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How Are You Using Your (HBG/FMG/Table Tactics/Other) Battle Pieces?


  • Customizer

    I started this thread in the Variants Forum to see how and other people are enjoying their HBG and FMG units. Everyone is welcome to post or debate their uses, stats, etc. I would ask please, that if you contribute to this thread it because you either own, play/use, or are interested in them for your game.

    I know some do not like using them and/or don’t like them. However it would be nice to see a discussion of what people are doing with their custom units and sculpts.



  • I use mine for my Pacific War game:

    As time goes on, I am replacing A&A pieces with HBG pieces.  Once enough HBG sculpts are produced that I have enough for a complete game, I’ll be in contact with HBG and then (God willing) off to kickstarter.


  • 2018 2017 2016 2015 Customizer

    I have not started using them in games as yet, since I don’t play very often and have not taken the time to mull over the best house rules for added types.

    However, what I came to say was that I might use many of the pieces as interchangeable with the OOB units, just as a different sculpt. By that I mean I do not necessarily see the need for all differing units to have unique abilities or statistics. The distinctions between light and heavy ship types are especially slim and perhaps most unnecessary. Why have extra attributes for a Deutschland-class pocket battleship when you can just consider it a cruiser sculpt for game purposes?

    For example… the distinction between light (early) and standard battleships might not be significant enough to warrant different pricing and attributes.  So I might have the Fuso and Nagato (or Nevada/Iowa) be different sculpts of the same unit. It then becomes just a matter of choice for the player of which they care to use. Granted, this could confuse less discerning players, but I would argue no more than having yet another unit class.

    My jury is still out on tanks too… not sure how I want to handle that one. Two tank types seem like more than enough (light-medium) or (medium-heavy) for a normal game… so a Pz III might be the same as a Pz V (Panther), with Tigers being the upper level unit. Seems like overkill to have light, medium and heavy tanks. But maybe that is my natural skepticism; I think we can easily get into the realm of too much choice. I guess it is all a matter of how you want play your game.

    But that is an editorial for another thread. Anyway, that is how I am thinking of using my pieces currently. Not sure if that is what you were looking for on this topic Toblerone.


  • Customizer

    @LHoffman,

    No you’re comment is totally warranted and appreciated. I started this thread to see what people were doing with thier custom non-OOB units. I’ve actually encouraged people to buy HBG units just for esthetics alone. Some editions are short on units too and the HBG units work well to replace them.


  • 2018 2017 2016 2015 Customizer

    @toblerone77:

    I’ve actually encouraged people to buy HBG units just for esthetics alone. Some editions are short on units too and the HBG units work well to replace them.

    Agreed.


  • Customizer

    I am pretty much in the same boat with LHoffman. At present I am simply using the new HBG pieces as alternate units for certain OOB pieces.
    For Example: for the US battleship, I am using HBG’s USS Nevada. For Germany’s tank, I am using the new Tigers because they just look so dang good. No difference in abilities from OOB pieces.
    I am tinkering with some ideas to include some of the new units with specific values and rules for them (SPGs, tank destroyers, light tanks, heavy tanks) I don’t think I want to try it until the British set comes out so at least the 5 major nations will have a variety in units to pick from.
    By the way LHoffman, I am starting to agree with you on the different levels of tanks. At current time, between the Axis Minors and German Expansion sets, Germany has possibly 4 levels of tanks: 2 light tanks (Panzer II and Panzer 38(t)), medium tank (Panzer III), medium-heavy (Panther) and heavy (Tiger). I’m not sure I want to get that much in depth but I have a hard time classifying the Panther as a medium or a heavy.

    I am also using some HBG pieces to represent tech improvements:
    Type XXI U-Boat = Super Submarines
    Ju-488 = Heavy Bombers
    G8N Rita = Heavy Bombers
    Me262 = Jet Fighters
    In other cases, I use the HBG pieces for regular units and OOB for tech:
    P 40 = US Fighter, P 38 = Long Range Fighter
    B 25 = US Bomber, B 17 = US Heavy Bomber
    IL 4 = Russian Bomber, Pe-8 = Russian Heavy Bomber


  • Customizer

    @knp7765:

    I am pretty much in the same boat with LHoffman. At present I am simply using the new HBG pieces as alternate units for certain OOB pieces.
    For Example: for the US battleship, I am using HBG’s USS Nevada. For Germany’s tank, I am using the new Tigers because they just look so dang good. No difference in abilities from OOB pieces.
    I am tinkering with some ideas to include some of the new units with specific values and rules for them (SPGs, tank destroyers, light tanks, heavy tanks) I don’t think I want to try it until the British set comes out so at least the 5 major nations will have a variety in units to pick from.
    By the way LHoffman, I am starting to agree with you on the different levels of tanks. At current time, between the Axis Minors and German Expansion sets, Germany has possibly 4 levels of tanks: 2 light tanks (Panzer II and Panzer 38(t)), medium tank (Panzer III), medium-heavy (Panther) and heavy (Tiger). I’m not sure I want to get that much in depth but I have a hard time classifying the Panther as a medium or a heavy.

