AARHE: Phase 3: Revised NA's


  • OK bomber. thats it good.

    So we done with UK NA’s?

    we still have to do japan and USA.

    do i post japan?


  • yeah


  • United Kingdom National Advantages (Revised list)

    1. Radar
    Britain’s radar alerted it to the threat of German planes crossing the channel.
    UK owned antiaircraft guns in England and East Canada hit air units on a roll of 1 or 2.

    2. Enigma Decoded
    Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
    Once per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly sea zone being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a sea zone being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a non-combat move. If your units survive, they remain in the space to which they were moved.

    3. French Resistance
    France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
    Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn.

    4. Commonwealth Troops
    The British Commonwealth Troops served in all theatres in World War II–from Europe to North Africa to South-East Asia and the Pacific.
    During your mobilize new units phase, you may place one of your infantry for free in Australia, Eastern Canada and India if you control it.

    5. The Royal Navy
    Place 1 free Destroyer off the coast of Eastern Canada, Egypt, South Africa, India, Australia or UK if you own the land territory, during the Mobilize Units Phase of this turn only. You may place the destroyer even if the sea zone is enemy-occupied.
    -Your destroyers cost 1IPC less.

    6. Allied Resistance
    France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
    Once per game, if the Allies control Western Europe, Eastern Europe, and/or Norway, you may place two of your infantry there for free during the mobilize new units phase of your turn.

    7. Colonial Garrison
    World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
    You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

    8. Flying Boats
    The Lend-Lease Act gave Britain PBY Catalina flying boats, which were handy because they could help spot submarines in the water.
    Your bombers can add a +2 modifier for sub search.

    9. Battlecruisers
    The HMS Hood, an Admiral class battlecruiser, had the firepower of a battleship while still having the speed and armor of a regular cruiser.
    Your battleships may move 3 spaces.

    10.Chindits
    One British infantry in Asia can be allocated as Chindits per turn. These units attack at 2 and defend at 2 and have a unique movement of 4 spaces. They can move 2 spaces in the combat movement phase and fight and also move two additional spaces in non-combat. They may even move thru themy positions and attack interior units and sabatoge them with the ability to move back to your own lines during NCM.

    11. Burma Road
    UK can send 3 IPC of aid per turn resulting in the creation of one infantry in china. The UK player must have control of India plus at least one of the following must be controlled for the allies: Sinkiang,China, Manchuria,Kwangtung, or French Indo-China.

    12. Home Guard
    Once during the Game if the UK is attacked by land units, you may place 3 INF for free there. Before Conduct Combat Phase.

    13. Escaped Armies
    After Germany invaded most of Europe, several Army divisions of namely Poland, France and Greece escaped to fight another day, while their goverments capitulated. Once during the game you may place 3 INF for free, of which 2 INF in the UK and 1 INF in Egypt. (if in controll of those territories)

    14. Pathfinder Force
    In August 1942 the RAF founded the Pathfinder Force (PFF) to get better results with strategic bombing raids. Equipping them with the newest technologies and materials. Your Bombers gain a +1 IPC hit on Strategic bombing raids. Example: when throwing a 3, it counts as a 4.

    15. Tank busters
    In the dessert war, the British equipped their Hawker Hurricane fighters with dive bombs and later rockets to attack and destroy enemy armor. These proved to be highly effective.
    Your FIG receive a plus 1 increment in the first round of Ground combat. ( This does not count for Air combat)

    16. Canadian air support
    During World War II, approximately 16,000 aircraft, including Lancaster and Mosquito bombers, were built in Canada. Once during the game if you controll Eastern Canada, you may place 1 Bomber for free there.


  • Do we keep it at 16 or will nb. 6 or 13 or even 9 be skipped from the final list?


  • And yeah, post the Japan NA’s  :wink:


  • doesn’t matter
    not doing 16 for each country


  • I know that, but question is, are the all in?  But fine, they are all in!


