Baron Munchhausen's Complete Roster for play-testing with 2-planes carrier


  • 2017 2016

    Finally, you get in this single post the whole picture of my main houserules.
    The lower costs are still under revision in my other thread.
    There is some other threads to get more details on specific point.
    Hope you will see how Submarine, Plane, Destroyer and Transport units get improved interactions.
    Feel free to ask questions.
    Feel free to comment.
    Baron.

    Here is all the main A&A units roster with a summary of their special abilities (which some are house ruled):

    Anti-Aircraft Artillery A0 D0 NCM1 Cost 3, 1 hit,
    1 @1 preemptive against up to 1 plane, able to fire against plane each combat round.

    Infantry A1-2 D2 M1 Cost 3
    Get +1A if paired 1:1 with Artillery

    Mechanized Infantry A1-2 D2 M2 Cost 4,
    Get +1 if paired 1:1 with Artillery
    Can Blitz when paired 1:1 with a Tank

    Artillery A2 D2 M1 Cost 4
    Gives +1A to 1 Infantry or 1 Mechanized Infantry

    Submarines A2 D1 M2 Cost 5
    Surprise Strike,
    Submerge (instead of rolling to hit a target)
    No hostile sea-zone (except when ASV is present),
    Cannot hit airplanes,
    Must be taken as the last casualty amongst warships, (said otherwise, Submarines can only be picked as casualty when their is no more surface warships illegible.)
    Allowed to retreat separately from other units, (said otherwise, other units can retreat while the submarines stay in combat zone to finish off the enemy’s ships.)
    Can hit transport before warships (even when there is other escorting warships, but it is the owner’s choice to pick or not a transport as casualty).
    (Added to recreate opportunity for an Atlantic Battle in 1942.2 and also to reduce the effectiveness of Submarine on offense against Destroyer and costlier warships.)
    Can be hit by planes, doesn’t require an ASV.

    Tank A3 D3 M2 Cost 6
    Can Blitz or allow MechInf to blitz on 1 on 1 basis.

    Destroyer A2 D2 M2 Cost 7
    Anti-Sub Vessel on 1 DD:1 Sub basis, block surprise strike Edit: and submerge but cannot cancel Sub submerge (which mostly happen for defending subs in regular phase after the attacker rolls).

    Transport A0 D1 M2 Cost 8, 1 hit, taken as last casualty,
    Exception: can be picked as a casualty anytime when an enemy’s submarine hit has to be allocated (owner’s choice to pick or not transport as casualty, as usual).

    Fighter A3 D4 M4 Cost 8
    hits enemy’s planes on “1” or “2” roll, or even “3” roll for up to 3 Fg units if an operational Air Base is present.
    Gives +1 Attack or +1 Defense to 1 Tactical Bomber if paired 1:1 with.
    SBR/TcBR Attack @2, Defend @2, or even defend @3 for up to 3 Fgs if an operational Air Base is present.
    Can hit submarines without ASV.

    Tactical Bomber A3-4 D3-4 M4 Cost 8
    hits enemy’s planes on a “1” roll,
    Gets A4 or D4 when paired 1:1 to a Fighter unit or when there is no enemy’s aircraft.
    SBR/TcBR attack @1,
    Allowed to do escort mission of StB without doing TcBR on AB or NB,
    Cannot do interception mission on defense,
    TcBR damage: 1D6.
    Can hit submarines without ASV.

    Cruiser A3 D3 M2 Cost 9
    Shore bombardment @3

    (G40 Escort Carrier) A0 D1 M2 Cost 9, 1 hit / (1942 Escort Carrier) A1 D1 M2 Cost 9, 1 hit
    carry 1 Fighter or 1 Tactical Bomber,
    Anti-Sub Vessel, working the same as a Destroyer, added for completeness

    Strategic Bomber (Medium Bomber) A4 D1 M6 Cost 10
    on attack, hits enemy’s planes on a “1” roll,
    SBR/TcBR Attack @1,
    SBR/TcBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base.
    Can hit submarines without ASV.

    (High Altitude Strategic Bomber) (Heavy Bomber)
    Re: Rethinking Air Units
    http://www.axisandallies.org/forums/index.php?topic=34502.msg1331015#msg1331015
    Attack 4,  SBR @1
    Defense 1
    Move 7
    1 hit
    Cost 12
    on attack, hits enemy’s planes on a “1” roll,
    Strategical Bombing Raid (SBR*)/ TBR : Attack @1
    SBR/TBR damage: 2D6 on Industrial Complex, Air Base or Naval Base
    If destroyed by IC’s, AB’s or NB’s AA gun, reduced SBR damage: 1D6-1
    No damage if destroyed by Fighter interceptor.
    Can hit submarines without Anti-Sub Vessel.

