G40 Enhanced begins. All are welcome.


  • Baron: There is no sub vs sub dynamic in the game. Nor there should be.

    My proposal on the air battle is simply a scramble operation for the defender. (and an optional one at that)

    Look at it this way: Defender scrambles planes to intercept incoming planes. They only fight momentarily before the main battle begins, at which point fighters would continue to vie for air dominance while any tactical bombers would begin their mission of taking out enemy ground positions.

    Other than that i have no idea what you are trying to say.

    The dice roll bonus, and scramble are 2 different things.
    The dice roll bonus is meant to promote the purchase of the more expensive units (BB, cruiser, air, tanks) while also adding a bit of ‘realism’, ie. tanks hunting tanks, tacs hunting tanks, cruisers providing air defense, fighters hunting bombers, etc etc


  • @General:

    I like the idea of neutral blocks, but I’d combine Africa and Europe since all of the African neutrals are Portuguese and Spanish colonies. It’s not a big deal since outside of Angola and Mozambique I don’t think African neutrals get much action (US landing in Rio de Oro I guess). Liberia should be US-friendly anyway (there should be country specific friendly neutrals, including Brazil for the US).

    As far as NOs go the UK desperately needs the restore the sub bonus and get a commonwealth bonus.

    I agree on both

  • '17 '16

    @Uncrustable:

    Baron: There is no sub vs sub dynamic in the game. Nor there should be.

    Yes there is in OOB 1940 or 1942.2
    Just imagine a fleet including Subs but without Destroyer, what would happen?

    All Subs (attacker and defender) will have Surprise Strike first.
    Usually, subs units (off or def) will be taken as casualty before all other costlier vessels.
    Hence, subs vs subs dynamics.
    It is a rare situation, but it is inside the rules.

    With your AAA and aircombat step, you get the same situation, except it is plane which are destroy.

  • '17 '16

    @Uncrustable:

    My proposal on the air battle is simply a scramble operation for the defender. (and an optional one at that)

    Look at it this way: Defender scrambles planes to intercept incoming planes. They only fight momentarily before the main battle begins, at which point fighters would continue to vie for air dominance while any tactical bombers would begin their mission of taking out enemy ground positions.

    Other than that i have no idea what you are trying to say.

    The dice roll bonus, and scramble are 2 different things.

    OK it is a defender’s choice to do it  or not.
    And you also say it is an optional rule of your HR compendium, is it?

    4. Enhanced air combat (land combat only). New scramble option, a defender may scramble air units into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. (cannot scramble from adjacent territory).
    Strategic bombers may not scramble. All air units roll simultaneously.
    All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less.

    The hits are totaled for each side and divided by 2 (rounding down).
    AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules.
    Remove casualties before continuing to normal combat.

    –Example, attacker rolls for 13 planes. Records 5 hits. =2 adjusted hits
    -----------Defender rolls for 8 planes. Records 3 hits. Also rolls for 2 AAA (6 dice) and records 2 hits. =3 adjusted,combined hits (1 for planes +2 for AA dice)
    -------------Attacker removes 3 planes (chooses own casualties), defender removes 2 planes. (also chooses own casualties)

    Can you tell me where does come the "The hits are totaled for each side and divided by 2 (rounding down) " ?
    Help me better understand.
    It is far from simple and not inside actual OOB rules mechanics.


  • It is stated very clearly in the OP that the scramble is optional, no different than OOB SBR scramble or scramble to adjacent seazones.

    Also I reiterate, there is no sub vs sub dynamic in the game, even when a sub hits on sneak attack, the defender chooses casualty.

    The hits are divided by 2 to reduce air casualties, maybe the scramble needs removed altogether I do not know

  • '17 '16

    @Uncrustable:

    It is stated very clearly in the OP that the scramble is optional, no different than OOB SBR scramble or scramble to adjacent seazones.
    That point is ok for me. No problem in it.

    Also I reiterate, there is no sub vs sub dynamic in the game, even when a sub hits on sneak attack, the defender chooses casualty.
    Example: 2 Subs 2 Cruisers vs 3 Subs and 1 Cruiser.
    In this situation, will you sacrifice you cruiser first, during the surprise strike phase?
    I don’t think so. Then the first casualty either offence or defense will be the subs which were the only to fire during the surprise strike phase.
    The difference with your scramble and AAA phase is that any “hit” in excess would not affect the ground troups in the regular phase. In the Subs special phase, you can.
    In our case, suppose the 3 defending subs were dumb lucky. The third hit will go to the attacking cruiser.
    Are you convinced?
    The AAA and aerial combat (planes vs planes) is more segregated from the regular battle phase than the “surprise or submerge” phase (Subs vs subs without DD in the picture).