    I am also using some HBG pieces to represent tech improvements:
    Type XXI U-Boat = Super Submarines
    Ju-488 = Heavy Bombers
    G8N Rita = Heavy Bombers
    Me262 = Jet Fighters
    In other cases, I use the HBG pieces for regular units and OOB for tech:
    P 40 = US Fighter, P 38 = Long Range Fighter
    B 25 = US Bomber, B 17 = US Heavy Bomber
    IL 4 = Russian Bomber, Pe-8 = Russian Heavy Bomber

    I’m of the same mind knp. I am really close to getting my rules set done and formulated.  I’m still wanting to wait a bit until I make it available.I also want to wait unitl we get some of the HBG units that are yet to come out.

    I think what I’ll do is just make a PDF of suggestions and if someone wants it I’ll email it to them. I’ve tried doing threads as pieces come out with less than desired results. Many didn’t own or had no interest in custom units.

    Regardless these HBG sets are just nice for flavor and beef up the OOB quantities.  I just love them!


  • 2018 2017 2016 2015 Customizer

    @knp7765:

    I am also using some HBG pieces to represent tech improvements:
    Type XXI U-Boat = Super Submarines
    Ju-488 = Heavy Bombers
    G8N Rita = Heavy Bombers
    Me262 = Jet Fighters
    In other cases, I use the HBG pieces for regular units and OOB for tech:
    P 40 = US Fighter, P 38 = Long Range Fighter
    B 25 = US Bomber, B 17 = US Heavy Bomber
    IL 4 = Russian Bomber, Pe-8 = Russian Heavy Bomber

    Yes, tech improvement is a great application for some of these pieces. It is much simpler to have them stand in for upgraded units rather than add a number of “new” pieces. It would be kind of silly to use Me262 or F-86 sculpts for normal fighters… their perfect application would be use as the new unit once jet fighters are researched.

    I considered the P-38 and P-40 for US Long Range Aircraft also. The only problem, that I just realized, is what if you get both Jet Fighters and Long Range? A minor quandary, but something to consider. As long as you know you have the tech, it really doesn’t matter the sculpt you use, but it is cool to have the option.


  • Customizer

    @ LH and knp,
    I had about the same idea as you guys with the planes. I use Corsairs and P-40s as OOB fighters, Lightnings and Mustangs as long-range. I used the Mitchell to replace the OOB bomber for UK, US and ANZAC the OOB B-17, Lancaster, Halifax as long range strategic bombers. I use the others for various techs but they’re a work in progress as I wait for the new stuff to come out. Since all the OOB Axis bombers are medium anyway, I have the HBG “Heavies” as my long-range SrtBs.

    @ PacificWar,

    That game looks pretty cool. I hope you get to your goal my friend!


  • Customizer

    Guys,

    ––I agree with most everything that has been said so far.
    ----For me, at the moment it seems only realistic to use the new, more detailed units to simply replace the same OOB units.
    ----As far as introducing new UNIT TYPES, I’m waiting for most, if not ALL of the new HBG/FMG units to be produced before I take that step. At that time I expect to switch to a D-12 system in order make different A/D/M/C characteristics possible and I feel sure a D-12 system will do this.
    ----Also, I’d like to point out that not ALL of the new UNIT TYPES need necesarily be included in every game.
    ----However, I plan on having a new Solomons Game that will be played on a global-sized double map. It will be able to include all of the new units, plus some that aren’t produced yet, such as Long-Range (twin-engine) Fighters, Float Fighters, Fighter-Bombers, Attack aircraft, Recon/Patrol aircraft, (LST) Tank Transports, (APD) Attack Transports, etc. Also aircraft rules will allow Heavy & Medium Bombers to ONLY attack Infrastructure targets (Air/Naval bases, Factories),….whereas Fighters, Fighter-Bombers, Tactical Bombers, and Attack aircraft to attack land/sea/air targets.
    I’m planning on having 3 levels of Air Bases (Dirt strip, Improved Air strip, Air Base), each with different A/D/C and basing capabilities. A Seaplane Base will also be available. Just like Guadalcanal & the Solomons many different stratagies/tactics can be used such as squeezing off your opponents supply lines (Naval & overland), Military conquest, etc. However, I don’t favor “Tech Developement” as a die roll risk. I prefer having the “Tech” made available at the proper times with a a one-time purchase of that capabilty if you want it. It just seems logical, simple, and FAIR to all concerned this way.

    ––What do ya’ll think?

