Variants for HBG "Battle Pieces" - Axis Minors



  • Hey! I was wondering if anyone knew any rules or variants in 1942 second editions for the expanded range of units that HBG have!

    • Infantry, Light (Field cap w/ Rifle)
    • Infantry, heavy (M36 Helmet w/ Panzerfaust)
    • 38t (Light Tank)
    • 105mm (Artillery)
    • Hummel (Self Propelled Artillery)
    • Panzer III (Medium Tank)
    • Stug IIIG (Tank Destroyer)
    • 232 (Armored Car)
    • Opel Maultier (w/ Tracks)
    • Fw-190 Fighter

    If not, what rules would you suggest. I like the idea suggested in other variants that the tank destroyers can kill tanks on a “1”. That sounds like a good way of getting rid of the infantry stack. I always personally thought it would be cool if bog-standard units could get promoted in a variant to other units, either via surviving 3-4 battles, or by paying an extra so many IPC. This would give the option of having an elite force, instead of just a mass of men.





  • Yeah, I saw this table. I wonder if it would be possible to make a D6 version. I might try and do one myself.



  • This is what I use

    Panzer Grenadier  $4 * ATK 1 * DEF 2 * Move 1  (+1 when combined with artillery or tank.  Max of 6 on the board at a time)
    KV-1 Tank            8 * 4 * 4 * 3 (Max of 5, build a max of 2 per turn)
    Panzer tank          4 * 3 * 3 * 2 (Max of 4, build 2 per turn)
    Tiger Tank            8 * 4 * 4 * 2 (max of 2, build 1 per turn)
    Truck                    4 * - * - * 2  (Use same rules as transport, can carry 2 INT or 1 INF and 1 ART)
    Akagi aircraft carrier    - * 0 * 2 * 2  (replace 1 aircraft carrier at start of game for free carries 3 fighters)
    Escort Carrier        10 * 0 * 1 * 2    (Carry one aircraft)
    Hood battlecruiser UK    20 * 4 * 4 * 4    (can only build one per game)
    Yamato Battleship    24 * 4 * 4 * 2  (takes 3 hits, max of 4, build 1 per turn)



  • @americancyco:

    This is what I use

    Panzer Grenadier   $4 * ATK 1 * DEF 2 * Move 1   (+1 when combined with artillery or tank.  Max of 6 on the board at a time)

    Is that + 1 move or attack or defence? Because Artillery can only move 1.

    @americancyco:

    KV-1 Tank             8 * 4 * 4 * 3 (Max of 5, build a max of 2 per turn)
    Panzer tank           4 * 3 * 3 * 2 (Max of 4, build 2 per turn)
    Tiger Tank             8 * 4 * 4 * 2 (max of 2, build 1 per turn)
    Truck                    4 * - * - * 2   (Use same rules as transport, can carry 2 INT or 1 INF and 1 ART)
    Akagi aircraft carrier    - * 0 * 2 * 2  (replace 1 aircraft carrier at start of game for free carries 3 fighters)
    Escort Carrier        10 * 0 * 1 * 2    (Carry one aircraft)
    Hood battlecruiser UK    20 * 4 * 4 * 4    (can only build one per game)
    Yamato Battleship    24 * 4 * 4 * 2   (takes 3 hits, max of 4, build 1 per turn)

    The rest sounds pretty good, but the hero units I wouldn’t particularly go for. I don’t really like max builds either, but I can see why you put them in to balance.

    –-------------------------------------------------------------------------------------------------

    Promotional Play

    Not sure if some one thought this up before me, but one thing I was thinking of was that it would be good to be able to promote units after surviving a battle for just over half the price of that unit. Promotions would give different benefits and give players a reason to reserve cash when buying units for the next round (it would be risk because battles might not go the right way, but a risk that could pay off by creating a more elite army).

    For example, some basic promotions:

      • German Standard Infantry IPC 3 ATK 1 DEF 2 MOVE 1

    After surviving a battle, the controlling player (if he had the cash reserved) would be able to promote that unit for 2 IPC to either:

    • Infantry, Light (Field cap w/ Rifle). ATK 1 DEF 2 MOVE 1

    Special: This unit would be allowed to re-roll once if it misses in attack or defence.

    or

    • Infantry, heavy (M36 Helmet w/ Panzerfaust) ATK 1 DEF 2 MOVE 1

    Special: When defending this unit can make a sneak attack like a sub and on a “2” or less will disable a tank. If the enemy makes an attack without tanks an infantry will be killed instead (however the infantry will be able to retaliate, unlike the tanks who are simply removed)

    1. Standard Artillery can also be promoted to a more mobile unit. Artillery IPC 4 ATK 2 DEF 2 MOVE 1

    After surviving a battle and for the cost of 3 IPC this units maybe promoted to:

    • Hummel (Self Propelled Artillery) ATK 2 DEF 2 MOVE 2

    Special: Like the standard artillery this unit when paired with an infantry increases it’s ATK to 2. However, this unit has a move of 2, greater increases the movement it can make, more flexibility.

