House Rules from Game Master


  • I think this variant will work as well!
    Commando Frogmen
    Italy was the first nation to use frogmen and human torpedoes. This secret naval weapon did a great deal of damage to the Royal Navy in the Mediterranean.
    Each turn one of your submarines may target specific enemy ships, attack only. This submarine hit on a die roll of 3 or less.


  • Whats frogmen used in battles or more like small tactical operations?

    In the latter case it would happen more like rockets rather than a combat bonus.

    Should the number of frogmen be proportional to submarines, surface ships, or infantry in the Mediterranean?
    Probably a range of 1? Since we don’t expect the frogmen to swim too far.


  • @tekkyy:

    Whats frogmen used in battles or more like small tactical operations?

    In the latter case it would happen more like rockets rather than a combat bonus.

    Should the number of frogmen be proportional to submarines, surface ships, or infantry in the Mediterranean?
    Probably a range of 1? Since we don’t expect the frogmen to swim too far.

    Human torpedoes were launched to attack enemy ships in harbour. Speed 3-4 knots and manned by two frogmen. These attacks were mostly launched from submarines. That is why I restricted it to one sub per turn. these attacks were very successful and hence the increased attack ratio! These attacks were henced copied by UK and Germany due to the effectivness, hence no restriction to Mediterranean! Maybe one could say that the enemy ship must be in a sea zone next to land to be a fair game!


  • Its gonna be interesting to see how we model the timeline with NA (national advantages).

    Some NA may only come into effect from a certain turn.
    And maybe we adapt the system of choosing your NA later rather than at the beginning to be realistic.

    Some NA may only last a certain number of turns, due to enemy realising what is happening or develop counters.

    And then we’ve got copying of tactics to model.

    And then we’ve got all those ifs….say if UK didn’t develop radar, would Germany have?


  • Germany had radar letter in the war both air and naval.

    In phase two we may apply a structure to turns to assign a timeline to the game in order to get things correct with respect to when certain events can occur.

    I think 6 month turns are the correct “distance” to assign thus:

    1. JANUARY-JUNE 1942         
    2. JULY-DECEMBER 1942
    3. JANUARY-JUNE 1943
    4. JULY-DECEMBER 1943
    5. JANUARY-JUNE 1944
    6. JULY-DECEMBER 1944
    7. JANUARY-JUNE 1945
    8. JULY-DECEMBER 1945

    or you can do this:

    1.  January - April 1942
    2.  May-August 1942
    3.  September -December 1942 
    4.  January – April 1943
    5.  May –August 1943
    6.  September-December 1943
    7.  January - April 1944
    8.  May-August 1944
    9.  September-December 1944 
    10. January – April 1945
    12.  May –August 1945


  • The game becomes more rigid with certain timelines and restrictions to those. I am on the other side here, lareger variations and game flexibility!


  • Germany had Already Radar in place to defend the “Atlantic wall” in Early 1941, long before “Barbarossa” would begin… So Radar shouldn’t be a UK advantage at all in a 1942 scenario. Only in a 1939…

    We are working here on a Historical edition for A&A, so for this game timelines are essential and therefore more important then game flexibility, IMO.


  • Its about a balance between historic simulation and historic replay.
    The former being complex, the latter being restrictive.


  • I second Micoon in that regard… Historical version requires a historical timeline… its only purpose is to draw relationships for realistic events as they occur. Its not anything more than a guideline anyway.


  • @Micoom:

    Germany had Already Radar in place to defend the “Atlantic wall” in Early 1941, long before “Barbarossa” would begin… So Radar shouldn’t be a UK advantage at all in a 1942 scenario. Only in a 1939…

    We are working here on a Historical edition for A&A, so for this game timelines are essential and therefore more important then game flexibility, IMO.

    Germany had short wave radar only, hence did not pick up a signal on airplanes being long away and the warning was too late sometimes!

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