  • yes up next japan…


  • Japan National Advantages

    1.  Tokyo Express
    The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
    Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

    2.  Kamikaze Attacks (revised)
    A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
    You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

    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.
    Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

    4.  Super Dreadnoughts (replace Lightning Assaults)
    Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
    Your battleships attack (imply shore bombardment) and defend on 5.

    5.  Dug-In Defenses (revised)
    The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
    All your infantry on islands are immune to shore bombardment and defend on a 3.

    6.  Banzai Attacks
    A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
    When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.

    7. Kaiten Torpedoes
    At the start of a sea attack, the Japanese player designates up to two of his submarines as Kaiten.
    -In the first cycle of combat, Kaiten hit in the Opening Fire step of combat (meaning, their casualties cannot hit back) - each Kaiten specifies one specific enemy sea unit which it tries to hit (two Kaiten could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd Kaiten may attempt to destroy the secondary target). Kaiten hit on a 3 in attack and defense (4 in attack with Super Subs). Enemy units cannot hit Kaiten! Instead, they automatically die after the first cycle of combat, whether they have hit or not.
    -Kaiten are still subject to destroyer detection. If detected, must first kill a DD first before getting a chance at the primary target.
    -You are limited to 2 Kaiten per TURN.
    -When declared, place 1 free submarine in either sea zone 60 or 61 during the Mobilize Units phase of this turn only. You may place the submarine even if the sea zone is enemy-occupied.
    -Your submarines cost 1IPC less.

    8. Naval Advantage
    When declared, Japan is given a free 16IPC (i.e. 4 free Minor Tech rolls), which must ALL be used towards developing Minor Tech. IPC’s not spent, or unable to be spent (e.g. Delayed NA) this turn, may be carried over, but must still be used for Minor Tech.

    Japan National Advantages

    1.  Tokyo Express
    The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
    Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

    2.  Kamikaze Attacks
    A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
    You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

    3.  Long Lance Torpedoes
    The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
    Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

    4.  Super Dreadnoughts
    Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
    Your battleships attack (imply shore bombardment) and defend on 5.

    5.  Dug-In Defenses
    The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
    All your infantry on islands are immune to shore bombardment and defend on a 3.

    6.  Banzai Attacks
    A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
    When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.

    7. Naval Advantage
    The Japanese Imperial Navy ruled supreme at the Pacific before the Battle of Midway. They had supercarriers, super submarines, battlecarriers, and Shinyo suicide boats.
    -Your aircraft carriers can carry an additional 1 fighter.
    -Your submarines and battleships may carry up to one fighter.
    -At the start of a sea attack, you may designate as many of your transports as suicide boats. In the first cycle of combat, suicide boats hit in the Opening Fire step of combat (meaning, their casualties cannot hit back)–each suicide boats specifies one specific enemy sea unit which it tries to hit (two suicide boats could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd suicide boats may attempt to destroy the secondary target). Suicide boats hit on a 3 in attack and defense (4 in attack with Super Subs). Enemy units cannot hit suicide boats! Instead, they automatically die after the first cycle of combat, whether they have hit or not.

    8. Mounted Infantry
    A mixture of horses and tanks was common in the Imperial Army.
    Your infantry may move 2 spaces. However, they still may not blitz.

    9. Guerrilla Tactics
    Japanese infantry operated well on forests because they employed guerrilla tactics.
    Your attacking infantry and tanks fire on the Conduct Opening Fire Step of combat during the first cycle.

    10. Imperial Guard
    The Japanese Imperial Guard were elite soldiers that protected the Emperor. They were also used for military operations on a limited basis.
    Once per game, if your capital gets attacked by at least one ground unit, you may place 2 infantry there before the Conduct Combat Phase.

    many of these are the same or similiar. Im just posting what i got from old files.

    I would like to change super battleships to allow the super battleship hits to immediatly sink any targeted ship it strikes.

    Normally under our system BB is preemtive and it can select what it hits. But for this NA id like to add the benifit that it kills even the two hit ships with one hit.