    “Tall Paul”


  • Customizer

    @Tall:

    Guys,

    ––I agree with most everything that has been said so far.
    ----For me, at the moment it seems only realistic to use the new, more detailed units to simply replace the same OOB units.
    ----As far as introducing new UNIT TYPES, I’m waiting for most, if not ALL of the new HBG/FMG units to be produced before I take that step. At that time I expect to switch to a D-12 system in order make different A/D/M/C characteristics possible and I feel sure a D-12 system will do this.
    ----Also, I’d like to point out that not ALL of the new UNIT TYPES need necesarily be included in every game.
    ----However, I plan on having a new Solomons Game that will be played on a global-sized double map. It will be able to include all of the new units, plus some that aren’t produced yet, such as Long-Range (twin-engine) Fighters, Float Fighters, Fighter-Bombers, Attack aircraft, Recon/Patrol aircraft, (LST) Tank Transports, (APD) Attack Transports, etc. Also aircraft rules will allow Heavy & Medium Bombers to ONLY attack Infrastructure targets (Air/Naval bases, Factories),….whereas Fighters, Fighter-Bombers, Tactical Bombers, and Attack aircraft to attack land/sea/air targets.
    I’m planning on having 3 levels of Air Bases (Dirt strip, Improved Air strip, Air Base), each with different A/D/C and basing capabilities. A Seaplane Base will also be available. Just like Guadalcanal & the Solomons many different stratagies/tactics can be used such as squeezing off your opponents supply lines (Naval & overland), Military conquest, etc. However, I don’t favor “Tech Developement” as a die roll risk. I prefer having the “Tech” made available at the proper times with a a one-time purchase of that capabilty if you want it. It just seems logical, simple, and FAIR to all concerned this way.

    ––What do ya’ll think?

    "Tall Paul"      Â

    Yeah Paul I have some of the same thoughts as you do on that. The HBG Rita, JU488 I “sell as-is” long range along with OOB Allied strategic bombers. I have some old Table Tactics B-29’s and such I use for Long-Range Heavy Bombers. Only the five major powers can buy those. All powers in my set other than most neutrals have paratroopers and air transports and some other goodies.

    I don’t have anything completely nailed down. The last time I played a face-to-face game it was 1941 and I used a variety of HBG units just for eye candy. It was really cool. I just like having options, what can I say? LOL


  • Customizer

    Toblerone77 & Others,

    ––Yes, with the plethora of OOB, HBG, & FMG units ALREADY produced a lot of unit categories can already be filled,…at least partially until we’re able to buy better detailed ones from HBG.
    For example look at the 4-Engine Heavy Bombers already available:

    Germany……JU-488…HBG
    Italy…P.108…OOB(1940-Europe, 2-E)
    America…B-17…OOB
    Britain…Lancaster…OOB(1941)
    Anzac…Halifax…OOB
    Russia…PE-8…OOB

    ----And let’s not forget that we already have some Fighters that can be used as “(2-engine) Long-Range Fighters” such as a P-38 for America and an ME-110 for Germany.
    ––In some categories we even have three choices (so far) of like units for the same category and there are enough units to enable NEW UNIT categories, like using some HBG DO-17 Medium Bombers as **“Recon”**aircraft. Since I already had JU-88s and HE-111s to fill the German Medium Bomber category, I had “LHoffman” designate my DO-17s with an “R” decal to reflect this. Along these same lines we can utilize the Anzac PV-1 Neptune from the 1940-2E as a “Recon” aircraft for all of the Allies and JAPAN. We also have the P-40, CA-12, I-16, and ME-109 available for use as “Early-War Fighters”. For a “Fighter-Bomber” we have the F-4U Corsair so far.
    ––I’d really love to see a P-40 Thunderbolt, A-20 Havoc, and a BeauFighter produced (are you listening HBG) that not only could be used as designed,….but could fill some gaps in NEW UNIT TYPES if you so desired. A C-47 unit could be used not only by America, but by Britain, China, and JAPAN as well!
    ----We now have many units available for implementing NEW UNIT TYPES if we choose, Thanks HBG, and they’re  not finished yet,….by a long way.There’s lot’s to consider. I only wish our “WarMachine” gang  could get them all modified/detailed/painted/decalled as fast as everything is coming out but that would be asking the impossble. I’m certainly proud of what has already been accomplished by them. Oh well,…just some of my ramblings. As I’ve said before,…What do Ya’ll THINK?

    “Tall Paul”


  • Customizer

    Yep Tall Pall. You read my mind. I personally like to include the P-51 Mustang as long range. For all who know it’s history you may consider the same idea.

    I’ve pretty much replaced all my Allied tactical bombers and am considering using the Mosquito as a new unit type. Only time will tell.

    As a fan of Air Transports I would love C-47’s,  ME-323’s, some kind of glider for both Axis and Allied forces.

    I could go on and on.


  • 2017 2016 2015 Organizer '14 Customizer '13 '12 '11 '10

    What we need is a master list of WOTC pieces and HBG/FMG pieces by type, then formulate stats but all separate


  • Customizer

    @Imperious:

    What we need is a master list of WOTC pieces and HBG/FMG pieces by type, then formulate stats but all separate

    That’s a good idea.