    The hits are divided by 2 to reduce air casualties, maybe the scramble needs removed altogether I do not know.
    The scramble phase is an interesting aspect, need more tuning but I think it has potential (but also a potential for unbalancing effect).
    “hits are divided by 2 to” is very alien to actual OOB mechanics. If you want to reduce casualty, one of the other way is to reduce attack or defend factor.
    Or, another way is, to give double hits like BB to some planes (for this phase only, any damaged plane can be considered destroyed for the next phase.) AAA fire are considered making a double hit.
    Ex.: 1 FG + 3 TcB vs 2 Fg + 1 AAA
    If AAA hit, means 2 hits / 2 Fgs hit means 2 hits. If it was the case then 4 hit = 2 planes destroyed. If the Fgs had hitted once, it also means 2 planes destroyed, because one is still damaged. The four attackers can only destroys up to 2 defending fighters, with 3 or 4 hits.


  • The hits are divided by 2 to reduce air casualties, maybe the scramble needs removed altogether I do not know.
    The scramble phase is an interesting aspect, need more tuning but I think it has potential (but also a potential for unbalancing effect).
    “hits are divided by 2 to” is very alien to actual OOB mechanics. If you want to reduce casualty, one of the other way is to reduce attack or defend factor.
    Or, another way is, to give double hits like BB to some planes (for this phase only, any damaged plane can be considered destroyed for the next phase.) AAA fire are considered making a double hit.
    Ex.: 2 Fg + 1 AAA vs 1 FG + 3 TcB
    If AAA hit, means 2 hits / 2 Fgs hit means 2 hits. If it was the case then 4 hit = 2 planes destroyed. If the Figs hit once, it also means 2 planes destroyed. The four defender can only destroys 2 attackers.

    Well divide by 2 or require 2 hits to destroy planes, they are both the same thing, and both ‘alien’ to the game as you say. But either would work, for a practical matter i feel dividing by 2 then adding AA is easier to implement.

    I feel it actually may be ok to simply take the hits as is, seeing as the defender has the option to scramble or not.
    He/she would, in most cases, only scramble if the odds are favorable. This in essence adds a ‘strategic air superiority’ factor to the game.

    Also I reiterate, there is no sub vs sub dynamic in the game, even when a sub hits on sneak attack, the defender chooses casualty.
    Example: 2 Subs  2 Cruisers vs 3 Subs and 1 Cruiser.
    In this situation, will you sacrifice you cruiser first, during the surprise strike phase?
    I don’t think so.  Then the first casualty either offence or defense will be the subs which were the only to fire during the surprise strike phase.
    The difference with your scramble and AAA phase is that any “hit” in excess would not affect the ground troups in the regular phase. In the Subs special phase, you can.
    In our case, suppose the 3 defending subs were dumb lucky. The third hit will go to the attacking cruiser.
    Are you convinced?
    The AAA and aerial combat (planes vs planes) is more segregated from the regular battle phase than the “surprise or submerge” phase (Subs vs subs without DD in the picture).

    No im not convinced, there are many scenarios where losing a non sub would make sense, and either way, there is always the option.
    I also don’t even have a clue as to why we are talking about this, what is its relevance to this thread?

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    Coming in without reading every page, just thought I would give my 2 cents in red bold.

    1.a)  Expanded ANZAC (The Commonwealth Dominions). Includes ANZAC, South Africa and all of Canada. Capital remains Sydney. The IC on Sydney is changed to a Major IC.
    1.b) A ‘united’ United Kingdom, UK income is no longer split between India and London. The IC on India is changed from major to minor. Capital is London.

    Interesting…… simple yet very dynamic changes. Might be worth trying out.