    1942 Carrier A1 D2 M2 Cost 12, 1 hit
    carry 2 planes (Fg or TcB)

    G40 Carrier A0 D2 M2 Cost 14, 2 hits
    carry 2 planes (Fg or TcB)

    Battleship A4 D4 M2 Cost 16, 2 hits
    Shore bombardment @4

    If you want to increase battle between planes, allow 1 single Fg or TcB to land in a just conquered territory, as long as it have another extra movement point for landing.

    For my part, I would allow 3 types of defensive maneuvers for aircraft:

    • aerial retreat for attacking planes (all can retreat while letting ground units pursuing battle), this is similar to air retreat from amphibious assault

    • a limited aerial withdrawal of 1 space anytime after first combat round for 1 defending plane 1 StB or 1 TcB or 1 Fg and

    • a limited landing in a just conquered territory: 1 plane (either Fighter or Tactical Bomber), as long as it can provide 1 extra movement point for this special landing.

    What do you think about all this?
    Playable? Funny? Still somewhat able to depict historical situations?

    A last ground unit to complete my roster and get a whole picture of the main weapons of WWII:
    @Baron:

    Here is a much more A&A paradigm rules version for a single type of Mobile Artillery unit (SPA / SPG /TD) that I revised from my previous post:

    MECHANIZED ARTILLERY (Assault Gun)
    Attack: 2
    Defense: 2
    Move: 2
    Cost: 5
    Can blitz when at least a Tank is present in a group of units.
    It means that any number of MechArt can blitz when a Tank is blitzing. In addition, this Tank can be already paired to a MechInf while blitzing.
    Infantry Support: Give +1A to a paired Infantry or Mechanized Infantry.
    Tank Hunter as a Tank Support ability: Get +1A/D when paired to a Tank.

    This unit on attack cannot give and get both bonus as Inf support & Tank support when teamed up with both MI and Tk.
    You must choose which bonus is use, and can change during the battle round, switching from one to the other according to which unit the MechArt is paired to.

    I think it could be better balance and nearer A&A pairing bonus.


    Some may prefer give +1 on Defense only when paired to a Tank but this unit will be much more appealing if it get +1A also.

    I think it will be nearer the historical records about all kind of Mechanized Artillery.
    Germany for instance built a lot of them and even much more than Tanks during WWII, specially StuGIII type.
    And during the game, it will be a way to get an optimized built by having a Mechanized Artillery paired to an already existing Tank.
    It will follow the same progression than WWII, this unit getting more and more popular as the war evolved.

    In itself it will be weaker (A2D2C5) but cheaper than medium Tank (A3D3C6).

    But was useful for both Infantry unit and Tank as support unit.
    And dangerous against Tank, hence gaining the bonus on A/D making them as valuable than a regular Tank but keeping the need to buy Tank to get Mechanized Artillery such a useful unit on offense and defense.

    I also learned that during WWII both Artillery division (supporting Inf) and Panzer division were having struggle with the Army Chief Command over StuG being part of their unit instead of the other.

    Even this aspect can be depicted by the dual bonus for being paired to Inf and MechInf or with Armor.



  • Above the other changes you made (which im not so cofident with) I’m interested in your decision to INcrease the cost of a transport.
    I think this hurts the Allies a bit more than the Axis power.

    A positive effect would surely be, that attacking islands (with only one territory) is easier (decreased cost of air and bombard), but it reduces player’s ability to do large seaborn invasions wich is a significant disadvantage for mainly the USA in Europe. Japan is not that much affected, as they can compensate the increased costs for Transports by industrial complexes.
    I dont like the fact that it even decreases th ability to try a Sealion operation.

    I think these changes have, all in all, the result that the amount of different strategies availible to players is decreased. It will result in a game that is more focused on Germany vs Russia and UK+USA vs Japan.


  • 2017 2016

    The transport I played with is not defenseless.
    It can defend with a 1.
    It is almost like a classic transport but must be taken last (with the exception for Sub casualties special case).
    So a bunch of transports can roll their defense at the same time their bigger sisters roll with higher odds.
    It helps Allies in this case.  IMO.
    Also, the warships are cheaper so, for the same number of them needed under OOB rules and cost, you can buy additionnal transports, even if they are at 8 IPCs.

