G40 Enhanced begins. All are welcome.


  • Are you wholeheartedly opposed to bombers getting back their +2 damage when launched from an air base?

    And even making bombers 2/2/6, and giving them +2 attack when launched from an air base.

    These planes were big and needed lots of support to do the hard hitting.


  • @oztea:

    Are you wholeheartedly opposed to bombers getting back their +2 damage when launched from an air base?

    And even making bombers 2/2/6, and giving them +2 attack when launched from an air base.

    These planes were big and needed lots of support to do the hard hitting.

    I like this from a historical realism standpoint.
    It would both nerf bombers a little bit and give more reason to purchase/use airbases.
    Would also give more reasons to SBR air bases.
    This could involve keeping fighters at airbases being used by Bombers for added protection from SBR.
    Now that bases cost 12 IPCs, this could add a lot of interesting dynamics.

    I do not like D2 however, should stay at D1.

    But I am starting to like it.
    It is definatly an enhancement, without being over complicated or drastic.

    What do others think?


  • Well then make bombers 3/1/6 - 10

    +1 to attack power when launched from air base
    +1 to damage roll when launched from air base

    You can lower the cost to 10 if you lower the attack and tie in the need for a base to bring them back to 4. The lower cost makes up for the need to be buying air bases more often.


  • Cost 12 A3D1 range 6

    Giving +2 to SBR while only +1 to attack I feel would add unnesicary confusion

    AB gives +1 to attack, SBR and range (this is simple)
    So their not too hindered without AB, but…

    I think I almost prefer your original. Just D1.
    A2D1, AB gives +2 to both Attack and SBR

    The 2nd one makes airbases much more vital, but the first is less drastic
    Idk…either way your idea is a really good one


  • Well then weigh the following:

    Option A:
    Bomber - 2/1/6 - 10 IPCs
    Special rules:
    Ground Crews - Bombers that begin their turn in a territory with an operational friendly air base benefit from +2 to their combat value, and add +2 to their die roll when calculating damage during a strategic attack

    Option B:
    Bomber - 3/1/6 - 12 IPCs
    Special rules:
    Ground Crews - Bombers that begin their turn in a territory with an operational friendly air base benefit from +1 to their combat value, and add +1 to their die roll when calculating damage during a strategic attack

    Both options limit the potent firepower of the bomber to turns only when it starts at an airbase. Indeed making them vital.

    Honestly, I prefer option B, and a rule for “night bombing” should be looked into.
    Escorts/Interceptors rule suspended during attack, AA fires normally, bombers suffer -2 penalty to roll
    (I had mentioned this to Larry before and he seemed interested)

  • '17 '16

    @oztea:

    Well then weigh the following:

    Option B:
    Bomber - 3/1/6 - 12 IPCs
    Special rules:
    Ground Crews - Bombers that begin their turn in a territory with an operational friendly air base benefit from +1 to their combat value, and add +1 to their die roll when calculating damage during a strategic attack

    Both options limit the potent firepower of the bomber to turns only when it starts at an airbase. Indeed making them vital.

    Honestly, I prefer option B, and a rule for “night bombing” should be looked into.
    Escorts/Interceptors rule suspended during attack, AA fires normally, bombers suffer -2 penalty to roll
    (I had mentioned this to Larry before and he seemed interested)

    I prefer B also because it doesn’t affect too much the StB capacity. And still create an incentive to buy AB to get SBR and better offensive punch.

    For the discussion about night, I’m open on it.

    Maybe just -2, minimum 1. Become -1 when launch from an Airbase.

    Why don’t let StB SBR IC at D6+1 damage, as regular?
    And 6D+2 with AB bonus?


  • Night/day operations seems a bit much.

    I like both options(except price for both needs to be 12)

    Option B is less drastic and a tad simpler.

    Il post option B when I get a chance.

    This to go along with where we are at with fighters and tacs really pushes a nation to have all 3 units, and would almost eliminate spamming of any or unit


  • Updated OP:
    Added the new strat bomber
    Added a new one…Home Guard (Garrisons)