    2. Enhanced AAA. AAA now acts as a normal unit outside of AA rolls. They no longer are restricted to non combat moves and attack/defend at 1/1. No changes to AA rolls. AA rolls are defense only (# of dice rolled does not change from OOB) AAA price remains at 5. See # 5 for more. OK

    3. Enhanced air units. a) Fighters cost 8, attack/defend at 2/3. Don’t understand how an attacking fighter is equal to a defending infantry. If my squad was in the open against a fighter… we would be screwed.
                                          b) Tac bombers cost 10, attack/defend at 3/3, no change to combined arms rules. Does not SBR
                                          c)Strategic bombers cost 12 attacking/defending at 4/1, SBR as per OOB rules (no change from OOB)
    -No changes to range or carrier/airbase rules of any air unit.
    -All air units have an air combat value of 1, except fighters on defense at 2.
    -Only strategic bombers may SBR, only fighters may intercept/escort on SBR

    4. Enhanced air combat (land combat only). New scramble option, a defender may scramble air units into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. (cannot scramble from adjacent territory). Strategic bombers may not scramble. All air units roll simultaneously. All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less. The hits are totaled for each side and divided by 2 (rounding down). AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules. Remove casualties before continuing to normal combat.
    –Example, attacker rolls for 13 planes. Records 5 hits. =2 adjusted hits
    -----------Defender rolls for 8 planes. Records 3 hits. Also rolls for 2 AAA (6 dice) and records 2 hits. =3 adjusted,combined hits (1 for planes +2 for AA dice)
    -------------Attacker removes 3 planes (chooses own casualties), defender removes 2 planes. (also chooses own casualties) Sorry, I just find a lot of this unnecessary, I understand the desire to give defending air units in a territory with an air base some kind of scramble advantage, however, one of your overall goals here is still simplicity. I would replace all of this with… fighters defending a territory with an airbase may roll one free round of defense before all other land combat begins. Attacker chooses and automatically removes their casualties before conducting their first round of combat.  
    5. Enhance naval units. a) Cruisers cost reduced to 11 IPCs. Bombards at 4. Units hit by bombardment return fire at -1(with 1 being lowest) OK, but don’t like the return fire because realistically, a landing happens after bombardment… so there’s nothing to hit while getting bombarded.
                                             b) Battleships cost reduced to 18 IPCs. Same bombardment rules as cruiser.
                                             c) Aircraft carriers cost reduced to 14 IPCs.
                                             d) Transports cost reduced to 6 IPCs. Transports, when empty may move 3 spaces during noncombat move only. Good… and how about carrying 2 infantry + 1 other unit when launching from a naval base and dropping all within the same phase.
                                                  No transport may move 4 spaces under any circumstances
                                             e) 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. Transport evasive rules are good, I would bump the successful roll to 2.

    6. Enhanced Armor. For every single tank purchased, a second may be purchased for 4 IPCs. Both tanks must be mobilized in the same territory on the same turn. For example 2 tanks cost 10, 3 tanks cost 16, 4 tanks cost 20, 5 tanks cost 26, etc. If a nation purchases 2 tanks, but is going to mobilize them in different territories then the cost of both tanks remains 6. …An easier explanation with the relatively same effect is… tanks cost $5 each when more than one are purchased and placed on the same complex. Ex: Russia purchases 4 tanks for $40 and places 2 in the Ukraine and 2 in Leningrad. Ex: Russia purchases 2 tanks for $10 and 1 tank for $6, places 2 in Leningrad and 1 in Moscow.

    7. Scorched Earth. At the beginning of a powers turn, that power may damage any facility he or she sees fit up to the maximum damage that facility may take per OOB rules. Any damaged facilities in this new phase are treated as if they were damaged before said players turn, and all rules regarding damaged facilities apply OOB. So you cannot ‘have your cake and eat it too’. That it you cannot damage your naval base and then repair a battleship. Good Rule

    8. 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, delayed atleast one turn on a roll of a 2 or 3. On a roll 4 or higher 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. Not sure how I feel about all this, seems like there’s a better way to represent Lend lease…and Germans should get new convoy disruption rules for the zone off Norway.