  • Customizer

    Guys,

    @toblerone77:

    Yep Tall Pall. You read my mind. I personally like to include the P-51 Mustang as long range. For all who know it’s history you may consider the same idea.
    ––Although the P-51 was DEFINATELY a “LRF” in reality,…I was trying to keep all of my “Long-Range Fighters” as 2-Engine types for simplicity and ease of identification purposes.
    I’ve pretty much replaced all my Allied tactical bombers and am considering using the Mosquito as a new unit type. Only time will tell.
    ––I had planned on using my Mosquittoes as “Attack Aircraft”, like a B-25 modified as a "commerce raider/strafer, or an A-20 or BeauFighter.
    As a fan of Air Transports I would love C-47’s,� ME-323’s, some kind of glider for both Axis and Allied forces.
    ––Amen, Brother,…you’re singing to the Choir as far as Air Transports and Paratroopers! And we MUST have a C-47 as it could be used by every nation other than Germany and Italy that already have HBG units (JU-52, SM-79).

    “Tall Paul”
    I could go on and on.


  • Customizer

    Guys,

    ––I’ll through my opinions out as far as units and unit types for all to “Cuss/Discuss”. Give me a sec-------

    “Tall Paul”


  • Customizer

    Guys,

    Unit TYPES……“general” A/D/C/M + specific rules

    Early-War Fighter (single engine)……slightly weaker A/D/C factors
    Fighter (single engine)…slightly stronger A/D/C factors
    Fighter-Bomber (single engine)……can attack air/sea/land targets
    Long-Range Fighter (2-engine)……"…"…"…"…"…"…, w/Heavy Bomber range
    Attack Bomber (2-engine)……"…"…"…"…"…"…, more powerful
    Tactical (Light) Bomber…"…"…"…"…"…"…, automatically “boosted” ……to a “4” Attack whenever “local air-superiority” is attained

    Medium Bomber (2-engine)……limited to “Infrastructure” targets (Air/Sea Bases, Factories)
    Heavy Bomber (4-engine)……"…"…"…"
    Air Transport (2 or 3 engine)…“local air superiority” allows/disallows Paratroop Drops
    Recon (2-engine)……removes any “fog of war” considerations

    ----Although it hasn’t been stated,…the above A/D/C/M factors require a D-12 system to implement effectively.
    ----**“Bold-face” type indicates possible new UNIT TYPES or new RULES.

    “Tall Paul”**



  • I’ve used the HBG units and the extra WOTC sculpts from 1941 to introduce a limited range of new units but within the D6 system and without modifying any OOB values apart from a small number of exceptions. By unit type my new units are:

    Land

    New units:

    • Heavy tank: C7 A4 D4 M1 (Ger - OOB41 Tiger sculpt/USSR - OOB41 IS2 sculpt)
    • Heavy artillery: C5 A3 D3 M1 (Can support two artillery) (Ger - OOB 88 sculpt/USSR - HBG Katyusha sculpt)
    • Self propelled artillery: C5 A2 D2 M2 (Ger - HBG Hummel /USA - HBG Priest/USSR - HBG SU76)
    • Truck: C4 A- D- M2 (Carries 2x inf or 1x inf and 1x art) (Ger/USA - HBG sculpts)
    • Flame tank: C7 A3(4 1st round amp assault) D3 M2 (USA - HBG Sherman sculpt)

    Sea

    New units:

    • Escort carrier: C8 A- D1 M2 (USA - HBG Casablanca)
    • Super Subs: C10 A3 D2 M2 (Ger - HBG Type XXI)
    • Basic battleship: C16 A4 D4 M2 (Long range gunnery special ability) (Ger - HBG Schleswig/USA - HBG Nevada/Japan - HBG Fuso)
    • High capacity transport: C9 A- D- M2 (Carries 3 units, of which 2 can be tank/art/mech etc) (Allies/Axis - OOB 1941)
    • Battlecruiser: C15 A4 D3 M3 (Long range gunnery special ability) (UK - OOB41 Hood/Japan OOB41 Kongo)
    • AA Destroyer: C10 A2 D2 M2 (AA gun special ability) (Allies/Axis - OOB 1941)
    • Heavy carrier: C20 A- D2 M2 (3 aircraft) (Japan - OOB Shinano sculpt)

    Modified units:

    • Cruiser: C12 A3 D3 M3

    Air

    New units:

    • Long range fighter: C12 A3 D4 M6 (USA - HBG P51)
    • Fighter-bomber: C12 A3(4 if no enemy fighters/tacs) D4 M4 (USA - HBG F4U/Ger - OOB41 FW-190)
    • Transport aircraft: C10 A- D- M6 (2x inf in NCM/1x inf in CM) (USA - HBG C47/Ger - HBG Ju-52)
    • Jet fighter: C12 A3 D5 M4 (Ger - HBG Me262)
    • Advanced heavy bomber: C18 A2x5+pick best D2 M7 (UK - OOB41 Lancaster)

    Modified units:

    • Medium bomber: C12 A4 D1 M6 (CANNOT attack infrastructure/industrial complexes; maritime patrol special ability - can attack subs w/o destroyer) (USA - HBG B25/Ger - OOB Ju88/Japan - OOB/Russia - HBG/Italy - OOB Ju88)
    • Heavy bomber: C15 A5 D1 M6 (Can attack infrastructure/ICs but no mp spec ab) (USA/UK/Russia - OOB/Italy - OOB 40SE/Japan and Ger - HBG)

    In effect I have reverted to the A&A Revised stats for heavy bombers but have kept the cheaper ‘heavy bombers’ from Global as medium bombers but stripped them of the ability to attack ICs.