    Home Guard/Garrisons. (homeguard/volksturm/partisans/militia/headhunters,etc)
    Anytime a land territory is attacked, one die is rolled for its Home Guard defense in addition to the dice for any units occupying it. This die is rolled for every round the battle continues. Home Guard will never roll more than 1 dice per round of combat. A Home Guard will never extend a battle (Once the defending units are destroyed the battle is over) An empty territory would roll 1 dice before falling to the enemy, in the case where 1 unit is attacking and that unit dies to the Home Guard, the territory does not change ownership. Home Guards do not stop a blitz, but if a lone tank attempts to blitz through an empty territory and the Home Guard hits, the tank fails to take the territory; it dies right there and does not proceed into the second territory.  If a tank blitz is accompanied by at least 1 other tank or mechanized infantry and the Home Guard hits, then the territory is taken but one of the mobile units dies and the remaining units continue the blitz.
    Home Guard die roll is determined by the IPC value of the territory.
    Use the following chart to determine the Home Guard’s defense die:
    0-2IPC territories - @1
    3-5IPC territories - @2
    6+IPC  territories - @3

    Why don’t let StB SBR IC at D6+1 damage, as regular?
    And 6D+2 with AB bonus?

    Because it just adds unnecessary confusion.
    And there is no need for any bonus without airbase, tac bombers no longer SBR.
    Likewise the AB bonus for SBR and attack needs to be uniform (either +1 or +2 for both)
    At +1 is it both less drastic for bombers without an AB, and it is +1 from AB for everything (range, SBR and attack)
    Making it simpler to implement/keep track of in game.


  • I also have another one that needs review.

    Strategic movement/Rail movement
    During the noncombat phase, all friendly victory cities give +1 movement to all land units who were in that territory at the beginning of the turn.

    Simple way to add a type of rail system, that is not too powerfull/game changing
    Increases the importance of VCs (Right now they only matter for victory conditions)
    Speeds up the game
    Might see more inf/art purchases and less mech (right now it is mech spam for Germany in many games)

    Could allow SBR of victory cities, VCs work similar to bases in regards to SBR
    The SBR might be too much tho, needs thought

  • '17 '16

    @Uncrustable:

    Why don’t let StB SBR IC at D6+1 damage, as regular?
    And 6D+2 with AB bonus?

    Because it just adds unnecessary confusion.
    And there is no need for any bonus without airbase, tac bombers no longer SBR.
    Likewise the AB bonus for SBR and attack needs to be uniform (either +1 or +2 for both)
    At +1 is it both less drastic for bombers without an AB, and it is +1 from AB for everything (range, SBR and attack)
    Making it simpler to implement/keep track of in game.

    I agree with you on this point: all +1 everywhere is good.

    What about the +D1 bonus for Fg from AB?
    Why just not limit it to only three Fgs, like the scramble in an adjacent SZ OOB rule?

    So you really erase the Tactical Bombing raid vs NB and AB?

    Why not keeping it, even at an half rate damage, like 1D3 / 1D2?
    Because that rule about no TacBR is not historical, for sure.
    Pearl Harbour was attack by TcB not StB and it was a naval base and air base.


  • What about the +D1 bonus for Fg from AB?
    Why just not limit it to only three Fgs, like the scramble in an adjacent SZ OOB rule?

    Yes the +D1 is still there, i see no need to limit it. Wouldnt even be very often where there would be that many more fighters than 3.
    And it makes confusion, for little reason. You would have fighters in the same battle rolling different dice.
    And hinders fighters a little (balance is good right now)

    So you really erase the Tactical Bombing raid vs NB and AB?

    Why not keeping it, even at an half rate damage, like 1D3 / 1D2?
    Because that rule about no TacBR is not historical, for sure.
    Pearl Harbour was attack by TcB not StB and it was a naval base and air base.

    Yes tactical bombers no longer SBR anything, bases or IC. (they would be too powerful)
    It may not be perfect historical realism (not the only case in this game imo)…
    But it gives each air unit a very distinctive role in the game, each are important…

    1-Fighters are needed to protect friendly bombers from enemy air (fodder/escort SBR) and friendly facilities from SBR (intercept SBR).
    -Fighters are also needed to vie for air dominance. (air supremacy bonus for tacs and taking out enemy air)
    2-Tactical bombers are the meat of the air so to speak, they need fighters (protection + air supremacy bonus), but they are the best at destroying enemy units.
    3-Strategic bombers are long range heavy hitters on offense, and can SBR. But they need both fighters and airbases to perform efficiently. Next to worthless on defense.

    All these rules, taken along with 12IPC bases, will greatly increase the use/importance of airbases.

    There is much historical realism here.


  • Here are some tech ideas to work with. Quite a bit to digest though.