    9. Enhanced Air/Naval bases. Cost reduced to 12 for both. OK

    10. Nuetral blocks. If the axis attack a neutral territory, all the neutrals in its block immediately become allied friendly. Same if reversed.
    south American block Venezuela, Columbia, Ecuador, Peru, Bolivia, Paraguay, Uruguay, Argentina, Chile
    European block Portugal, Spain, Switzerland, Sweden, Turkey, Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique
    Middle-eastern block Turkey, Saudi Arabia, Afghanistan
    Mongolian rules remain unchanged from OOB
    Good rule

    11. Dice bonuses. On a dice roll of 1 (attack and defense) observe the following for the listed units:
    -Fighters may choose an air unit as a casualty
    -Tactical bombers may choose a ground unit as a casualty (land or sea)
    -Cruisers may choose an air unit as a casualty
    -Battleships may choose a surface vessel as a casualty (includes transports)
    -Tanks may choose a ground target as a casualty
    -Strategic bombers, (offense only) defender must choose 2 casualties
    **Complicated and unnecessary.  **

    Wish list:
    -Anniversery style ‘tech-tokens’, with enhanced technology chart My group has been playing this… “Purchase 1 or more research dice and receive 1 free roll”… it has worked really well bringing research into the game, but not overpowering.
    -Enhanced Convoy raiding
    -Enhanced Infantry purchasing
    -Enhanced Neutral militias
    -Multinational coordinated attacks
    -True Blockades
    -Nation specific unit costs/restrictions

  • '17 '16

    No im not convinced, there are many scenarios where losing a non sub would make sense, and either way, there is always the option.
    I also don’t even have a clue as to why we are talking about this, what is its relevance to this thread?

    Based on pure math (no strategical aspect), with no DD present,
    Subs are the cheap fodder.
    6 IPCs vs 12 for Cruiser / 16 for carrier / 20 for Battleship.
    What can be the first vessel to destroy beside subs?

    We just have this side discussion because there is a way inside the battle sequence in which, before (Subs surprise strike vs AAA preemptive strike) all other vessels get hurt (like ground units), Subs can fight and destroy each other (like planes vs planes). It was a comparison to better understand the rule mechanic on scramble.

    Of course it was a comparison that I make and you don’t but it is a possibility Inside OOB.
    Now, coming to the point, suppose this:

    2 StB vs 1AAA and 2 Fighters
    All the defenders get a hit, AAA hit both and the 2 Fighters roll “1” and “2”.
    A clear overkill. I ask the question ( from what I learned from the comparison with Subs Surprise strike), what will you do with the 2 hits from defending fighters?
    A) Is it fair that we don’t consider them?
    B) Or should we consider taking 2 casualties amongst attacking ground units?
    C) If the attacker have excess hit, can we destroy some AAA, since they were firing?

    Considering  AAA, during first round to they fire once or twice?
    Just the reg AAA@1, or one regular AAA@1 and 1 regular defense@1?

    I hope your not tired of my questions and annoying comments.

    I like your ideas, they have many challenging aspect and out of Larry Harris’ sandbox aspect. It is very interesting do develop them

  • '17 '16

    @Young:

    Sorry, I just find a lot of this unnecessary, I understand the desire to give defending air units in a territory with an air base some kind of scramble advantage, however, one of your overall goals here is still simplicity. I would replace all of this with… fighters defending a territory with an airbase may roll one free round of defense before all other land combat begins. Attacker chooses and automatically removes their casualties before conducting their first round of combat. � Â

    I believe that this one could be the first optional version (version A)for Scramble and air-to-air battle.
    Good idea!  8-)
    When a territory with AB is attacked, up to three fighters can scramble to fend off attacking planes. Each scrambled fighter get 1 preemptive strike @1 vs any planes. This scramble in the territory is in addition to the OOB scramble to defend the nearest SZ. So up to 6 fighters can perform scramble. But none can do both scramble.

    After, we can have a more develop version (version B) of Scramble phase, in adding a layer of complexity with more historical inspiration.

  • '17 '16

    In addition to this version A of scramble rule, you can have this one to simulate the aerial battle over the territory:
    during the first round only,
    any “1” rolled by TacB or attacking StrB (I added StB because of version A scramble give an advantage to defense, so it is to keep balance) or attacking fighter destroy an enemy plane;
    any “2 or less” by a defending fighter destroy an enemy plane
    .

    Air Supremacy rule:
    On this first round, if a hit cannot be allocated to a plane, then it is allocated to the costlier ground unit available, in the following order: Tank, AAA, AA, MecInf, Inf.