    I have been playing with these units and stats for some time and have not had any balance issues. We just set up as OOB and if people want to play with these they simply purchase them when they want them.


  • Customizer

    Guys,

    ––I thought it might be a lot less confusing and more effective if we split off the AIR COMBAT part of this discussion to a new thread of it’s own. So I’ve done this,….and the link is below:

    http://www.axisandallies.org/forums/index.php?topic=32336.0

    “Tall Paul”


  • Customizer

    We are getting ready to try a game with new HBG pieces included. I’ve decided to move up to a D 12 system to add a little to certain units plus new rules for trucks and transport planes. Here are my ideas. I’m curious as to what the rest of you think.
    Unit values are Attack - Defense - Movement - Cost.
    INFANTRY: 2 - 4 - 1 - 3
    ELITE INFANTRY: 4 - 4 - 1 - 4 . Elite Infantry can be Marines (US), Paratroops, Commandos (UK), SS (Germany), Guards (Russia).
    MECHANIZED INFANTRY: 2 - 4 - 2 - 4 . Halftracks. Can blitz with tanks on a 1 to 1 basis.
    ARMORED CARS: 3 - 2 - 2 - 4 . Can “blitz”.
    ARTILLERY: 4 - 4 - 1 - 4 . When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    HEAVY ARTILLERY: 8 - 4 - 1 - 6 . Can support infantry units like regular artillery in normal attacks. ALSO: can attack from adjacent territory @ 6 during entire combat. When attacking from adjacent territory, does NOT support infantry units.
    SELF PROPELLED ARTILLERY: 4 - 4 - 2 - 5 .  When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    LIGHT TANK: 4 - 4 - 2 - 5 . Can “blitz”.
    MEDIUM TANK: 6 - 5 - 2 - 6 . Can “blitz”
    HEAVY TANK: 8 - 6 - 2 - 8 . Can “blitz”. Takes 2 hits to destroy. Must destroy first damaged heavy tank before damaging second heavy tank. If damaged heavy tank survives combat, it is repaired at the beginning of the next turn. However, if enemy counter-attacks before heavy tank owner’s next turn, that heavy tank is still damaged and only takes 1 hit to destroy.
    TANK DESTROYERS: 4 - 6 - 2 - 6 . A roll of 1 on offense or defense targets an enemy tank of the tank owner’s choosing.
    ELITE MEDIUM TANKS: 7 - 6 - 2 - 7 . Can “blitz”. Only Germany (SS) and Russia (Guards) have these.

    NOTE FOR ELITE UNITS: All countries may have nor more than 6 of any single “elite” unit on the board at any given time. Any country that has multiple “elite” units may have up to 6 of each type on the board at any given time. (For Example: Germany could have up to 6 SS Infantry, 6 SS Tanks and 6 Paratroops. USA could have up to 6 Marines and 6 Paratroops.)

    TRUCKS: Attack 0, Defense 0, Move 2, Cost 4. Trucks can transport 2 infantry or 1 infantry and 1 artillery up to 2 spaces to any friendly territory during Non-Combat move only.
    Trucks must be chosen last as casualties in combat.
    TRUCKS MAY BE CAPTURED. If an enemy force attacks a territory containing trucks and fighting units, if the attacker wins the battle, after all attacking hits are applied to defending units, any remaining trucks may be captured by the attacking force. On the final combat round, any hits in excess of defending fighting units must be applied to defending trucks. (For Example: An attacker moves in on a defending force consisting of 3 infantry and 2 trucks.
    If the attacker gets 3 hits, he/she can capture both trucks.
    If the attacker gets 4 hits, then all 3 infantry and 1 truck must be destroyed and the attacker can capture the remaining truck.
    If the attacker gets 5 or more hits, then ALL defending units are destroyed and the attacker can not capture any trucks.
    If an attacking force moves into a territory containing ONLY trucks, the attacker may capture the defending trucks on a 1 to 1 basis with attacking units. In other words, if there are 3 attacking units, they can capture up to 3 defending trucks. Any remaining trucks are destroyed. So, 1 infantry can not capture a stack of 10 trucks, but he can destroy them.
    When capturing enemy trucks, simply replace their truck units with your truck units.