    Research dice cost 5 IPCs
    Roll and consult the following chart:
    6: Breakthrough Point
    2-5: Tech Token
    1: Research fails

    Tokens are saved for next turn and award a free research roll.
    The player now allocates any breakthrough points they earned in the following manner:

    For each breakthrough you earned, you must allocate it to a tech tree, Land, Air, Naval or Economic. Then select a Tier. You must already have at least one tech in the tier below to allocate breakthrough points to a tier above.
    If you allocated 1 breakthrough point in a tier, roll a die; on 1-3 you are awarded the first tech, on 4-6 you are awarded the second tech.
    If you allocate 2 breakthrough points to a tier you receive both techs

    Land Technology:
    Tier #1
    • Paratroopers - Friendly airbases may now launch up to two of your infantry up to three spaces as a combat move, the territory must also be under attack by either your land forces or amphibious forces
    • Mobile Warfare Doctrine- Your Mechanized infantry attack at ‘2’ when paired with a Tank

    Tier #2
    • Tank Destroyers - During combat, rolls of ‘1’ to hit with your tanks may be assigned to enemy tanks by you.
    • Prepared Defenses- Artillery defend on 3 during the first round of combat, and also defend at 3 during all rounds during amphibious invasions

    Tier #3
    • Heavy Tanks - Tanks attack at ‘4’ on the first round of combat
    • Panzerfaust/Bazookas - For each two attacking enemy tanks, one of your infantry defends at ‘3’.

    Tier #4: Future Tech
    • Composite Armor - Tanks defend on a ‘4’, but now cost 7 IPCs
    • Assault Rifles - Half your infantry in combat attack at ‘2’ (round down)

    Sea Technology:
    Tier #1
    • Improved Depth Charges - Your destroyers attack on ‘3’ for each enemy sub present
    • Cruiser Flak Guns: If your Cruisers roll a one during combat, the hit may be allocated against an enemy air unit.

    Tier #2
    • Sonar - Cruisers gain all ASW abilities
    • Super Subs- Your subs now attack at 3 and defend at 2

    Tier #3
    • Improved Carriers - Your Carriers can now hold one plane when damaged.
    • Super Battleships - Your Battleships attack and defend at ‘5’ on the first round

    Tier #4: Future Tech
    • Nuclear Reactors - Carriers and Battleships may repair without the need for a port, during the purchase units and repair phase.
    • Super Carriers - Your carriers can now hold three planes and defend at ‘3’.

    Air Technology:
    Tier #1
    • Drop-Tanks - Fighters have +2 movement when only while escorting bombers
    • Long Rang Aircraft- All aircraft move one extra space

    Tier #2
    • Strategic Rockets- Your Airbases now serve as rocket launchers. During the strategic bombing raid step of your Conduct Combat phase each turn, each of your airbases may make a single rocket attack against an enemy industrial complex within 3 spaces of it. The attack deals one die roll of damage.
    • Airborne Rockets - Tactical bombers may attack industrial complexes.

    Tier #3
    • Advanced Bomb Sights - Your bombers may reroll misses during the first round, and may reroll their damage die during strategic attacks
    • Torpedo/Dive Bombers- Tactical bombers may assign their hit if they roll a ‘1’ in combat.

    Tier #4: Future Tech
    • Jet Fighters - The attack value of your fighters is now 4 and defense is now 5. During dogfights they hit on ‘3’ or less
    • Guided Missiles - Rolls of a 1 to hit with fighters may be allocated as a casualty on an enemy air unit or tank if available.

    Production Technology:
    Tier #1
    • War Bonds- Collect three IPCs for each victory city you control
    • Lend Lease- You may choose a friendly power and they get a free Artillery in one of their original territories that does not border enemy controlled territory.

    Tier #2
    • Hardened factories- 2 Points of Strategic bombing damage is repaired for every 1 IPC spent to do so.
    • Radar - Your AA guns hit on ‘2’ or less

    Tier #3
    • Shipyards - subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
    • Mass production - If you buy two land or air units, then the third is half price. (excluding infantry)

    Tier #4: Future Tech
    • Academic Grants - You get a free breakthrough every turn
    • Atomic Bomb - (Prerequisite - at least 2 Techs from each tech tree) One of your bombers may make a strategic attack and roll four dice for damage, and allocate the damage as you wish across any and all facilities in the territory.


  • Research dice cost 5 IPCs
    Roll and consult the following chart:
    6: Breakthrough Point
    2-5: Tech Token
    1: Research fails

    Tokens are saved for next turn and award a free research roll.
    The player now allocates any breakthrough points they earned in the following manner:

    For each breakthrough you earned, you must allocate it to a tech tree, Land, Air, Naval or Economic.