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    @Baron:

    @Young:

    Sorry, I just find a lot of this unnecessary, I understand the desire to give defending air units in a territory with an air base some kind of scramble advantage, however, one of your overall goals here is still simplicity. I would replace all of this with… fighters defending a territory with an airbase may roll one free round of defense before all other land combat begins. Attacker chooses and automatically removes their casualties before conducting their first round of combat.

    I believe that this one could be the first optional version (version A)for Scramble and air-to-air battle.
    Good idea! 8-)
    When a territory with AB is attacked, up to three fighters can scramble to fend off attacking planes. Each scrambled fighter get 1 preemptive strike @1 vs any planes. This scramble in the territory is in addition to the OOB scramble to defend the nearest SZ. So up to 6 fighters can perform scramble. But none can do both scramble.

    After, we can have a more develop version (version B) of Scramble phase, in adding a layer of complexity with more historical inspiration.

    My suggestion is…

    All fighters are eligible to scramble (choose sea and/or land during amphibious assaults). Fighters using an air base to scramble against a land attack may defend for one preemptive round before all other land attacks (@regular defense value), attacker may choose and remove any attacking units as casualties.

    That’s just my suggestion, but do as you wish with it… Cheers.

  • '17 '16

    It was not only against attacking planes ?
    AirBase were there to give any number of fighters a plain preemptive defense @3?
    Is it your suggestion?
    If it is the case, thanks because your first formulation help me think a totally different approach to this question.

    :roll: :-) :-D

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    @Baron:

    It was not only against attacking planes ?
    AirBase were there to give any number of fighters a plain preemptive defense @3?
    Is it your suggestion?
    If it is the case, thanks because your first formulation help me think a totally different approach to this question.

    :roll: :-) :-D

    Yes… that was what I originally ment.

  • '17 '16

    @Baron:

    In addition to this version A of scramble rule, you can have this one to simulate the aerial battle over the territory:
    during the first round only,
    any “1” rolled by TacB or attacking StrB (I added StB because of version A scramble give an advantage to defense, so it is to keep balance) or attacking fighter destroy an enemy plane;
    any “2 or less” by a defending fighter destroy an enemy plane
    .

    Air Supremacy rule:
    On this first round, if a hit cannot be allocated to a plane, then it is allocated to the costlier ground unit available, in the following order: Tank, AAA, AA, MecInf, Inf.

    An other version C.
    This time there is an AAA and scramble phase prior to the main battle.

    Here is the basic:
    Fighter A1D2 get +1A when paired with any planes.
    TcB A1D1
    StB A1D0
    AAA can be taken as casualties.

    Explanation: let’s see the +1A to paired fighter as a way to give them an escorting role.
    Fgs will usually be with TcB. So TcB give bonus to Fg during air-to-air combat, while against ground target it is reverse situation: Fg giving bonus to TcB.

    Air Superiority bonus:
    All hit in excess are allocated to ground units (owner’s choice).

    All defending Fgs and TcBs can scramble (as an OOB scramble from AB: both can).

    But it is not mendatory and AirBase are not required to perform it.

    Still to discuss:
    wether or not giving 2 hits per unit (AAA causing 2 hits, any damaged plane is destroy) or divide by two � the hits taken by planes, then add directly any hits from AAA.


  • Thanks Young Grasshopper for your thoughts,
    I probably made a mistake in starting this in the barren wasteland that house rules sometimes becomes…

    3. Enhanced air units. a) Fighters cost 8, attack/defend at 2/3.
    Don’t understand how an attacking fighter is equal to a defending infantry. If my squad was in the open against a fighter… we would be screwed.

    I couldnt disagree more, a fighter wing would take quite some time to dismantle an infantry division, especially one well dug in on defense (hence the +1 defense for infantry). And said division is not without its AA. A tactical bomber would have a much easier time being more properly armed for ground attacks, and tougher to bring down.
    The new system re balances air units, giving each a very distinct roll.

    Fighters are cheap, good on defense and can both escort and intercept strategic bombing raids.
    Tactical bombers are the best combat unit, strongest on offense while supported. But cannot SBR or escort/intercept for SBR.
    Strategic bombers are good on offense (better than unsupported tacs, not as good as supported tacs) long range and can SBR, but very poor defense.