    TRANSPORT PLANES: Attack 0, Defense 0, Move 6, Cost 10. Transport planes may be used to move infantry during the non-combat move and paratroops during the combat move.
    NON-COMBAT MOVEMENT: Can move 1 infantry from ANY friendly territory to ANY other friendly territory, including one just captured, within it’s range. Can move 2 infantry from any friendly territory with an operational airbase to ANY other friendly territory, including one just captured, within it’s range. Transport planes are the ONLY planes allowed to land in newly captured territories. If the transport owner chooses to reinforce their front line troops in this manner, the transport plane must remain in that territory. If an enemy chooses to attack any territory containing transport planes, the transport planes must be chosen last as casualties. If the enemy force wins the battle, any remaining transport planes are destroyed. If an enemy force moves into a territory containing ONLY transport planes, the transport planes are destroyed.
    COMBAT MOVEMENT: Can move 1 paratroop unit from ANY friendly territory, OR 2 paratroop units from any friendly territory with an operational airbase, to any enemy territory that is being attacked, either amphibiously, by land or both, as long as it’s range will allow the transport to land in any friendly territory that was friendly at the beginning of your turn.
    IN ADDITION: A transport plane may also transport 1 paratroop unit (2 paratroop units from an airbase) into any enemy controlled territory that is NOT occupied by units with a defense value and take control of that territory, provided the transport has enough range to land in any friendly territory that was friendly at the beginning of your turn. The paratroops will destroy any AA guns, transport planes or trucks in the targeted territory (Paratroops can NOT capture trucks on their own).
    SUSCEPTABLE TO AA GUNS: If there are any AA guns present in the territory being attacked, they roll for AA defense like they would with any other attacking planes (up to 3 dice per AA gun OR number of attacking planes, whichever is smaller). A roll of 1 (2 with radar) will destroy the transport plane and any paratroops inside before the paratroop drop happens. On attacks into enemy controlled but unoccupied territories, fighters may be sent to escort the transport (range permitting) and you can use the fighters to absorb AA hits.

    Well, there are my ideas. Do you guys think they are good? If not, what might you change?


  • Customizer

    @knp7765:

    We are getting ready to try a game with new HBG pieces included. I’ve decided to move up to a D 12 system to add a little to certain units plus new rules for trucks and transport planes. Here are my ideas. I’m curious as to what the rest of you think.
    Unit values are Attack - Defense - Movement - Cost.
    INFANTRY: 2 - 4 - 1 - 3
    ELITE INFANTRY: 4 - 4 - 1 - 4 . Elite Infantry can be Marines (US), Paratroops, Commandos (UK), SS (Germany), Guards (Russia).
    MECHANIZED INFANTRY: 2 - 4 - 2 - 4 . Halftracks. Can blitz with tanks on a 1 to 1 basis.
    ARMORED CARS: 3 - 2 - 2 - 4 . Can “blitz”.
    ARTILLERY: 4 - 4 - 1 - 4 . When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    HEAVY ARTILLERY: 8 - 4 - 1 - 6 . Can support infantry units like regular artillery in normal attacks. ALSO: can attack from adjacent territory @ 6 during entire combat. When attacking from adjacent territory, does NOT support infantry units.
    SELF PROPELLED ARTILLERY: 4 - 4 - 2 - 5 .  When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    LIGHT TANK: 4 - 4 - 2 - 5 . Can “blitz”.
    MEDIUM TANK: 6 - 5 - 2 - 6 . Can “blitz”
    HEAVY TANK: 8 - 6 - 2 - 8 . Can “blitz”. Takes 2 hits to destroy. Must destroy first damaged heavy tank before damaging second heavy tank. If damaged heavy tank survives combat, it is repaired at the beginning of the next turn. However, if enemy counter-attacks before heavy tank owner’s next turn, that heavy tank is still damaged and only takes 1 hit to destroy.
    TANK DESTROYERS: 4 - 6 - 2 - 6 . A roll of 1 on offense or defense targets an enemy tank of the tank owner’s choosing.
    ELITE MEDIUM TANKS: 7 - 6 - 2 - 7 . Can “blitz”. Only Germany (SS) and Russia (Guards) have these.

    NOTE FOR ELITE UNITS: All countries may have nor more than 6 of any single “elite” unit on the board at any given time. Any country that has multiple “elite” units may have up to 6 of each type on the board at any given time. (For Example: Germany could have up to 6 SS Infantry, 6 SS Tanks and 6 Paratroops. USA could have up to 6 Marines and 6 Paratroops.)