    This 2 IPCs higher cost transports over the basic defenseless transport at 6 IPCs (under Advanced Shipyard cost) is meant to balance for the ability to go anywhere by herself and still represent a risk for the attacker.

    I made battlecalc evaluations based on a combat comparison between defenseless transports escorted by Destroyers and Transports able to defend by herself under the tread The aberration of the defenseless transport and come to the conclusion that:

    This means that a classic transport A0D1M2, 1 hit and taken last must cost 12 IPCs to not outmatched OOB TP at 7 IPCs.

    http://www.axisandallies.org/forums/index.php?topic=30618.msg1294069#msg1294069
    In this perspective, I found that 8 IPCs is a very good deal for such a Transport.
    And it allows to come back to the old classic numbers.

    I think examples will explain better:
    2 Transports A0 D0 C6, no hit + 1 Destroyer A2 D2 C7 = 1 hit, A2 D2 Cost 19 IPCs
    2 Transports A0 D1 C8, 1 hit = 2 hits, A0 D2 Cost 16 IPCs.
    For a lesser cost (3 IPCs cheaper),
    you get a better defense (2 hits vs 1 hit) and you carry the same number of units.

    Example 2:
    3 Transports A0 D0 C6, no hit + 2 Destroyers A2 D2 C7 = 2 hits, A4 D4 Cost 32 IPCs
    4 Transports A0 D1 C8, 1 hit = 4 hits, A0 D4 Cost 32 IPCs.

    For the same cost, you get a better defense (2 more hits, or double) and carry 2 additional units.

    Example 3:
    3 Transports A0 D0 C6, no hit + 2 Destroyers A2 D2 C7 = 2 hits, A4 D4 Cost 32 IPCs
    3 Transports A0 D1 C8, 1 hit + 1 Destroyer A2 D2 C7 = 4 hits, A2 D5 Cost 31 IPCs.

    Same number of units carried, 1 IPC cheaper, and a much better defense overall (get ASV).
    And, within my Submarines HR, you can keep alive the destroyer against attacking Subs.
    This provides much better odds of survival.

    Are you convinced that Allies strategy is not compromise by this kind of costlier transport?



  • Thanks Baron, it’s good to see all the house rules you’re adopting in one post, and in one thread.


  • 2017 2016

    Thanks for the comment.
    I would have like to make this post and thread earlier but the puzzle was too messy and not quite tuned for a whole picture.  😄


  • 2017 2016

    Now people, you finally get two complete units rosters from Baron.
    Any general comments?
    Playable or unplayable?
    Which one could you prefer?
    The above 2-planes carrier unit roster with Fighter A3 D4 at 8 IPCs hitting enemy’s planes with “1” or “2” rolls
    and AAA rolling @1 every combat round against up to 1 plane?
    http://www.axisandallies.org/forums/index.php?topic=35173.msg1368558#msg1368558
    Or
    the 3-planes carrier unit roster with Fighter A2 D2 at 6 IPCs, hitting enemy’s planes first
    and AAA acting as OOB against up to 3 planes, plus rolling @1 every combat round against up to 1 plane, if still any?
    http://www.axisandallies.org/forums/index.php?topic=35222.msg1370798#msg1370798


  • 2017 2016

    Here is all the main A&A units roster including the new Sub unit A3 D1 C7 (with less radical changes than my previous post on 3-planes Carrier, but the 3-planes carrier and Fg at 6 IPCs is my preferred ones http://www.axisandallies.org/forums/index.php?topic=35222.msg1374545#msg1374545) with a summary of their special abilities (which some are house ruled):

    ANTI-AIRCRAFT ARTILLERY A0 D0 NCM1 Cost 3, 1 hit,
    1 @1 preemptive against up to 1 plane, able to fire against plane each combat round.

