• Customizer

    Ostruppen:

    To counter Soviet conscripts, the Germans may recruit 1112 anti-Soviet infantry units in occupied Russia.

    One unit per OS territory under German control. Place each unit in the earning tt.

    https://en.wikipedia.org/wiki/Russian_Liberation_Army

    USSR should start with heavy tank technology (KV1).

    https://en.wikipedia.org/wiki/Kliment_Voroshilov_tank

    Possibly also France.

    Have you considered anything along the lines of 1914 tank rules for heavies?


  • To counter Soviet conscripts, the Germans may recruit 1112 anti-Soviet infantry units in occupied Russia.

    One unit per OS territory under German control. Place each unit in the earning tt.

    https://en.wikipedia.org/wiki/Russian_Liberation_Army

    Germany recruited a number of divisions under the Anti Comintern pact that many European nations wanted to stop any spread of communism. I think these are “absorbed” into basic German infantry, which represent corps or armys and not divisions.

    The Tech thing you got a point, and i may just give certain techs during the game and this needs to be balanced and playtested first. I cant just give the Russians heavy tanks and not give the axis something to balance it out.

  • '18 '17 '16

    Be sure to give some thought as how to transport heavy tanks as well because they were not easy to move. In my Heavy Tank HR you can only fit one onto a transport by itself and they don’t take part in an amphibious assault because there is no way you could unload one of those beasts and fight at the same time. They could only land on a non combat move. Trains are similar with them taking up 2 spots on the capacity. I limited them to only 1 per space and only built on major complexes to make them scarce as well they should be.


  • Yea that makes sense, will need to make some adjustments

  • Customizer

    Suggestion: 3 weights of tank:

    Light: 2-2-1 (blitz)

    Medium 3-3-1 (blitz)

    Heavy 4-4-1 (absorb/deflect 1 enemy tank hit)

    Each power would start at a certain level and be able to pay to upgraded one level:

    Heavy: USSR, France

    Medium: Germany, USA, UK?

    Light: Italy, Japan, Anzac, some neutrals; Sweden?

    None: China

    The importance of upgrading tanks depends on the power; Germany will need heavies to counter the Soviet armour, USA may prefer to mass produce mediums, Italy can scarcely afford to upgrade, while Japan may not feel the need for more than light tanks if it’s mainly fighting unarmoured Chinese.


  • Light: 2-2-1 (blitz)

    Medium 3-3-1 (blitz)

    Heavy 4-4-1 (absorb/deflect 1 enemy tank hit)

    What they all move 1 now?

  • Customizer

    I’ve never believed land units should have different movements. They all moved at the rate of their transport i.e. trains.

    So for all ground units one space only into combat, unlimited rail movement in non-combat.

    The blitz ability I listed is actually “breakthrough”, i.e. a 2nd move after a successful normal combat. This would mean players keeping mixed tank forces rather than all heavies.

    Of course it makes mech inf redundant, though you can use the pieces for “light armour”.


  • Ok your too far outside the box. Come back to our solar system.

    I’m not changing basic g40 game mechanics. These are house rules that add player options and flavor to the game without destroying it or changing it into another game.

    Focus of that and things that don’t destroy the game experience or play balance.

    I know you want a different game.

    I understand the benefit of rail movement, but under the proposed system it can be bombed and you need to buy rail to improve movement. Free rail anywhere in NCM would benefit the axis, especially Japan going to Europe/Africa

  • '18 '17 '16

    I have to agree with IL. There has to be some way of differentiating mobility between different types of units or we may as well just play Risk or Checkers. In the absence of of specific theatres where individual units can square off against each other, we are required to suspend our belief in reality that a tank can travel twice as far as a dude on foot over thousands of miles or the game would be pretty boring.


  • If you can build rail centers, players get a risk/reward thing going on that develops player options. They buy something and it benefits them, the enemy can negate them and it costs them using as bomber which in turn costs the enemy the use for another purpose he did not intend.

    If i did this “stop land units moving two spaces” you disrupt all currently known strategy…basically invalidate it with one sentence, then you make combat moves problematic because tanks are usually behind the front lines because they move two and they are protected behind the front lines ( in the case of the German-Russo conflict). With your idea the whole panzer army needs to be on the front line and have lost the options to move north or south two spaces, and just have to fight whats next to them. You with that rule ruined the game. thanks.

    It appears you never played global 1940?

    Just please stick to the actual rules and find a pretty idea that adds to what players can do in the game that was not already accounted for.

    How about an idea regarding neutrals? or Tech changes to alter SBR raids ( perhaps jet fighters taken in as escorts fire at 2?)  ?  ?

    Something from that mind, that generally smart mind you have…

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