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Axis and Allies DARKSIDE: Bombing Civilians Rule


  • Liaison TripleA '11 '10

    Alright, so we ALL know how Strategic bombing goes.  However, I have a NEW twist.

    Per Dresden,  and what actually happend there, there is now a new A&A rule you can use to accomplish much of the same goal!

    1. Launch an SBR style attack, following normal rules.
    2. You now choose  Airbase/Navalbase/Complex/ or CIVILIANS
    3. If atleast one of the attacking planes survives any AA fire (Civilians do not have built in AA defence), the following happens

    • Instead of taking damage like a facility, just put a marker on the territory

    • On the next turn, no one can BLITZ, or move 2, from, into, or out of the territory you just bombed, until the marker is removed.

    • The marker can be removed as soon as anyone who controls the territory (even if they capture it that turn), reaches the collect income phase - and CHOOSES to remove it.

    • READ THE ABOVE RULES CAREFULLY, because there will be times, where you may want to BOMB YOUR OWN CIVILIANS, to provide the required civilian exodus to slow down enemy troop movement.

    Chaos loves to slow down tanks!



  • A+



  • How about this, each victory city has a total of 6 moral points, if 1 or more moral points remain damaged on the victory city, the power that bombed it collects the IPC value of the territory the city is on, plus all that chaos stuff you said.



  • I don’t know if they should collect the money, how bout it is just like convoy raiding just with bombers. My suggestion (along with the chaos stuff).



  • No no it’s not morale points; it’s morality points.

    Each major power starts the game with 100 morality points representing Christian civilization.  You lose morality points for doing things like bombing civilians, building concentration camps, exterminating the Jews, using chemical and biological weapons, using slave labour, having child soldiers, using prisoners of war for medical experimentation, and mass rape of women in victory cities.  The first one to lose all of their morality points WINS



  • @Vance:

    No no it’s not morale points; it’s morality points.

    Each major power starts the game with 100 morality points representing Christian civilization.  You lose morality points for doing things like bombing civilians, building concentration camps, using chemical and biological weapons, using slave labour, having child soldiers, using prisoners of war for medical experimentation, and mass rape of women in victory cities.  The first one to lose all of their morality points WINS

    I stand corrected.



  • @Vance:

    No no it’s not morale points; it’s morality points.

    Each major power starts the game with 100 morality points representing Christian civilization.  You lose morality points for doing things like bombing civilians, building concentration camps, exterminating the Jews, using chemical and biological weapons, using slave labour, having child soldiers, using prisoners of war for medical experimentation, and mass rape of women in victory cities.  The first one to lose all of their morality points WINS

    http://static.quickmeme.com/media/social/qm.gif



  • So when a side loses enough “morality points”, the neutrals turn against them? 😉

    @Gargantua:

    Alright, so we ALL know how Strategic bombing goes.  However, I have a NEW twist.

    Per Dresden,  and what actually happend there, there is now a new A&A rule you can use to accomplish much of the same goal!

    1. Launch an SBR style attack, following normal rules.
    2. You now choose  Airbase/Navalbase/Complex/ or CIVILIANS
    3. If atleast one of the attacking planes survives any AA fire (Civilians do not have built in AA defence), the following happens

    • Instead of taking damage like a facility, just put a marker on the territory

    • On the next turn, no one can BLITZ, or move 2, from, into, or out of the territory you just bombed, until the marker is removed.

    • The marker can be removed as soon as anyone who controls the territory (even if they capture it that turn), reaches the collect income phase - and CHOOSES to remove it.

    • READ THE ABOVE RULES CAREFULLY, because there will be times, where you may want to BOMB YOUR OWN CIVILIANS, to provide the required civilian exodus to slow down enemy troop movement.

    Chaos loves to slow down tanks!

    In a way you could also be bombing away the IPC points of territories, that would be a unique way to rediced the enemy’s income…



  • @special:

    So when a side loses enough “morality points”, the neutrals turn against them? 😉

    @Gargantua:

    Alright, so we ALL know how Strategic bombing goes.  However, I have a NEW twist.

    Per Dresden,  and what actually happend there, there is now a new A&A rule you can use to accomplish much of the same goal!

    1. Launch an SBR style attack, following normal rules.
    2. You now choose  Airbase/Navalbase/Complex/ or CIVILIANS
    3. If atleast one of the attacking planes survives any AA fire (Civilians do not have built in AA defence), the following happens

    • Instead of taking damage like a facility, just put a marker on the territory

    • On the next turn, no one can BLITZ, or move 2, from, into, or out of the territory you just bombed, until the marker is removed.