    INFANTRY A1-2 D2 M1 Cost 3
    Get +1A if paired 1:1 with Artillery or Mechanized Artillery or Heavy Artillery

    MECHANIZED INFANTRY A1-2 D2 M2 Cost 4,
    Get +1 if paired 1:1 with Artillery or Mechanized Artillery or Heavy Artillery
    Can Blitz when paired 1:1 with a Tank

    ARTILLERY A2 D2 M1 Cost 4
    Gives +1A to 1 Infantry or 1 Mechanized Infantry

    (ANTI-TANK GUN) A1 D3 M1 Cost 4 added for completeness
    Gives +1D to 1 Infantry only, no Mechanized Infantry
    http://www.axisandallies.org/forums/index.php?topic=35315.msg1380075#msg1380075

    (HEAVY ARTILLERY) A3 D2 M1 Cost 5 added for completeness
    Gives +1A to 1 Infantry or 1 Mechanized Infantry

    (MECHANIZED ARTILLERY) (Self-Propelled Artillery / Assault Gun) A2-3 D2-3 M2 Cost 5 added for completeness
    Gives +1A to 1 Infantry or 1 Mechanized Infantry when paired 1:1 with.
    Tank Hunter as a Tank Support capacity: gets +1A/D when paired 1:1 with a Tank.
    Both bonus can work at the same time.

    TANK A3 D3 M2 Cost 6
    Can Blitz or allow Mechanized Infantry and Mechanized Artillery to blitz on 1:1 or 1:1:1 basis.
    Gives +1A/D to Mechanized Artillery when paired 1:1 with
    Gives +1A/D to Tactical Bomber when paired 1:1 with

    One bonus can work at the time.

    SUBMARINES A3 D1 M2 Cost 7
    Surprise Strike, (blocked when at least 1 Destroyer or Anti-Sub Vessel is present),
    Submerge, instead of rolling for a Surprise Strike attack (blocked by ASV on a 1:1 basis for the first combat round only),
    Stealth Movement: No Hostile Sea-Zone (except ASV can block Submarine Stealth movement on 1:1 basis),
    Cannot hit airplanes,
    Can hit Transports before Warships (even when there is other escorting warships, but it is the owner’s choice to pick or not Transport unit as casualty).
    (Added to recreate opportunity for an Atlantic Battle in 1942.2 and also to reduce the effectiveness of Submarine on offense against Destroyer and costlier warships.)
    Can be hit by planes, doesn’t require an Anti-Sub Vessel.
    Re: Reality wrecking destroyer rules need a revamp…
    http://www.axisandallies.org/forums/index.php?topic=34169.msg1372793#msg1372793

    DESTROYER A2 D2 M2 Cost 7
    Anti-Sub Vessel: each ASV blocks Surprise Strike capacity of all enemy’s Submarine units present.
    Cancel Sub’s Submerge on 1 DD:1 Sub basis for the first combat round only
    (When it occurs, defending Subs rolls a Defense @1 in the first round, and any surviving Subs can submerge at the beginning of the second combat round.)
    Cancel Sub’s Stealth Movement on 1 DD: 1 Sub basis for Combat or Non Combat Move, all additional Sub units can perform a Stealth Movement as usual.

    TRANSPORT A0 D1 M2 Cost 8, 1 hit, taken as last casualty,
    Exception: can be picked as a casualty anytime when an enemy’s submarine hit has to be allocated (owner’s choice, as always, to pick or not transport as casualty).
    Simplifying units interactions of Transports, Submarines, Destroyers & planes
    http://www.axisandallies.org/forums/index.php?topic=34290.msg1320853#msg1320853
    @Baron:

    Another way to increase a better defense is a compromise for taken last transport A0 D1.
    Only Subs hit can be allocated to Transport units before Warships.
    This can somehow re-enact sub-warfare against Transport and the Destroyer reactions to attacking Subs.

    Must be escorted by a warship when making an amphibious assault in an enemy’s Submarines infested SZ or Transports infested SZ, so to be able to ignore them/ or fight them with combat units.
    Otherwise, Submarines and Transports may be ignored during Transport Combat Move or Non Combat Move.
    http://www.axisandallies.org/forums/index.php?topic=34290.msg1373212#msg1373212

    FIGHTER A3 D4 M4 Cost 8
    hits enemy’s planes on “1” or “2” roll, or even “3” roll for up to 3 Fg units if an operational Air Base is present.
    Gives +1 Attack or +1 Defense to 1 Tactical Bomber if paired 1:1 with.
    SBR/TcBR Attack @2, Defend @2, or even defend @3 for up to 3 Fgs if an operational Air Base is present.
    Can hit submarines without ASV.

    TACTICAL BOMBER A3-4 D3-4 M4 Cost 8
    hits enemy’s planes on a “1” roll,
    Gets A4 or D4 when paired 1:1 to a Fighter unit or when there is no enemy’s aircraft.
    Gets A4 or D4 when paired 1:1 to a Tank unit
    SBR/TcBR attack @1,
    Allowed to do escort mission of StB without doing TcBR on AB or NB,
    Cannot do interception mission on defense,
    TcBR damage: 1D6.
    Can hit submarines without ASV.