  • Japan National Advantages (Revised list)

    1.  Tokyo Express
    The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
    Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

    2.  Kamikaze Attacks
    A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
    You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

    3.  Long Lance Torpedoes
    The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
    Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

    4.  Super Dreadnoughts
    Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
    Your battleships attack (imply shore bombardment) and defend on 5. Attacker selects target, hits are preemptive and destructive. Even 2 hit targets are immediately destroyed.

    5.  Dug-In Defenses
    The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
    All your infantry on islands are immune to shore bombardment and defend on a 3.

    6.  Banzai Attacks
    A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
    When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry.

    7. Mounted Infantry
    A mixture of horses and tanks was common in the Imperial Army.
    Your infantry may move 2 spaces. However, they still may not blitz.

    8. Shinyo suicide boats
    At the start of a sea attack, you may designate as many of your transports as suicide boats. In the first cycle of combat, suicide boats hit in the Opening Fire step of combat (meaning, their casualties cannot hit back)–each suicide boats specifies one specific enemy sea unit which it tries to hit (two suicide boats could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd suicide boats may attempt to destroy the secondary target). Suicide boats hit on a 3 in attack and defense. Enemy units cannot hit suicide boats! Instead, they automatically die after the first cycle of combat, whether they have hit or not.

    9. Guerrilla Tactics
    Japanese infantry operated well on forests because they employed guerrilla tactics.
    Your attacking infantry and tanks fire on the Conduct Opening Fire Step of combat during the first cycle.

    10. Imperial Guard
    The Japanese Imperial Guard were elite soldiers that protected the Emperor. They were also used for military operations on a limited basis.
    Once per game, if your capital gets attacked by at least one ground unit, you may place 2 infantry there before the Conduct Combat Phase.


  • I deleted doubles, and the Naval advantage and Kaiten. They where either covered by the AAHE rules or just to much. I did however made a separate NA for the suicide boats.

    Shoot… :wink:

    And let us think on 5 to 6 more…


  • again we have the national unit as the first (default) NA

    Patriotism
    Once per turn, three INF (infantry) can be purchased and placed in Japan for 5 IPC.

    Super Dreadnoughts
    Currently BB (battleship) hits ARE preemptive but NOT selective. However hits always go to CV/BB first.
    This NA kill 2-hit unit is good. But I think still hit on a 4 or less or just too powerful.
    I mean kill 2-hit unit and hit on 5 makes them 250% fire power as Allies.

    Banzai Attacks
    China would be toast. Some ideas related to realism.
    *Both attack and defense
    *Higher casualties
    *No retreat

    Guerrilla Tactics
    Only in certain territories in Asia/Pacific with forests.

    Kaiten torpedoes
    Don’t have to be too powerful.

    Kaiten torpedoes had bad range. Submarine had to be closer to enemy ship before firing. There was poorer survival rates for submarines using them.

    SS (submarine) can choose to use kaiten torpedoes in first cycle of combat. Its attack and defense increases by 1 but once detected ASW attack value against it increases by 1.


  • Patriotism
    Once per turn, three INF (infantry) can be purchased and placed in Japan for 5 IPC.

    +++++ thats a good one

    Super Dreadnoughts
    Currently BB (battleship) hits ARE preemptive but NOT selective. However hits always go to CV/BB first.
    This NA kill 2-hit unit is good. But I think still hit on a 4 or less or just too powerful.
    I mean kill 2-hit unit and hit on 5 makes them 250% fire power as Allies.

    +++++OK keep it at four but with all the goodies… and add a three hit Battleship. That would be great!

    Banzai Attacks
    China would be toast. Some ideas related to realism.
    *Both attack and defense
    *Higher casualties
    *No retreat

    Guerrilla Tactics
    Only in certain territories in Asia/Pacific with forests.

    +++++ yes this would be islands and a few territories around FIC

    Kaiten torpedoes
    Don’t have to be too powerful.

    ++++ i dont really even like Kaitens. they are marginal.

    Kaiten torpedoes had bad range. