House Rules from Game Master


  • Hold on i am playtesting your other ideas now… ill get back dont worry.


  • Mass Production
    This rule imply that increased production allow reduced cost, except for infantry and industrial complexes. The unit’s basic price is reduced for every unit purchased after the first two units (first unit for battleships) of the same type in the same turn. The basic price is reduced by; 1 IPC for antiaircraft guns, artillery and tanks; 2 IPCs for fighters, submarines and transports; 4 IPCs for bombers and destroyers; 8 IPCs for aircraft carriers; 10 IPCs for every battleship purchased after the first unit. This rule also imply that any IPCs that remain after the players Purchase Units phase are lost to the bank, hence no player may save IPCs.

    OK to sum up: quantity discount……Naw im against this as it just adds a “filter” of something that does not add to the “fun” factor. I would consider something like 2 infantry for 5 dollars for russia, and germany, of a discount on destroyers for UK… something that reflects the nations historical ability to churn out units at a greater rate than others… also something like cheap uboats for germany would be a good idea…


  • @Imperious:

    OK to sum up: quantity discount……Naw im against this as it just adds a “filter” of something that does not add to the “fun” factor. I would consider something like 2 infantry for 5 dollars for russia, and germany, of a discount on destroyers for UK… something that reflects the nations historical ability to churn out units at a greater rate than others… also something like cheap uboats for germany would be a good idea…

    The reason for these kind of NAs you are talking about were mass production! If England would have put all money in a new submarine program, there submarines would have been mass produced, hence cheaper! By using my rules it becomes more flexible to each player to choose strategy!

    More over the discount increases progresively with the price of the unit - for 70 IPCs of tanks (14 tanks at basic price) one only gets a discount of 12 IPCs were as for 72 IPCs of battleships (3 battleships at basic price) one gets a discount of 20 IPCs! Since air and navy is more axpensive than land units, it favors these more expensive units. However it is a hard bet to go for only destroyers or fighters one turn, so there should be a premium to take that risk. Above that, this new rule also imply that no player can save IPCs to next turn! You should really try it for a game and you will see that it is not as bad at all, it is really an extra “fun” factor!  :wink:


  • By using my rules it becomes more flexible to each player to choose strategy!

    Yes but they pursue ideas that historically the “mind set” would not allow… ITs a fact that Germany pursued a strategy of building alot of subs, because they could not compete with england with surface vessels… so the logic follows that “subs” should be cheaper…Germany didnt build make as many planes as either uk, soviets , or USA because their production was never geared up for this and probably could not be in the time frame of the war… so germany should not have the ability to gain a "quantity"discount on planes…What you want is “everything for everybody” but in respect to price breaks on builds, while i maintain each nation should have historical costs on builds based on its proven propensity to accumulate those forces… But THAT ENTIRE idea is only what should be done IMO IF you play with such rules… IMHO this kind of rule tends to create another “filter” of rules that people have to sort thru and may not provide the “fun factor” thats worth its cause…IT may have to be combined with other ideas in order to gain this “fun factor”… possibly adding what i call “manpower limitations” which limit infantry builds ( this is a rule from another game of mine). Ill post it if you like… Note: im still looking at your other ideas and will comment soon.


  • @Imperious:

    By using my rules it becomes more flexible to each player to choose strategy!

    Yes but they pursue ideas that historically the “mind set” would not allow… ITs a fact that Germany pursued a strategy of building alot of subs, because they could not compete with england with surface vessels…

    Well Impy I think you are wrong and right. Wrong about that Germany could not compete with England with surface vessels. Germany didn’t build a great navy because Hitler did not want to, but never the less they got the resources to compete with England at the time. Hitler chose the Eastern front and since the resources were not endless, there were less over for a navy at that time.


  • Germany didn’t build a great navy because Hitler did not want to, but never the less they got the resources to compete with England at the time.

    I’m sorry that is not correct… The war was not to start until 1944 at the earliest, while the German Kreigsmarine completed its Z-plan. In fact Italy’s signing of the “pact of steel” was predicated on this because she would not be ready until this time for a general war… But in fact Hitler “saw his window” of time slipping… did he persue the war in 1939 with Poland… But the reality was Germany had not the mind set AT THIS TIME to build a large surface fleet. Thats why the U-boat fleet was an appropriate “fix” to compete with england on its own terms.
       This is all to look up in Shirers "Rise and fall of the third reReich|_

    Hitler chose the Eastern front and since the resources were not endless, there were less over for a navy at that time.

    No he choose to invade the Soviet nation as a means to 1) gain its resources and fulfill his original plan from Mein Kampf and 2) the further isolate England and its ability to wage war. A successful conclusion to a war with the Soviet Union would basically: “give UK no hope to continue the fruitless war” and allow it to conclude a peace aggrement… as you may know Hitler had no interest in destroying the english culture… he respected its contribution to mankind and its achievements… This has alot to do with them being “anglo-saxons” which were of a higher value in the scale of cultures according to his thinking.
    It had little to do with resources… do you not remember that he demobilized 40 divisions after the fall of France? Those would have been better suited for his attack on Soviets. Secondly, he anticipated another “war on the cheap” and thats why he didnt commit his nation to a full war time mobilization until after 1942 (stalingrad)… at this point he felt he really needed the “resources” but by then it was too late… He was a victum of his own sucess and it resulted in his downfall.


  • Air Interception
    The regular antiaircraft gun unit is dismissed and replaced by a an artillery unit and the Air Interception rule. This rule says that if a battle includes air units from each side, then an air-to-air combat always takes place during the opening fire step of the first cycle of combat only. Roll one die for each attacking and defending air unit, they are considered to fire simulanteously. Roll for attacking air units before defending air units. Fighters hit on a 3 and bombers on a 1, apply to both attacking and defending figthers and bombers. For each hit the enemy must pick a bomber or a fighter as a casualty, as long as any air units remain. Any surviving air units may then engage in a regular land combat or naval combat during the second cycle of combat. This rule doeas also apply to Strategic Bombing Raids, were any surviving bombers may conduct a SBR during the attacking units fire step.

    This is something i posted a long time ago… its time to repost:

    AIR UNIT CAPABILITIES

    During a country’s turn, each nation’s air units may participate in either one, but only one, Ground Movement and Combat. Air units may escort bombers, or they may escort bombers or move to attack a territory, provide defensive air support (DAS) to ground units under attack within flight range or strategically bomb an IC during Ground Movement. The country’s air units return to land during Returning Air Movement segment of the combat phase. During the base change sequence, air units may move again to change bases but cannot land in just-captured territory. Defending air units can be used once per turn for air interception, or defense of attacked territories.

    Interception of Air Units (Counter air):
    During your opponents turn, your fighters may intercept and may fire at moving enemy air units in range of their territory during the combat movement phase. The maximum range of interception is two territories distance from the enemy air units. One round of air interception combat occurs in any territory or sea zone that is within the two-space range of the enemy air units. Your Intercepting air units are using their attack values, while the planes from the phasing player are defending. The planes performing the interception must now move back to their original territory. Following interception combat, the active player’s remaining planes are simply moved to conduct their originally intended attack. No air interception can take place during returning air movement, non-combat movement or during air base changes.

    Air Interdiction of Ground Units:
    Each Bomber can attempt to stop the movement of units out of a given territory. For each Armor, or Artillery unit that attempts to leave the territory is subject to a roll of one D12. A roll of 1 and the unit is destroyed. A roll of 2-3 and the unit may not leave the territory that turn. Air units that move out of territories where Artillery units reside are subject to being fired upon. Also a player can call in for one round of air interception combat (if he has planes in range) in an attempt to destroy enemy planes used for this purpose.

    Close Combat Ground Support:
    The use of planes to support ground attacks is a basic use of airpower. Each Fighter or Dive-bomber can aid one armor class two unit with a +1 attack modifier at a 1/1 basis. Defending ground units can call on DAS if they have fighters in range (see below).

    Defensive Air Support:
    During Ground Combat Resolution, defending air units (including bombers) may move to an adjacent territory within flight range to participate in the defense of friendly ground units being attacked. At the end of ground combat resolution, surviving Defensive Air Support (DAS) units must return to their original land territory, if possible.

    Strategic Bombing of Industrial Complexes
    Each player can bomb enemies Industrial Complex as follows: 1) each bomber (and possible escorts) moves over a targeted IC. 2) The defending player can fire preemptive artillery shots on each plane and/or he can call in defensive air support for one round of air combat. 3) Each surviving bomber rolls one D12 with the result equaling the number of IP that is lost from defending players next turn. When you attack/perform SBR attacks you take of the money from those nations IP balance. When they count the economic basis for determining how much money they receive it is then accounted from their IP levels. An IC may lose more IP than its printed value.

    Fighter Escort:
    Fighter may accompany moving bombers or naval units as far as their range allows them and participate in air interception combat, but they may only enter two sea zones to the target territory and two sea zones when returning from the target territory. Escorting fighters may escort either naval units or bombers (not both) and may not attack naval units or a territory during the same turn they escort bombers or naval units.

    Strategic Air Defense:
    Directly before strategic bombers roll for damage on an Industrial Complex or Oil Center, defending fighters and artillery in the territory may defend against bomber (and their escorts, if any) with one round of combat. Defending artillery has a first-shot preemptive attack against each attacking air unit. The strategic bombers and their escorts can only target defending fighters (and not any ground units). Any surviving bombers may then bomb the city / oil center.

    Combat Air Patrol:
    During the Non-Combat phase, you may establish Combat Air Patrol (CAP) by moving Carrier based planes into sea zones up to two sea zones ahead of Carrier units. Simply move these air units to an empty sea zone. They remain in this sea zone until the following turn. Any enemy naval units (except Subs) that move into this sea zone must now stop and engage the CAP and a battle will then be fought. An enemy player must move planes to engage the CAP in combat before any ships or planes can move out of the sea zone or support an amphibious assault in the same zone. If enemy planes or warships attempt to move into a CAP controlled sea zone then The CAP planes gain a +2 modifier for the duration of naval combat rounds. During the following turns regular movement phase, remaining CAP planes must then land on the original friendly Islands or Carriers and can be then be sent that turn for additional missions. Carriers that dispatch planes for CAP cannot accommodate any additional planes because the CAP planes must return to their original Carriers. This is considered one mission during the active players turn. Units conducting attacks as CAP are considered the attacker even though it’s done on during your opponents turn.

    Coastal Defense:
    During Naval Combat Resolution, defending air units (including bombers) may move to an adjacent sea zone to participate in the defense of friendly naval units being attacked, or where defending naval units are conducting combat against enemy naval units that have ended their movement in the defender’s sea zone (including during amphibious assaults). At the end of naval combat resolution, surviving coastal defense air units must return to their original land territory, if possible. Air units may provide coastal defense even if the land territory they are from is under attack. They may provide coastal defense, defend the land territory, or provide strategic air defense; they may not do more than one. At the end of combat resolution, if the territory a defending air unit flew from is captured, the air unit must fly to the closest friendly territory within its flight range. If no friendly territory is available, the defending air unit is eliminated.

    Air Transport:
    Bombers can transport up to two infantry class units from one friendly territory to another. The transport path can be over either land or sea zones.

    Paratroopers:
    Only Paratroopers (regular or mechanized Infantry units only) can carry out such missions and a drop cannot be greater than two territories from any friendly unit. Bombers are the only units that can drop such units. And they cannot perform any other functions on the turn they drop Paratroopers. Note: each bomber per turn can drop no more than two paratroopers. Paratroopers must start out on the same space as the Bombers that carry them.


  • @Imperious:

    Hold on i am playtesting your other ideas now… ill get back dont worry.

    Well, you did only talk about history. Not playability, as I hoped!? :-(

    My intention for these rules are to find a broad fan club, and hence they should be easy to play and add to the original as optional! You know the story of family games :wink:

    I have red most of your rules and must say that they are over-ambitious - too much history and reality to the cost of playability. How many people do you think will play such a game, not so many in my opinion. I find it hard to find players to A&A as it is! More detailed rules like yours will only do in a computer game. As a board game RISK is outstanding - easy to play and a hell of fun factor. How come? I tell you, it is by the small things that brings a more strategic thinking to it. In RISK it is all aginst all, a bit of Diplomacy. And the use of mission cards was a splending add, but first as optional rules. Since one can not making pacts in A&A this flavor is lost. Instead the strategic thinking is more rational in A&A, and not so much talk about how is the biggest potential threat and promises not to attack if …. RISK is great because it is easy to play and have a very high strategic level, by the art of manipulating other players! A&A is great because it is rational, one can count on the odds, but the rules make it more complex than RISK. What do you think about the order cards used in A&A D-Day?


  • do you think will play such a game…?

    Currently the total is about 38-40 with about no fewer than 3 teams across the americas calling me with playtesting results… saying its better than axis and allies…Anyway we need your expertise in house rules for our historical version of revised… Please read the posts and jump in… especially with those NA’s i think well take all of them!


  • What do you think about the order cards used in A&A D-Day?

    well they facilitate having to read the rules… those rules of mine can easily be abstracted into cards or even rewritten in simple language… they do not in themselves create complications, because if you just read what they “do” its very simple to figure out whats going on… i admit they are wordy…


  • @Imperious:

    well they facilitate having to read the rules… I admit they are wordy…

    What about the revised Air Supremacy rule:

    Your fighters attack on a 4 if no enemy fighters are present or remain in combat.

    This modification will make aircover more important for the navy, just as in history. Don’t you like this one better?


  • Anderson can you PLEASE help us in out Historical edition… WE grant you partial authorship of the project. we need help with your game theroy on the NA’s and other ideas… please contribute!


  • @Imperious:

    Anderson can you PLEASE help us in out Historical edition… WE grant you partial authorship of the project. we need help with your game theroy on the NA’s and other ideas… please contribute!

    OK!

    What about this new tech?

    Railroads
    Your and all friendly land units may move 3 territories per turn only among territories in your powers color (no conquered territories).


  • @Imperious:

    Anderson can you PLEASE help us in out Historical edition… WE grant you partial authorship of the project. we need help with your game theroy on the NA’s and other ideas… please contribute!

    By the way I am just a casual family gamer, not an old school war gamer. ;-)


  • House rule for RISK:

    Combat Strength Bonus
    If one has a cavalry or artillery in their force that player gets a bonus; if the biggest unit is a cavalry one get to add +1 to the highest die roll and if the biggest unit is a artillery one get to add +1 to each die roll.


  • I have now updated my house rules!  :-D


  • did you get my Napoleon Wars ruleset?


  • @Imperious:

    did you get my Napoleon Wars ruleset?

    Yes, but have not red them yet! I will!


  • OK cool.


  • I have revised the NA “Long Lance Torpedo”. So far we have used this NA for submarines only. Perhaps it would be a better play to go for a modifier for destroyers, attack and defend  during opening fire step of combat during the first cycle of combat only! Subs were armed with a smaller versions of the Type 93 (Long Lance) torpedo that had a shorter range (5,000 to 12,000 meters), called Type 95 and 97. Hence I dont think the +1 modifier for submarines is right in a historical point of view. Neither do I think it is too powerful, not even in combination with the NA “Tokyo Express”.

    3.  Long Lance Torpedoes (replace Kaiten Torpedoes)
    The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
    During the first cycle of combat only (both attack and defense qualify) your destroyers fire in the opening fire step of combat.Any cassualties destroyed are removed from play, with no chance to counter-attack. In succeeding cycles of combat, your destroyers fire in the attacking units fire or defending units fire step of combat. This special ability is cancelled if enemy fighters are present.

    The Japanese Navy outfitted many of its destroyers and cruisers with the Type 93 torpedo. The long range, speed, and heavy warhead of the Type 93 gave these warships a formidable punch. The Type 93 had a maximum range of 40,000 meters with a 1,080 lb (490 kg) warhead. In comparison the 16 inch /L45 guns mounted on the then-current US Colorado-class battleships fired a 2,110 lb (957 kg) shell to an absolute maximum range of 39,600 yards (36,210 m). Practical ranges for both weapons were much shorter, but still fairly comparable overall. In early battles, Japanese destroyers and cruisers were able to launch their torpedoes from over 20,000 metres out at unsuspecting Allied ships that were attempting to close to gun range, expecting torpedoes to be fired at less than 10,000 metres, the typical range of that era. This weapon, coupled with the flexible night battle tactics practiced by Japan’s cruisers and destroyers, led to victory after victory in the early stages of the war. Only as American radar and gunfire control became increasingly sophisticated would the Japanese advantage in night battles begin to disappear, and even then a Long Lance-armed Japanese destroyer was still a thing to be feared.

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