    I like all of this,

    I came across a technology chart for G40 some time ago, tweaked it a hair, and played many games with it and loved it.

    The concept is near exact same as what you just proposed oztea.

    However the 4 different tech categories (Land, Air, Naval, Economic) have different cost. Im not at home cant remember exact. Think they were 4, 6, 8 and 10 (something close to that)

    A nation purchased tech tokens and placed them in the category they wish.
    Each turn said nation rolls for each token in all categories it has a token in.
    A 6 is a breakthrough (can add a 1 rolled is token lost), roll to see what tech you get (within that category)
    Once you get a tech within a category, all other tokens in that category are removed.
    A nation can never get more than 1 breakthrough in a single category per turn.
    Other categories are not effected by success/failures in another category.

    It also gave each nation 1 token to start the game, and i beleive USA, UK, Germany and Japan each received 2 free tokens.

    Il be home this weekend, possibly sooner and im going to be digging out the chart.

    12-16 techs also seems a good number, split into 4 categories.
    We dont want to take it too far.


  • I think the tech post you saw may have been mine.

    Rolls cost 2 x tier level

    So tier 1 techs cost 2, tier 2 techs cost 4, tier 3 cost 6, tier 4 cost 8


  • Also, what exactly is the reason for unsplitting the UK economy?

    If you keep that rule, then you can have the commonwealth power have a split economy (two capitals) Sydney and Ottawa, which is a lot better than Australia getting all the Canadian money an  spending it in the Pacific

  • '18 '17 '16 '11 Moderator

    Home Guard:
    *  I’d say territories worth 0 or 1 IPC are too impoverished to have an organized resistance of any worth.  (besides, I think this would make people give up on playing the entire board)
    *  Territories worth 2-4 IPC could be 1@1
    *  W. USA and C. USA (which I think are the only territories on the board worth more than 4 IPC but are not capitols) could be 1@2. 
    *  National capitols (ie territories where you surrender your treasury if captured) could be 2@1.

    As for tiers, not sure I like the future techs, personally…but as for tier tech costs I think the prices are too low.
    T1: 4 IPC
    T2: 6 IPC
    T3: 8 IPC
    T4: 12 IPC


  • @oztea:

    Also, what exactly is the reason for unsplitting the UK economy?

    If you keep that rule, then you can have the commonwealth power have a split economy (two capitals) Sydney and Ottawa, which is a lot better than Australia getting all the Canadian money an  spending it in the Pacific

    Uk loses 10 IPC, but is no longer split. Now UK must make decisions on where it spends its money (IC in india is minor now)
    -This should reduce allied bids a little.
    The Common Wealth Dominion now is a 20 IPC nation, meaning ANZAC is so much more playably/enjoyable. No longer just an afterthough, they can spend in Africa, the Pacific or the Atlantic.
    -This also should reduce allied bids a little.

    I prefer the 4 player version anyhow. What do you think of it?

    Allies and Russia vs European Axis and Japan Empire

    Allies and European Axis move, conduct combat and research as one power, but incomes are tracked separately (similar to how UK is treated OOB) for each as follows:

    Allies. USA + UK + France + China + Common Wealth Dominion (ANZAC, SAfrica, SWAfrica, Canada)
    All South American gains go to USA.
    All Pacific islands gained go to USA, with the exception of all the Dutch islands and New guinea. (both to UK)
    All other gains go to UK (UK income is no longer divided between Europe and Pacific)
    Movement restrictions for China does not change from OOB

    European Axis. Germany + Italy
    All African gains go to Italy.
    All other gains go to Germany.

    Turn order:
    European Axis
    Russia
    Japan
    Allies

    Map setup: India IC reduced to minor.

    Obviously some NOs and political rules would need adjusted.

    Home Guard:

    • I’d say territories worth 0 or 1 IPC are too impoverished to have an organized resistance of any worth.  (besides, I think this would make people give up on playing the entire board)
    • Territories worth 2-4 IPC could be 1@1
    • W. USA and C. USA (which I think are the only territories on the board worth more than 4 IPC but are not capitols) could be 1@2.
    • National capitols (ie territories where you surrender your treasury if captured) could be 2@1.

    You are probably right on 0 or 1 IPC lands, but they only hit on a 1.
    The big ones (UK, USA, Japan) hit on a 3 or less.
    While territories such as Germany and Russia and Italy hit on a 2 or less.

    Pretty much the point of this was to reduce cheese. 1 or 2 INF just marching around taking everything, or tanks taking a territory then moving back. It gives more thought to this.