    4. Enhanced air combat (land combat only). New scramble option, a defender may scramble air units into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. (cannot scramble from adjacent territory). Strategic bombers may not scramble. All air units roll simultaneously. All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less. The hits are totaled for each side and divided by 2 (rounding down). AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules. Remove casualties before continuing to normal combat.
    –Example, attacker rolls for 13 planes. Records 5 hits. =2 adjusted hits
    -----------Defender rolls for 8 planes. Records 3 hits. Also rolls for 2 AAA (6 dice) and records 2 hits. =3 adjusted,combined hits (1 for planes +2 for AA dice)
    -------------Attacker removes 3 planes (chooses own casualties), defender removes 2 planes. (also chooses own casualties)
    Sorry, I just find a lot of this unnecessary, I understand the desire to give defending air units in a territory with an air base some kind of scramble advantage, however, one of your overall goals here is still simplicity. I would replace all of this with… fighters defending a territory with an airbase may roll one free round of defense before all other land combat begins. Attacker chooses and automatically removes their casualties before conducting their first round of combat.

    This is something that maybe goes too far,
    The goal however is a single round of pure air combat.
    I have since come up with a simpler version…
    -All hits count (no more divide by 2)
    -If the defender chooses to scramble all combat is at a 1:1 ration. So 5 attacking planes vs 3 defending = 3 dice rolled.
    -Air dice rolled would never exceed the number of planes for the weaker side
    (getting writers block here on trying to word it lol, i assume you get the gist)

    d) Transports cost reduced to 6 IPCs. Transports, when empty may move 3 spaces during noncombat move only. Good… and how about carrying 2 infantry + 1 other unit when launching from a naval base and dropping all within the same phase.
                                                  No transport may move 4 spaces under any circumstances
                                              e) 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.
    Transport evasive rules are good, I would bump the successful roll to 2.

    I think we should be careful going too far with transports.
    Already we have
    1-price down 1
    2-movement 3 without need for naval base on noncombat
    3-evasive dice rolls of 1 (equal to defense value of OOB classic transport)

    I also dont think transports should be evading battleships, cruisers submarines, air units 33% of the time.

    6. Enhanced Armor. For every single tank purchased, a second may be purchased for 4 IPCs. Both tanks must be mobilized in the same territory on the same turn. For example 2 tanks cost 10, 3 tanks cost 16, 4 tanks cost 20, 5 tanks cost 26, etc. If a nation purchases 2 tanks, but is going to mobilize them in different territories then the cost of both tanks remains 6.
    …An easier explanation with the relatively same effect is… tanks cost $5 each when more than one are purchased and placed on the same complex. Ex: Russia purchases 4 tanks for $40 and places 2 in the Ukraine and 2 in Leningrad. Ex: Russia purchases 2 tanks for $10 and 1 tank for $6, places 2 in Leningrad and 1 in Moscow.

    Your explanation is different from what i proposed.
    Basically it is buy one get one cheaper. Or 2 tanks for 10 IPC.
    3 tanks would cost 16 IPC.
    Maybe what you propose is better, all tanks cost 5 when more than one is purchased.

    8. 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, delayed atleast one turn on a roll of a 2 or 3. On a roll 4 or higher 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.
    Not sure how I feel about all this, seems like there’s a better way to represent Lend lease…and Germans should get new convoy disruption rules for the zone off Norway.

    If the Soviets roll a 1, that would represent the axis destroying the convoy. And the Allies are out 5 IPC.
    Rolling a 2 or 3 represents the axis blocking the convoy but being unable to destroy it, hence it is delayed.
    No new convoy zone is needed.

    This is a historical rule, the allies sent trucks planes and supplies to Russia via North Pacific, North Atlantic and Middle East.

    By Baron Munchhausen:
    An other version C.
    This time there is an AAA and scramble phase prior to the main battle.
    Here is the basic:
    Fighter A1D2 get +1A when paired with any planes.
    TcB      A1D1
    StB    A1D0
    AAA can be taken as casulties.

    This is near exactly what i have now, except AAA (should not be taken as casaulties) and the fighters +1A

    On another note choosing ground units negates the whole point of the air battle.
    Fighters should not get any +1s, Fighters should (and did historically) have a clear advantage on defense.

