Artillery: 4/3/4
    Armor: 7/5/8
    Fighter : 5/6/12
    Bomber: 6/2/16

    Uk:
    Infantry:3/3/4
    Mechanized Infantry: 3/4/6
    Artillery: 3/3/5
    Armor: 5/4/8
    Fighter : 5/7/13
    Bomber: 8/3/16

    USA:
    Infantry:3/4/4
    Mechanized Infantry: 4/5/6
    Artillery: 3/4/5
    Armor: 6/5/8
    Fighter :6/8/12
    Bomber: 8/4/15


  • Hey Imperious leader, who owns Greece in your 1939 set up? Do the neutrals get thier own turn? and units to set up with?


  • Greece owns Crete and they both are neutral. They don’t have any turn unless somebody attacks them, and if they do they fight for the other side but cant move outside their own borders. Friendly units can move into them or fly over them.

    Thats it.


  • attack (6) defense (6)  attack (20)  defense (20)
    infantry          1         2                     4          6
    mechani inf      1         2                     4        6
    artillery          2         2                     6        6
    tank              3         3                    10       10
    fighter            3         4                     9       11
    tac bomber      3|4      3                 10|12      6
    bomber          4         1                    13        4
    transport        0         0                     1        2
    submarine        2         1                     6        4
    destroyer        2         2                     6        6
    cruiser            3         3                    10        10
    carrier            0         2                     4        6
    battleship        4         4                    14        14
    anti-air          0         1                     0        4
    naval base      0         1                     0        3
    air base          0         1                     0        3
    indus comp.     0         0                     0        0
    min. Comp.      0         1                     0        3
    maj. Comp.      0          1                     0        3

    Here are unit attack and defense we use when playing with (6) or (20) sided dice. Using 20 sided dice gives a few more house rule options such as researching to increase a unit’s attack or defense roll. If you guys have suggestions let me know!

  • '14

    Go to www.historicalboardgaming.com and check out Global 39


  • Its very important that the prices are also different for each nation when you use D12.

Suggested Topics

  • 5
  • 15
  • 18
  • 7
  • 9
  • 2
  • 11
  • 3
Axis & Allies Boardgaming Custom Painted Miniatures

35

Online

17.0k

Users

39.3k

Topics

1.7m

Posts