    CRUISER A3 D3 M2 Cost 9
    Shore bombardment @3
    Combined Anti-Air Defense when paired with 1 Battleship and 1 Carrier: get up to 3 preemptive shots @1 against up to three planes.
    http://www.axisandallies.org/forums/index.php?topic=34985.msg1359001#msg1359001

    (G40 ESCORT CARRIER) A0 D1 M2 Cost 9, 1 hit added for completeness
    (1942.2 Escort Carrier) A1 D1 M2 Cost 9, 1 hit
    Carry 1 Fighter or 1 Tactical Bomber,
    Anti-Sub Vessel, working the same as a Destroyer.
    Combined Anti-Air Defense when paired with 1 Battleship and 1 Cruiser: get up to 3 preemptive shots @1 against up to three planes.

    STRATEGIC BOMBER (2-Engines Medium Bomber) A4 D1 M6 Cost 10
    hits enemy’s planes on a “1” roll,
    Strategical Bombing Raid (SBR*)/ TBR : Attack @1
    SBR/TBR damage: 1D6 on Industrial Complex, Air Base or Naval Base
    Can hit submarines without Anti-Sub Vessel.

    (High Altitude Strategic BOMBER) (4-Engines Heavy Bomber) A4 D1 M7 Cost 12 added for completeness
    hits enemy’s planes on a “1” roll,
    Strategical Bombing Raid (SBR*)/ TBR : Attack @1
    SBR/TBR damage: 2D6 on Industrial Complex, Air Base or Naval Base
    If destroyed by IC’s, AB’s or NB’s AA gun, reduced SBR damage: 1D6-1
    No damage if destroyed by Fighter interceptor.
    Can hit submarines without Anti-Sub Vessel.
    Re: Rethinking Air Units
    http://www.axisandallies.org/forums/index.php?topic=34502.msg1331015#msg1331015

    1942.2 CARRIER A1 D2 M2 Cost 12, 1 hit
    Carry 2 planes (Fgs or TcBs)
    Damaged Carrier can still carry 1 plane.
    Combined Anti-Air Defense when paired with 1 Battleship and 1 Cruiser: get up to 3 preemptive shots @1 against up to three planes.

    G40 CARRIER A0 D2 M2 Cost 14, 2 hits
    Carry 2 planes (Fg or TcB)
    Combined Anti-Air Defense when paired with 1 Battleship and 1 Cruiser: get up to 3 preemptive shots @1 against up to three planes.

    BATTLESHIP A4 D4 M2 Cost 16, 2 hits
    Shore bombardment @4
    Combined Anti-Air Defense when paired with 1 Cruiser and 1 Carrier: get up to 3 preemptive shots @1 against up to three planes.
    http://www.axisandallies.org/forums/index.php?topic=34985.msg1359001#msg1359001


    If you want to increase battle between planes, allows 1 single Fg or TcB to land in a just conquered territory, as long as it have another extra movement point for landing.

    For my part, I would allow 3 types of defensive maneuvers for aircraft:

    • aerial retreat for attacking planes (all can retreat while letting ground units pursuing battle), this is similar to air retreat from amphibious assault

    • a limited aerial withdrawal of 1 space anytime after first combat round for 1 defending plane 1 StB or 1 TcB or 1 Fg and

    • a limited landing in a just conquered territory: 1 plane (either Fighter or Tactical Bomber), as long as it can provide 1 extra movement point for this special landing.


  • 2017 2016 2015

    I think 7 is probably better than 8 on the subs.
    Have you playtested?
    Do you know what DK’s results are?
    His rules seem similar.
    The 7 thing sounds pretty good to me FWIW


  • 2017 2016

    @barney:

    I think 7 is probably better than 8 on the subs.
    Have you playtested?
    Do you know what DK’s results are?
    His rules seem similar.
    The 7 thing sounds pretty good to me FWIW

    There is still differences: mine is Surprise Strike, (blocked when at least 1 Destroyer or Anti-Sub Vessel is present),
    DK’s HR treat the DD blocker on 1:1 basis on Surprise Strike, not me.
    DK’s rule (as far as I understand them) allows Sub’s escape during first combat round, instead of rolling for defense.