    11. Dice bonuses. On a dice roll of 1 (attack and defense) observe the following for the listed units:
    -Fighters may choose an air unit as a casualty
    -Tactical bombers may choose a ground unit as a casualty (land or sea)
    -Cruisers may choose an air unit as a casualty
    -Battleships may choose a surface vessel as a casualty (includes transports)
    -Tanks may choose a ground target as a casualty
    -Strategic bombers, (offense only) defender must choose 2 casualties
    Complicated and unnecessary.

    I do not see how this is complicated, the bonuses make sense both historically and logically and would be very easy to implement.
    As far as the game goes the purpose of these (in addition to added flavor) would be added value to the expensive units.

    However I respect your opinion here and will keep it in mind.
    None of these are meant to be my house rules or my G40 enhanced.
    I would rather a group project, many of these i have brought forth are not even my original ideas, but ideas and conversations that i have observed and taken part in over the years.


  • Updated OP,

    4. Enhanced air combat (land combat only). New scramble option, a defender may scramble air units into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. (cannot scramble from adjacent territory).The territory must have an operational friendly airbase. Strategic bombers may not scramble. All air units roll simultaneously. All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less. All air rolls are at a 1:1 ratio, the number of air dice rolled will equal the side with the least amount of air units. AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules. (Air dice = # of planes rolling, AA dice DOES NOT change from current OOB rules) Remove casualties before continuing to normal combat.


  • Wouldn’t all this Air Combat enhancement be made way easier if there was just a 1 round dogfight round before all combat and the implementation of a 1914 style air superiority rule?

    And if one side has planes and the other doesn’t then their air units get +1 attack
    So 3/3 fighters would become 4/4 fighters with air superiority. Representing how they could strike ground targets, and hell, naval targets with ease.
    Then give cruisers an AA rule to boost them.


  • Wouldn’t all this Air Combat enhancement be made way easier if there was just a 1 round dogfight round before all combat and the implementation of a 1914 style air superiority rule?

    This air combat enhancement you speak of is a 1 round dogfight.
    The defending AA guns get to shoot their AA during the dogfight aswell, and all casualties resulting are removed before normal combat begins.
    I should word it better maybe…

    However a 1914 style air superiority rule would, in my opinion, be OP. And would favor the Axis. (Something we dont need)
    I have thought alot about it though, as an air superiority bonus would be neat.
    My idea involved (once air superiority was acheived) fighters targeting air units and tactical bombers targeting ground units at will. (Look out tanks and strat bombers)
    Giving certain units a +1 could also work. (artillery and tactical bombers-though the latter already gets a bonus OOB)
    But very hard to balance this.

    4. Enhanced air combat (land combat only). New scramble option, a defender may scramble air units into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. Essentially a one round dogfight. (cannot scramble from adjacent territory).The territory must have an operational friendly airbase. Strategic bombers may not scramble. All air units roll simultaneously. All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less. All air rolls are at a 1:1 ratio, the number of air dice rolled will equal the side with the least amount of air units. AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules. (Air dice = # of planes rolling, AA dice DOES NOT change from current OOB rules) Remove casualties before continuing to normal combat.

    Glad to see more than me and Baron taking part however, hopefully we can attract more peeps

  • '17 '16

    This is near exactly what i have now, except AAA (should not be taken as casualties) and the fighters +1A

    On another note choosing ground units negates the whole point of the air battle.
    Fighters should not get any +1s, Fighters should (and did historically) have a clear advantage on defense.

    Since I was exploring a more develop and accurate  air combat and scramble phase, I tried to create a progressive scale from 0 to up to 2.
    StB on defense being the worst: D0
    Fg on defense being the better: D2
    TacB was between: A1D1

    **Fg on offense must be better than TcB and less than Fg on def.**There is not much choice other than pairing Fg with another plane.
    (Historically, it can also be the corresponding paired match with TcB for Air combat instead of improved ground combat, as said earlier.)
    Treating attacking paired Fighter as escort.

    1 Fg on off= 1A1 vs  Fgs on def= 1D2
    2 Fgs on off= 1A1 & 1A2 vs 2Fgs on def= 2D2
    4 Fgs on off= 2A1 & 2A2 vs 4 Fgs on def= 4D2

    At least, it was a try to create this progressive scale inside the actual combination of rules mechanics.

    Don’t forget, on the other way, that OOB SBR raid, give all planes @1.

    I will think about your revised version you just posted.
    To not create a havoc of destruction amongst costly units.

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