    • The marker can be removed as soon as anyone who controls the territory (even if they capture it that turn), reaches the collect income phase - and CHOOSES to remove it.

    • READ THE ABOVE RULES CAREFULLY, because there will be times, where you may want to BOMB YOUR OWN CIVILIANS, to provide the required civilian exodus to slow down enemy troop movement.

    Chaos loves to slow down tanks!

    In a way you could also be bombing away the IPC points of territories, that would be a unique way to rediced the enemy’s income…

    This sounds more like a scorched Earth policy… something like: during non-combat, any units that didn’t move during combat may use the phase by reducing their territory’s IPCs permanently by half (round up) it’s production value. Units can’t move after performing scorched Earth operations and can only be done in territories owned since the beginning of the round. Effects on income are felt immediately by the owner of the territory (symbolizing the destruction wrecked by its own forces).


  • Liaison TripleA '11 '10

    Each major power starts the game with 100 morality points representing Christian civilization.  You lose morality points for doing things like bombing civilians, building concentration camps, exterminating the Jews, using chemical and biological weapons, using slave labour, having child soldiers, using prisoners of war for medical experimentation, and mass rape of women in victory cities.  The first one to lose all of their morality points WINS

    FINALLY, someone who sees the game like me.

    It should be - if GERMANY / JAPAN get to 0 morality points from 100, they ALSO win the game, the allies must stop them! lol.  I’ll draft some more of these concepts up…. LOVE it Vance!



  • Slatanic wehrmacht



  • In our house rules we use two types of SBR’s.  Daylight raids and Night time Raids… one of the targets of the daylight raids is the population of the territory.   If a player selects the population the IPC value of damage from surviving bombers is subtracted from the owners hand, as per OLD sbr rules…  it works well, as that money is what they needed to use to fight fires, save lives and repair their infrastructure, and doesn’t effect the industry in any way beyond lost money.

    Any AA in the territory would fire as per facility AA rules.
    Any fighters in territory with a airbase can scramble.
    damage can not be greater then IPC generated by the territory per turn.


  • Liaison TripleA '11 '10

    Bringing this one back for relevant discussion, in regards to POW rules.



  • Here is one that would cover the rape of Nanking etc.:

    Mass executions.
    There is a significant portion of the civilian population that is not productive in industry because they are disabled, elderly, children, etc.  Nevertheless they consume food and other resources that could be put to industrial or military use.  Anytime you capture a territory worth 2 or more IPCs you may opt to hold a mass execution to purge the civilian population of this element and free up those resources.  For every mass execution you collect 1 extra IPC for that territory on the turn when it was captured, but you also incur -2 war crimes points.

    And here is one for unrest:
    Fifth column.
    If an opposing power has fewer than 60 war crimes points, you may attempt to foment civilian discontent using your network of spies and dissidents within the civilian population of the opposing power.  To do this, you buy “insurrection dice” at $5 each and roll them at the beginning of your turn.  For each roll of 6, there is a civilian uprising in one industrial complex of your choosing.  During the ensuing riots the industrial complex will suffer damage equivalent to a strategic bombing raid (ie 1d6+2).  They also incur -1 war crime point per industrial complex for putting down the rebellion and murdering prominent members of its leadership (ie clergy, union leaders, various malcontents and hotheads).

    If the opposing power has fewer than 50 war crimes points, the insurrection starts on a roll of 5 or 6.
    If the opposing power has fewer than 40 war crimes points, the insurrection starts on a roll of 4 or greater.
    If the opposing power has fewer than 30 war crimes points, the insurrection starts on a roll of 3 or greater.
    If the opposing power has fewer than 20 war crimes points, the insurrection starts on a roll of 2 or greater.
    If the opposing power has fewer than 10 war crimes points, the insurrection starts on a roll of 1 or greater.  This is essentially the collapse of the enemy’s society and its capacity for industrial production.  Violent overthrow of the regime is imminent.

    and how to pay for your sins
    Hearts and Minds:
    In a cynical attempt to sway world opinion back toward your favour, you may support humanitarian efforts in territories controlled by you, your allies, or in neutral territories.  For each $3 you spend on this you gain +1 war crimes point.  Simply declare that you are supporting civilian aid and spend the $3 and you get your morality point.  Good for you.


  • Liaison TripleA '11 '10

    This is AWESOME!

    Great addtions vance!  I’ll definetely be incorporating your rules above.



  • What would be neat is if you can arrange it so that all the war crimes result in IPC gains but have morality point losses.  If at some point those war crimes result in tangible bad things happening to you (e.g. Fifth column etc), then you have to balance the benefits against the potential harms and it really becomes a game of “How much can I get away with?”.


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