    My Anti-Sub rule stay closer to the OOB phase, the Submerge phase always happen before the regular combat between units in a given round.
    That’s why all Subs get their defense roll @1 during the First Combat round.
    At the beginning of the second combat round, any surviving subs can Submerge or can choose to continue fighting and submitting to attacking fire, then rolling defense @1 (as long as at least 1 Destroyer is still present).
    If all Destroyers are sunk at the start of a combat round, then all surviving Subs retrieve their First Strike defense roll @1.

    With DK’s, all supernumerary Subs over Destroyer units present keep their First Strike defense roll.
    I came to my HR after reading some of other posts quoted in this post I wrote in DK’s thread:
    http://www.axisandallies.org/forums/index.php?topic=34169.msg1372793#msg1372793

    I adopted a slightly cheaper cost structure to allow a possible war-fare at a lower cost between Subs and Destroyers, sometimes a single additional buck above 6 IPCs (tank) can be just enough tantalizing to buy a DD or a Subs. And 7 IPCs for DD was already in the Advanced Shipyard Tech. Easy to use the cheaper cost structure for Naval unit.

    For Transport D1 1 hit, I can’t convince myself to reach 10 IPCs. 8 IPCs is the iconic Classic cost.
    All I can do is to keep at 8 IPCs while other combat units are reduced.
    It still reduces the relative defensive capacity of Transport per IPC compared to combat units.
    And it is another reason to keep the Chosen as Last casualty. It makes a Fleet padded with Transports even less protected than if it was padded (from a hit/IPCs ratio) with Submarines A3 D1 at 7 IPCs (which can be, at least, chosen amongst first casualties before better defending units). However, Transport can defend against all type of units, including aircrafts. On this point, it is somewhat better than Subs which can only be used as sitting duck against planes.

    However, it is not a good tactical choice to take such Sub as fodder, because now their strength is elusiveness and attack.
    Loosing many Subs in defense of other warships, is a waste of IPCs and future attacking opportunities.
    And for the attacker, a problem solved and a good riddance, since Subs roaming wild can be a real nuisance to catch (in this HR configuration, in which 1 DD blocks only 1 Sub for a single round before it is allowed to submerge).

    For play-test, I will probably test the other with 3-planes Carrier first and foremost.
    http://www.axisandallies.org/forums/index.php?topic=35222.msg1374545#msg1374545


  • 2017 2016

    @Baron:

    Here is all the main A&A units roster including the new Sub unit A3 D1 C7 (with less radical changes than my previous post on 3-planes Carrier, but the 3-planes carrier and Fg at 6 IPCs is my preferred ones http://www.axisandallies.org/forums/index.php?topic=35222.msg1374545#msg1374545) with a summary of their special abilities (which some are house ruled):

    ANTI-AIRCRAFT ARTILLERY A0 D0 NCM1 Cost 3, 1 hit,
    1 @1 preemptive against up to 1 plane, able to fire against plane each combat round.

    INFANTRY A1-2 D2 M1 Cost 3
    Get +1A if paired 1:1 with Artillery or Mechanized Artillery or Heavy Artillery

    MECHANIZED INFANTRY A1-2 D2 M2 Cost 4,
    Get +1 if paired 1:1 with Artillery or Mechanized Artillery or Heavy Artillery
    Can Blitz when paired 1:1 with a Tank

    ARTILLERY A2 D2 M1 Cost 4
    Gives +1A to 1 Infantry or 1 Mechanized Infantry

    (ANTI-TANK GUN) A1 D3 M1 Cost 4 added for completeness
    Gives +1D to 1 Infantry only, no Mechanized Infantry
    http://www.axisandallies.org/forums/index.php?topic=35315.msg1380075#msg1380075

    (HEAVY ARTILLERY) A3 D2 M1 Cost 5 added for completeness
    Gives +1A to 1 Infantry or 1 Mechanized Infantry

    (MECHANIZED ARTILLERY) (Self-Propelled Artillery / Assault Gun) A2-3 D2-3 M2 Cost 5 added for completeness
    Gives +1A to 1 Infantry or 1 Mechanized Infantry when paired 1:1 with.
    Tank Hunter as a Tank Support capacity: gets +1A/D when paired 1:1 with a Tank.
    Both bonus can work at the same time.

    TANK A3 D3 M2 Cost 6
    Can Blitz or allow Mechanized Infantry and Mechanized Artillery to blitz on 1:1 or 1:1:1 basis.
    Gives +1A/D to Mechanized Artillery when paired 1:1 with
    Gives +1A/D to Tactical Bomber when paired 1:1 with

    One bonus can work at the time.