    TRUCKS: Attack 0, Defense 0, Move 2, Cost 4. Trucks can transport 2 infantry or 1 infantry and 1 artillery up to 2 spaces to any friendly territory during Non-Combat move only.
    Trucks must be chosen last as casualties in combat.
    TRUCKS MAY BE CAPTURED. If an enemy force attacks a territory containing trucks and fighting units, if the attacker wins the battle, after all attacking hits are applied to defending units, any remaining trucks may be captured by the attacking force. On the final combat round, any hits in excess of defending fighting units must be applied to defending trucks. (For Example: An attacker moves in on a defending force consisting of 3 infantry and 2 trucks.
    If the attacker gets 3 hits, he/she can capture both trucks.
    If the attacker gets 4 hits, then all 3 infantry and 1 truck must be destroyed and the attacker can capture the remaining truck.
    If the attacker gets 5 or more hits, then ALL defending units are destroyed and the attacker can not capture any trucks.
    If an attacking force moves into a territory containing ONLY trucks, the attacker may capture the defending trucks on a 1 to 1 basis with attacking units. In other words, if there are 3 attacking units, they can capture up to 3 defending trucks. Any remaining trucks are destroyed. So, 1 infantry can not capture a stack of 10 trucks, but he can destroy them.
    When capturing enemy trucks, simply replace their truck units with your truck units.

    TRANSPORT PLANES: Attack 0, Defense 0, Move 6, Cost 10. Transport planes may be used to move infantry during the non-combat move and paratroops during the combat move.
    NON-COMBAT MOVEMENT: Can move 1 infantry from ANY friendly territory to ANY other friendly territory, including one just captured, within it’s range. Can move 2 infantry from any friendly territory with an operational airbase to ANY other friendly territory, including one just captured, within it’s range. Transport planes are the ONLY planes allowed to land in newly captured territories. If the transport owner chooses to reinforce their front line troops in this manner, the transport plane must remain in that territory. If an enemy chooses to attack any territory containing transport planes, the transport planes must be chosen last as casualties. If the enemy force wins the battle, any remaining transport planes are destroyed. If an enemy force moves into a territory containing ONLY transport planes, the transport planes are destroyed.
    COMBAT MOVEMENT: Can move 1 paratroop unit from ANY friendly territory, OR 2 paratroop units from any friendly territory with an operational airbase, to any enemy territory that is being attacked, either amphibiously, by land or both, as long as it’s range will allow the transport to land in any friendly territory that was friendly at the beginning of your turn.
    IN ADDITION: A transport plane may also transport 1 paratroop unit (2 paratroop units from an airbase) into any enemy controlled territory that is NOT occupied by units with a defense value and take control of that territory, provided the transport has enough range to land in any friendly territory that was friendly at the beginning of your turn. The paratroops will destroy any AA guns, transport planes or trucks in the targeted territory (Paratroops can NOT capture trucks on their own).
    SUSCEPTABLE TO AA GUNS: If there are any AA guns present in the territory being attacked, they roll for AA defense like they would with any other attacking planes (up to 3 dice per AA gun OR number of attacking planes, whichever is smaller). A roll of 1 (2 with radar) will destroy the transport plane and any paratroops inside before the paratroop drop happens. On attacks into enemy controlled but unoccupied territories, fighters may be sent to escort the transport (range permitting) and you can use the fighters to absorb AA hits.

    Well, there are my ideas. Do you guys think they are good? If not, what might you change?

    I think your ideas are great!


  • Customizer

    There’s no such thing as an off topic post in this thread as long as it relates to custom pieces folks! So feel free to post, debate and share your ideas  😄


  • Customizer

    Thanks toblerone77. I tried to keep things somewhat realistic. I’m especially excited to try out the trucks and transport planes.

    I did wonder about some units, particularly Armored Cars, Light Tanks and Self Propelled Artillery. For instance, both Armored Cars and Light Tanks can blitz. I thought, Light Tanks have 1 defense point better than Armored Cars and cost 1 IPC more, so why would anyone bother with Light Tanks when they can buy more Armored Cars? That’s one reason I decided to go to D 12. That way I could make Armored Cars just a little weaker. Therefore, you get better punch with Light Tanks.
    Self Propelled Artillery and Light Tanks have the same values, but that was easily fixed by giving them different abilities.
    Using D 12 also allowed me to give Elite Medium Tanks (SS and Guards) a little better values than regular Medium Tanks without making them Heavies.


  • 2018 2017 2016 2015 Customizer

    @knp7765:

    We are getting ready to try a game with new HBG pieces included. I’ve decided to move up to a D 12 system to add a little to certain units plus new rules for trucks and transport planes. Here are my ideas. I’m curious as to what the rest of you think.
    Unit values are Attack - Defense - Movement - Cost.
    INFANTRY: 2 - 4 - 1 - 3
    ELITE INFANTRY: 4 - 4 - 1 - 4 . Elite Infantry can be Marines (US), Paratroops, Commandos (UK), SS (Germany), Guards (Russia).
    MECHANIZED INFANTRY: 2 - 4 - 2 - 4 . Halftracks. Can blitz with tanks on a 1 to 1 basis.
    ARMORED CARS: 3 - 2 - 2 - 4 . Can “blitz”.
    ARTILLERY: 4 - 4 - 1 - 4 . When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    HEAVY ARTILLERY: 8 - 4 - 1 - 6 . Can support infantry units like regular artillery in normal attacks. ALSO: can attack from adjacent territory @ 6 during entire combat. When attacking from adjacent territory, does NOT support infantry units.
    SELF PROPELLED ARTILLERY: 4 - 4 - 2 - 5 .  When paired with 1 infantry, elite infantry or mechanized infantry, will boost their attack +1
    LIGHT TANK: 4 - 4 - 2 - 5 . Can “blitz”.
    MEDIUM TANK: 6 - 5 - 2 - 6 . Can “blitz”
    HEAVY TANK: 8 - 6 - 2 - 8 . Can “blitz”. Takes 2 hits to destroy. Must destroy first damaged heavy tank before damaging second heavy tank. If damaged heavy tank survives combat, it is repaired at the beginning of the next turn. However, if enemy counter-attacks before heavy tank owner’s next turn, that heavy tank is still damaged and only takes 1 hit to destroy.
    TANK DESTROYERS: 4 - 6 - 2 - 6 . A roll of 1 on offense or defense targets an enemy tank of the tank owner’s choosing.
    ELITE MEDIUM TANKS: 7 - 6 - 2 - 7 . Can “blitz”. Only Germany (SS) and Russia (Guards) have these.

