• D12 version I use in a 1941 variant of HBG Global War:

    Incorporates SPA / SPG / Motorized Infantry / Light & Medium Armor / Commander (General).

    I use National Advantages to address Heavy Armor (Russia & Germany).

    Cost/Move/Attack/Defense

    INFANTRY:  3 / 1(2) / 2(3) / 4(6)
    Combined Arms: Attack on (3) when supported 1:1 by Artillery or SPA.
    Defend on (6) during 1st round of combat when supported by Fortification (10:1).
    Move (2) during Combat or NCM when supported 1:1 by Mortorized Infantry.

    ARTILLERY: 4 / 1(2) / 3 / 4
    Combined Arms: Increase Infantry Attack to (3) when supported 1:1.
    Move (2) during Combat or NCM when supported 1:1 by Mortorized Infantry.

    SELF-PROPELLED ARTILLERY (SPA): 6 / 2 / 4 / 4
    Combined Arms: Increase Infantry & Mech Infantry Attack +1 when supported 1:1.
    Initial Bombardment: On Defense, successful hit results in immediate removal of enemy land unit.
    Cannot Blitz.

    MOTORIZED INFANTRY: 4 / 2 / 3 / 3
    Transport (1) Infantry or (1) Artillery 2 spaces during Combat or NCM Move.
    Cannot Blitz.

    MECHANIZED INFANTRY:  5 / 2 / 3(4) / 4
    Combined Arms: Attack on (4) when supported 1:1 by SPA or any Armor.
    Combined Arms: Blitz when supported 1:1 by any Armor.

    LIGHT ARMOR: 6 / 2 / 5 / 5
    Combined Arms: Increase Mech Infantry Attack +1 when supported 1:1.
    Combined Arms 1:1 allows Mech Infantry to Blitz.
    Blitz.

    MEDIUM ARMOR:   7 /  / 2 / 6(7) / 6
    Combined Arms: Attack on (7) when supported 1:1 by Tac Bomber.
    Combined Arms: Increase Mech Infantry Attack +1 when supported 1:1.
    Combined Arms 1:1 allows Mech Infantry to Blitz.
    Blitz.

    SELF-PROPELLED GUN: 8 / 2 / 6(7) / 7
    Attack on (7) while enemy Armor is present.
    Non-Infantry Land unit must be chosen as casualty.
    Combined Arms: Blitz when supported 1:1 by any Armor.

    COMMANDER (General): - / 1 / - / -
    Fixed number of Commanders per Nation.  If destroyed, replaced on fixed turn schedule by nation.
    Coordinated Attack: Provides (1) called shot against any Land unit during 1st round of Combat.
    Organized Retreat: Allows Land & Air units to retreat after 1 full round of Combat. No Defense rolled in round 2.

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