    SUBMARINES A3 D1 M2 Cost 7
    Surprise Strike, (blocked when at least 1 Destroyer or Anti-Sub Vessel is present),
    Submerge, instead of rolling for a Surprise Strike attack (blocked by ASV on a 1:1 basis for the first combat round only),
    Stealth Movement: No Hostile Sea-Zone (except ASV can block Submarine Stealth movement on 1:1 basis),
    Cannot hit airplanes,
    Can hit Transports before Warships (even when there is other escorting warships, but it is the owner’s choice to pick or not Transport unit as casualty).
    (Added to recreate opportunity for an Atlantic Battle in 1942.2 and also to reduce the effectiveness of Submarine on offense against Destroyer and costlier warships.)
    Can be hit by planes, doesn’t require an Anti-Sub Vessel.
    Re: Reality wrecking destroyer rules need a revamp…
    http://www.axisandallies.org/forums/index.php?topic=34169.msg1372793#msg1372793

    DESTROYER A2 D2 M2 Cost 7
    Anti-Sub Vessel: each ASV blocks Surprise Strike capacity of all enemy’s Submarine units present.
    Cancel Sub’s Submerge on 1 DD:1 Sub basis for the first combat round only
    (When it occurs, defending Subs rolls a Defense @1 in the first round, and any surviving Subs can submerge at the beginning of the second combat round.)
    Cancel Sub’s Stealth Movement on 1 DD: 1 Sub basis for Combat or Non Combat Move, all additional Sub units can perform a Stealth Movement as usual.

    TRANSPORT A0 D1 M2 Cost 8, 1 hit, taken as last casualty,
    Exception: can be picked as a casualty anytime when an enemy’s submarine hit has to be allocated (owner’s choice, as always, to pick or not transport as casualty).
    Simplifying units interactions of Transports, Submarines, Destroyers & planes
    http://www.axisandallies.org/forums/index.php?topic=34290.msg1320853#msg1320853
    @Baron:

    Another way to increase a better defense is a compromise for taken last transport A0 D1.
    Only Subs hit can be allocated to Transport units before Warships.
    This can somehow re-enact sub-warfare against Transport and the Destroyer reactions to attacking Subs.

    Must be escorted by a warship when making an amphibious assault in an enemy’s Submarines infested SZ or Transports infested SZ, so to be able to ignore them/ or fight them with combat units.
    Otherwise, Submarines and Transports may be ignored during Transport Combat Move or Non Combat Move.
    http://www.axisandallies.org/forums/index.php?topic=34290.msg1373212#msg1373212

    FIGHTER A3 D4 M4 Cost 8
    hits enemy’s planes on “1” or “2” roll, or even “3” roll for up to 3 Fg units if an operational Air Base is present.
    Gives +1 Attack or +1 Defense to 1 Tactical Bomber if paired 1:1 with.
    SBR/TcBR Attack @2, Defend @2, or even defend @3 for up to 3 Fgs if an operational Air Base is present.
    Can hit submarines without ASV.

    TACTICAL BOMBER A3-4 D3-4 M4 Cost 8
    hits enemy’s planes on a “1” roll,
    Gets A4 or D4 when paired 1:1 to a Fighter unit or when there is no enemy’s aircraft.
    Gets A4 or D4 when paired 1:1 to a Tank unit
    SBR/TcBR attack @1,
    Allowed to do escort mission of StB without doing TcBR on AB or NB,
    Cannot do interception mission on defense,
    TcBR damage: 1D6.
    Can hit submarines without ASV.

    CRUISER A3 D3 M2 Cost 9
    Shore bombardment @3
    Combined Anti-Air Defense when paired with 1 Battleship and 1 Carrier: get up to 3 preemptive shots @1 against up to three planes.
    http://www.axisandallies.org/forums/index.php?topic=34985.msg1359001#msg1359001

    (G40 ESCORT CARRIER) A0 D1 M2 Cost 9, 1 hit added for completeness
    (1942.2 Escort Carrier) A1 D1 M2 Cost 9, 1 hit
    Carry 1 Fighter or 1 Tactical Bomber,
    Anti-Sub Vessel, working the same as a Destroyer.
    Combined Anti-Air Defense when paired with 1 Battleship and 1 Cruiser: get up to 3 preemptive shots @1 against up to three planes.