    NOTE FOR ELITE UNITS: All countries may have nor more than 6 of any single “elite” unit on the board at any given time. Any country that has multiple “elite” units may have up to 6 of each type on the board at any given time. (For Example: Germany could have up to 6 SS Infantry, 6 SS Tanks and 6 Paratroops. USA could have up to 6 Marines and 6 Paratroops.)

    TRUCKS: Attack 0, Defense 0, Move 2, Cost 4. Trucks can transport 2 infantry or 1 infantry and 1 artillery up to 2 spaces to any friendly territory during Non-Combat move only.
    Trucks must be chosen last as casualties in combat.
    TRUCKS MAY BE CAPTURED. If an enemy force attacks a territory containing trucks and fighting units, if the attacker wins the battle, after all attacking hits are applied to defending units, any remaining trucks may be captured by the attacking force. On the final combat round, any hits in excess of defending fighting units must be applied to defending trucks. (For Example: An attacker moves in on a defending force consisting of 3 infantry and 2 trucks.
    If the attacker gets 3 hits, he/she can capture both trucks.
    If the attacker gets 4 hits, then all 3 infantry and 1 truck must be destroyed and the attacker can capture the remaining truck.
    If the attacker gets 5 or more hits, then ALL defending units are destroyed and the attacker can not capture any trucks.
    If an attacking force moves into a territory containing ONLY trucks, the attacker may capture the defending trucks on a 1 to 1 basis with attacking units. In other words, if there are 3 attacking units, they can capture up to 3 defending trucks. Any remaining trucks are destroyed. So, 1 infantry can not capture a stack of 10 trucks, but he can destroy them.
    When capturing enemy trucks, simply replace their truck units with your truck units.

    TRANSPORT PLANES: Attack 0, Defense 0, Move 6, Cost 10. Transport planes may be used to move infantry during the non-combat move and paratroops during the combat move.
    NON-COMBAT MOVEMENT: Can move 1 infantry from ANY friendly territory to ANY other friendly territory, including one just captured, within it’s range. Can move 2 infantry from any friendly territory with an operational airbase to ANY other friendly territory, including one just captured, within it’s range. Transport planes are the ONLY planes allowed to land in newly captured territories. If the transport owner chooses to reinforce their front line troops in this manner, the transport plane must remain in that territory. If an enemy chooses to attack any territory containing transport planes, the transport planes must be chosen last as casualties. If the enemy force wins the battle, any remaining transport planes are destroyed. If an enemy force moves into a territory containing ONLY transport planes, the transport planes are destroyed.
    COMBAT MOVEMENT: Can move 1 paratroop unit from ANY friendly territory, OR 2 paratroop units from any friendly territory with an operational airbase, to any enemy territory that is being attacked, either amphibiously, by land or both, as long as it’s range will allow the transport to land in any friendly territory that was friendly at the beginning of your turn.
    IN ADDITION: A transport plane may also transport 1 paratroop unit (2 paratroop units from an airbase) into any enemy controlled territory that is NOT occupied by units with a defense value and take control of that territory, provided the transport has enough range to land in any friendly territory that was friendly at the beginning of your turn. The paratroops will destroy any AA guns, transport planes or trucks in the targeted territory (Paratroops can NOT capture trucks on their own).
    SUSCEPTABLE TO AA GUNS: If there are any AA guns present in the territory being attacked, they roll for AA defense like they would with any other attacking planes (up to 3 dice per AA gun OR number of attacking planes, whichever is smaller). A roll of 1 (2 with radar) will destroy the transport plane and any paratroops inside before the paratroop drop happens. On attacks into enemy controlled but unoccupied territories, fighters may be sent to escort the transport (range permitting) and you can use the fighters to absorb AA hits.

    Well, there are my ideas. Do you guys think they are good? If not, what might you change?

    I love all these rules. You almost have to go with a D12 system with added units, then if more added later, it would go to a D20 system. That would be insane. 😄


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