    1. Assuming the standard tank used in the game is a Panzer III (Medium Tank) to begin: IPC 6 ATK 3 DEF 3 MOVE 2

    After surviving a battle and for the cost of 4 IPC this units maybe promoted to either:

    • Panther (Heavy Tank) ATK 3 DEF 3 MOVE 2

    Special: Like the Field Cap this unit can re-roll if it misses in attack or defence.

    • Stuf IIIG (Tank Destroyer) ATK 3 DEF 3 MOVE 2

    Similarly to the panzerfaust…this unit will be able to make a surprise attack on the defence. However the odds are better this time:

    Special: Can make a surprise attack like a sub only when defending and on a 3 or less will disable an enemy tank that is immediately removed before the battle properly get’s underway. If the enemy attacks without tanks an infantry is removed (like in the case of the panzerfaust this infantry can retaliate)

    The good things with promotions is that it adds that ability to look after men and take care. It means you can either have a big blob of men or a very strong smaller force. I think it would be cool and help to spice up the action on the eastern front. Both Germany and Russia could both get some elites early on in the game. Units can either be stronger on the role, go for a surprise attack or have more flexbility. Any thoughts or queries would be appreciated, I want to try promotions out in a game soon.



  • +1 to attacks when ith ART or TANKS (as opposed to just ART)



  • Promotions are pretty cool, but the prices you list would make it almost always a bad idea to promote, especially the Hummels. 3 IPC just for 1 extra movement? Perhaps the only time I would ever consider doing this is if I had artillery 2 spaces away from moscow that NEEDED to get there the next turn.

    For example, I have pretty much the same unit (from HBG), and when we play it costs 5, and is still hardly ever bought.

    http://www.axisandallies.org/forums/index.php?topic=29513.msg1055429#msg1055429



  • @vonLettowVorbeck1914:

    Promotions are pretty cool, but the prices you list would make it almost always a bad idea to promote, especially the Hummels. 3 IPC just for 1 extra movement? Perhaps the only time I would ever consider doing this is if I had artillery 2 spaces away from moscow that NEEDED to get there the next turn.

    For example, I have pretty much the same unit (from HBG), and when we play it costs 5, and is still hardly ever bought.

    Yeah, I can see what you mean with the hummels…any other suggestions for the promotion of artillery then? Maybe a pairing?

    However I think the rest are pretty fair. Infantry upgrade for 2 IPC is worth it. You are getting an extra role if you miss.

    You can get 6 promoted infantry for the cost of 4 infantry. Those 6 infantry basically have 12 attacks! That is good.



  • I would suggest artillery or mechs can be upgraded to mech artillery for 2 IPC, and perhaps if they roll a 1 it counts as a first strike. (increase of 1 IPC if no first strike)



  • Is that attacking and defending first strike on “1”? For 2 IPC?



  • I was thinking it was 1 IPC for the bonus movement and 1 IPC for the first strike (I was thinking only attack; conceptually I suppose I was thinking of the surprise factor plausibly available to a highly mobile artillery unit.)



  • We use bonuses for artillery (reg & mech) when paired with armored cars.  The theory is that armored cars were used as scout or forward observation vehicles that could relay troop movements to make artillery more effective.



  • @Maofator:

    We use bonuses for artillery (reg & mech) when paired with armored cars.  The theory is that armored cars were used as scout or forward observation vehicles that could relay troop movements to make artillery more effective.

    That is a very good idea: So what kind of stats do you give armoured cars and artillery?

    What kind of bonus do you get?

    –-------------------------------

    @vonLettowVorbeck1914:

    I was thinking it was 1 IPC for the bonus movement and 1 IPC for the first strike (I was thinking only attack; conceptually I suppose I was thinking of the surprise factor plausibly available to a highly mobile artillery unit.)

    Yea, I suppose artillery should get a surprise assault and because it’s mobile, then it should be paired with another mobile unit like the armoured car to get that surprise attack.

    –------------------------------

    I was thinking for the 38t (Light Tank)

    5 IPC cost ATK 3 DEF 2

    Is that alright or too powerful?

    –------------------------------

    Back to Promotions:
    Me and my mate were also considering a promoted ME-109:

    It would cost 6 IPC and be converted into a Fw-190 Fighter

    This new aircraft would share the same skills as it’s original fighter ATK 3 DEF 4 MOVE 5

    However it would gain new abilities against bombers as a high altitude fighter.

    Special: Bomber killer

    During attacks by bombers the Fw-190 Fighter will get a surprise attack before the engagement only once. On a “4” or less an enemy bomber is killed!

    When a strategic bombing run takes place this fighter kills enemy planes (if playing the escorts and defenders rules which I do) on a “3” or less instead of a two.

    What do you think of this promotion, I think it would come in handy. For 6 IPC you are getting a bomber killer!


  • Customizer

    There are a lot of tank destroyers available now so what I decided to use them for was an anti-tank gun similar to the AAA guns except that offensively they operate just like a tank. A3/ D 3D6@1 -OR- 3/ M2/ C8

    Same for the panzerfaust Inf but with modification. A1/ D1D6@1 -OR- 2 (like regular Infantry)/M1/ C4.

    The rifled field cap guys looked like perfect conscripts A1/D1/M1/C2

    I have some others too.


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