  • I prefer the split economies to be honest. It’s not that confusing, and keeps the allies inherently on the defensive for the first few turns, because each force alone is too small to attack.

    You let them all move at once and it’s going to be the death of the Axis REAL quick.


  • @oztea:

    I prefer the split economies to be honest. It’s not that confusing, and keeps the allies inherently on the defensive for the first few turns, because each force alone is too small to attack.

    You let them all move at once and it’s going to be the death of the Axis REAL quick.

    UK already moves at once, and its the allies who struggle
    Putting UK together again, and expanding ANZAC helps the Allies a little (reduce the bid), and adds more options to the Allies and Axis

    If you are speaking of the 4 player variant, you must take into account all the new variables.
    Allies income is split more (USA back to original OOB split economy)
    Allies cannot enter original Soviet territories
    UK no longer has SAfrican IC (Common Wealth Dominion)


  • Hello Friends

    My thoughts to some of the ideas discussed here:

    @Uncrustable:

    3. Enhanced air units.
    Fighters-cost 8 A2D2. On all hits an air unit must be chosen first(choose your own casualty applies)
    -Fighters defend at 3, if there is an operational friendly airbase present
    Tac bombers- cost 10 A3D3, no SBR
    -Tac bombers A4D4 if there are no enemy aircraft, and atleast 1 friendly fighter is present (Air supremacy bonus)
    Strat bombers -cost 12 A3D1, SBR at 1 D6
    -Strat bombers attack at +1 if launched from an operation friendly airbase
    -Strat bombers receive +1 to SBR die if launched from an operational friendly airbase
    -No changes to range or carrier rules of any air unit.
    -Only strategic bombers may SBR, only fighters may intercept/escort on SBR
    Now we have 3 air units with a distinct role for each:

    Fighters: Cheap, strong on defense with an AB (See Battle of Britain), escort and intercept SBR
    Tac bombers: Best combat air unit, needs fighters, deadly vs ground units when the skies are clear (no SBR)
    Strat bombers: Long range, good on offense, SBR, needs airbase, poor defense

    I see your attempt to introduce rules regarding aircombat into the game, but I don’t think they are working.

    I don’t think those rules would function well. Let me explain why by first explaining the new situation at land, then at sea.

    At land:
    In small battles (South france in Round 1, reconquer Ukraine for the umpteenth time etc.), it’s all the same as before with cheaper and slightly weaker aircraft.
    In a typical big battle (London, Moscow etc.), the defender will probably have at least 2 fighters. Let’s assume you attack with 3 Fg’s, 4 TcB’s and 2 StB’s (AFTER AAA) against 2 Fg’s, both with large ground armies. Then your fighters need 2 rounds in average to kill the enemy Fg’s so from the third round on, your TcB’s get their bonus damage. But the first two rounds are the most important and from experience, battles are decided within the first 3 rounds (fourth round is often only killing the few last survivors). So the bonus damage comes late and only when the battle is already two thirds over. And this is ignoring any TcB’s the defender may have (that would cancel the bonus) or the damage his Fg’s may have done the first two rounds. And it’s already heavily favouring the attacker (4 Fg’s, 4TcB’s against 2 Fg’s with one AAA hit on Fg)
    So in those big fights, your TcB’s are fighting most of the time (if at any time) without the bonus.

    Also, fighters with def 3 only at airbases means that if you want to strengthen a defense with your fighters, you almost have to build an airbase. This would be the case for instance at egypt.

    At sea:
    Here it’s the same argument as above plus:
    no airbases means fighters defend always at 2. This, the high costs for ships in general (as normal casualties) and the high costs for carriers to start with means, that fighters are the worse choice than TcB’s in my opinion.
    But see for yourself (given CV at 15 IPC):
    A) CV+2Fg:  4A/6D/31C
    B) CV+2TcB: 6A/8D/35C
    Yea, in A) the damage has to be given to aircraft (cost 8-10),
    while ind B) the damage can be allocated freely to any ship or aircraft (cost 6-10 except last hits on CV/BB).
    On the other side, B) is doing 33-50% more damage at only 13% higher cost. And as all ships are almost as expensive as aircraft, the “hit only aircraft”-rule is of much smaller expense than on land.

    All in one, I dislike the rules and would advodate the older rules:

    Fighter: 2A/3D/8C (can scramble and escort)
    TcB: 3A/3D/10C combined arms (tanks and fighters)

    And as someone mentioned the problems with TcB’s beeing to strong on CVs compared to Fg’s, I propose the following addition:

    Variant I) TcB: 3A/2D/10C combined arms (fighters and tanks)(both attack and defense)

    So TcB’s alone defend quite bad but still as usual if paired.

