In some of our home games we have used Seancb’s event card house rule (some changes) and we quite like the randomness which changes each game we use them in.
As for Spain, if your adding it as an Axis friendly ally it definitely needs to be beefed up to stave off the coming onslaught from the US. Or if just to give Spain time for Germany/Italy to send reinforcements.
True, but it also represents the other German cruisers on the loose in the Pacific, South Atlantic & and Indian Oceans that cannot be represented. These were a serious concern for the Allies until eliminated.
I never do CAP, mostly because I don’t think about it. The few times I do I don’t want to risk my fighters. I’ve never seen it done in any games I’ve played. I do think it could be useful so I’ve thought about adding it again to my house rules but I am striving for simplicity right now.
Imagine if, even just a handful of territories, were wormholes to other zones on the board, Say, Sz112 connected to Sz64. For example.
Wormholes … Quark could appear and start doing trades with ferengi’s capitalist brothers at USA. But some ferengii with crappy translating could also appear and create various diplomatic mess (we suffered a lot from them here in Spain with Spanish-American :? versions of DS9) :lol:
And put an eye on those brave bajoran freedom-fighters … they could help french or polish resistance
Axis and Allies D12 system rules:
The purpose of this is to integrate the new pieces from HBG as well as new sculpts from AA41 and AA42.2. The goal is to fit all the pieces creating unique values into Axis and Allies games.
I had considered using different unit values by nation, but this proved too difficult. The utility of using D12 allows many new units each having unique characteristics.
Note most OOB units are double attack and defensive values: (Attack-Defense-Movement-Cost)
(Note: these are considered mid-war tank design and can’t be built till turn 3)
Tactical Bomber: 6-6-4-11
Strategic Bomber: 8-2-6-12
New WOTC sculpts:
Note: These cannot be built as early as turn 3
Heavy Artillery: These are a 6-4-1-5 unit and have a special feature. If they roll a one result in combat, the defender must select an air or non-infantry land unit as a combat loss.
Late War Tanks: These are 8-8-2-8 units and can blitz like other tanks. In all other respects these perform as tanks. These tanks can be built as early as turn 6.
Battle-cruisers: These are 7-6-2-16 units and like Battleships they take two hits. They also bombard at 3.
Super Carriers: These are 2-4-2-18 units that carry 3 planes. They also take two hits, but the first hit does not affect their ability to launch or land fighters.
Destroyer Escorts: These are specialized units to protect convoys. They have a movement of 3 spaces or four if leaving a naval base. These are 4-2-3-10 units and have the same abilities as a destroyer, except as long as you have at least one Destroyer escort, all transports in the same sea zone as the destroyer escort defend at 1.
Heavy Transport: These perform just like Transports, except they carry three Infantry or two armor type units. These are 0-0-2-12 units.
Advanced Submarine Design: These are 4-2-2-8 units and have special abilities. They can avoid combat with destroyers or destroyer escorts at a 1:1 basis. If you got for example 2 of these subs and you enter a sea zone with 1 destroyer escort or destroyer, they can avoid combat and pass thru into the next sea zone. If for example you have 2 of these units and get attacked by at least 3 destroyers, combat is performed in the normal fashion. If at any time the destroyer count is equal to the submarine count, the advanced submarines can submerge immediately.
Medium Bomber: These are 6-2-6-9 units and have a number of new features. They can perform SBR like any other Bomber, but are the only units that can pick up Paratroopers
Advanced Fighter design: These are 8-8-4-14 units. The key feature is their ability to be used somewhat differently in SBR. In these actions they get a +1 in combat as escorts or as interceptors.
I tend to take a historical slant, so thinking mainly of Iwo and Malta - but you would be correct where A&A powers are all treated equally and have the same capabilities. Its a house rule - adjust and use as you wish. I do like your China comment - will put some thought into that.
Another way to depict Iwo and Malta higher defense per soldier implied is simply that a single Inf unit represent pretty much less soldiers compared to European land units.
So this Inf worth the same combat value than 10x soldiers per unit in Russian battle field.
So no need to change from OOB.
Well, like I said I went to Zazzle .com, you upload the image you want and they have it printed and shipped to you as a poster with several different quality paper and finish options. It arrives within a few days. the hardest part was gluing it to the foam core and then cutting the foam core. The one I printed starts was 34.95 and measures 52.5" x 26.5". I;'m happy with Zazzle but I’m sure there are other print sites out there you could use. I’m thinking of revising the map and printing it in the next size up, 39"x78 even thought it’ll probably cost me $150 or so. I love the idea you had of the gdp. when I did my map I used the militarys budgets but fudged it a little after trying to figure out the average spent per soldier in each alliance.
I’d like the cat more If it didn’t chew the map to pieces.