    STRATEGIC BOMBER (2-Engines Medium Bomber) A4 D1 M6 Cost 10
    hits enemy’s planes on a “1” roll,
    Strategical Bombing Raid (SBR*)/ TBR : Attack @1
    SBR/TBR damage: 1D6 on Industrial Complex, Air Base or Naval Base
    Can hit submarines without Anti-Sub Vessel.

    (High Altitude Strategic BOMBER) (4-Engines Heavy Bomber) A4 D1 M7 Cost 12 added for completeness
    hits enemy’s planes on a “1” roll,
    Strategical Bombing Raid (SBR*)/ TBR : Attack @1
    SBR/TBR damage: 2D6 on Industrial Complex, Air Base or Naval Base
    If destroyed by IC’s, AB’s or NB’s AA gun, reduced SBR damage: 1D6-1
    No damage if destroyed by Fighter interceptor.
    Can hit submarines without Anti-Sub Vessel.
    Re: Rethinking Air Units
    http://www.axisandallies.org/forums/index.php?topic=34502.msg1331015#msg1331015

    1942.2 CARRIER A1 D2 M2 Cost 12, 1 hit
    Carry 2 planes (Fgs or TcBs)
    Damaged Carrier can still carry 1 plane.
    Combined Anti-Air Defense when paired with 1 Battleship and 1 Cruiser: get up to 3 preemptive shots @1 against up to three planes.

    G40 CARRIER A0 D2 M2 Cost 14, 2 hits
    Carry 2 planes (Fg or TcB)
    Combined Anti-Air Defense when paired with 1 Battleship and 1 Cruiser: get up to 3 preemptive shots @1 against up to three planes.

    BATTLESHIP A4 D4 M2 Cost 16, 2 hits
    Shore bombardment @4
    Combined Anti-Air Defense when paired with 1 Cruiser and 1 Carrier: get up to 3 preemptive shots @1 against up to three planes.
    http://www.axisandallies.org/forums/index.php?topic=34985.msg1359001#msg1359001


    If you want to increase battle between planes, allows 1 single Fg or TcB to land in a just conquered territory, as long as it have another extra movement point for landing.

    For my part, I would allow 3 types of defensive maneuvers for aircraft:

    • aerial retreat for attacking planes (all can retreat while letting ground units pursuing battle), this is similar to air retreat from amphibious assault

    • a limited aerial withdrawal of 1 space anytime after first combat round for 1 defending plane 1 StB or 1 TcB or 1 Fg and

    • a limited landing in a just conquered territory: 1 plane (either Fighter or Tactical Bomber), as long as it can provide 1 extra movement point for this special landing.

    Maybe this can be an interesting variation which provides a better incentive to put at risk some costlier Aircrafts against ground and other defending planes:

    TANK A3-4 D3-4 M2 Cost 6
    Can Blitz or allow Mechanized Infantry and Mechanized Artillery to blitz on 1:1 or 1:1:1 basis.
    Gives +1A/D to Mechanized Artillery when paired 1:1 with
    Gets A4 or D4 from Tactical Bomber when paired 1:1 with

    Both bonus can work at the time.

    FIGHTER A3 D4 M4 Cost 8
    hits enemy’s planes on “1” or “2” roll, or even “3” roll for up to 3 Fg units if an operational Air Base is present.
    Gives +1 Attack or +1 Defense to 1 Tactical Bomber if paired 1:1 with.
    SBR/TcBR Attack @2, Defend @2, or even defend @3 for up to 3 Fgs if an operational Air Base is present.
    Can hit submarines without ASV.

    TACTICAL BOMBER A3-4 D3-4 M4 Cost 9
    hits enemy’s planes on a “1” roll,
    Gets A4 or D4 when paired 1:1 to a Fighter unit or when there is no enemy’s aircraft.
    Gives +1 Attack/defense to any Tank unit paired 1:1
    Both bonus can work at the time.

    SBR/TcBR attack @1,
    Allowed to do escorting mission for StBs without doing TcBR on AB or NB,
    Cannot do interception mission on defense,
    TcBR damage: 1D6.
    Can hit submarines without ASV.

    This make for 8-9-10 IPCs Aircrafts.


Log in to reply
 

Suggested Topics

  • 6
  • 3
  • 10
  • 7
  • 12
  • 29
  • 5
  • 20
I Will Never Grow Up Games

53
Online

13.4k
Users

33.8k
Topics

1.3m
Posts