    With these rules, a Fg+TcB-combo has 6A/6D/18C whereas now they are at 7A/7D/21C. This seems reasonable.
    With these rules:
    Fighters are good defenders and ok at attack, can scramble and escort.
    Tactical bombers are great at attacking if paired with Fg’s or tanks, only mediocre if alone.

    So TcB’s are good and worth to build (the main criticism of OOB-rules) while the rules obey “the importance of simplicity, meaningfulness and logic” as stressed in the main post.
    @Uncrustable:

    4. Enhance naval units
    Cruisers cost reduced to 10 IPCs.
    Battleships cost reduced to 18 IPCs.
    Aircraft carriers cost reduced to 15 IPCs.
    Transports cost reduced to 6 IPCs. When empty may move 3 spaces during noncombat move. No transport may move 4 spaces
    -Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver and that transport is removed from battle and placed back on the gameboard, a transport that evaded an enemy attack while undefended may not unload units until its next turn.

    I propose different submarines. I approve MrRobotos suggestion:

    Submarines: 3A/1D/8C

    This would weaken subs while underlining their attack power.
    Let me explain why this is a good idea:

    As yet, subs are by FAR the best choice for attacks and should be part of every defending fleet as MrRoboto highlighted so nicely a few pages ago. But I don’t want to open this discussion in this post, maybe in another.

    With the new subs on the other hand, destroyer, (new) cruisers and carriers would be the ships of choice for a defensive fleet while the subs remain the best attacking ships. Although not as powerful as before, everyone doubting this can start the battle calculator:
    3 now subs hitting at 3  versus 4 old subs hitting at 2 (which can be simulated by 3 tanks attacking 4 infantry): the old subs would win with 57% versus 38% (5% draw).

    So this new rule would weaken subs in the defense (where they should never have been in the first place) while (almost) preserving their attacking power.
    @Uncrustable:

    6. Enhanced Lend Lease. During the US or UK research and development phase the US/UK may purchase lend lease tokens for 5 IPCs each. (Place a Soviet control marker to represent each token on Wash DC for USA and London for UK) During Russia’s research and development phase they may attempt to cash in any number of these in by rolling one dice for each token. The token is destroyed on a roll of 1 or 2, delayed atleast one turn on a roll of a 3 or 4. On a roll 5 or 6 the Russian player may pick any of the following; A fighter in Amur, 2 Infantry and a mech infantry in Archangel or +10 IPCs if the allies control a series of connected territories from Persia to Russia. The territories must be under Allied control at the beginning of its turn (Soviet controll in the case of Amur and Archangel). The tokens are not redeemable if there are any non Soviet allied units in any original Soviet territory. If London or DC is overtaken by the Axis any tokens there are destroyed.

    As I said before, this rule must be tweaked considerably or will break the game by making russia unbeatable.
    @Uncrustable:

    9. Home Guard/Garrisons. (homeguard/volksturm/partisans/militia/headhunters,etc)
    Anytime a land territory is attacked, one die is rolled for its Home Guard defense in addition to the dice for any units occupying it. This die is rolled for every round the battle continues. Home Guard will never roll more than 1 dice per round of combat. A Home Guard will never extend a battle (Once the defending units are destroyed the battle is over) An empty territory would roll 1 dice before falling to the enemy, in the case where 1 unit is attacking and that unit dies to the Home Guard, the territory does not change ownership. Home Guards do not stop a blitz, but if a lone tank attempts to blitz through an empty territory and the Home Guard hits, the tank fails to take the territory; it dies right there and does not proceed into the second territory.  If a tank blitz is accompanied by at least 1 other tank or mechanized infantry and the Home Guard hits, then the territory is taken but one of the mobile units dies and the remaining units continue the blitz.
    Home Guard die roll is determined by the IPC value of the territory.
    Use the following chart to determine the Home Guard’s defense die:
    0-2IPC territories - @1
    3-5IPC territories - @2
    6+IPC  territories - @3

    I don’t see the point in this rule. Do you think the defender is to weak as of now?
    This would make it far more dangerous (or “lucky”) to capture undefended with a single tank or infantry. Is this deliberate? Or did you just add this rule due to “style” and “realism”? Because I still think of this game as primarily a game, set in WW2 and not a historic simulation. And shouldn’t it in any case only apply to your own original territorys? Don’t see no Volkssturm to defend the ukraine.

    So far, see you araound
    Kion

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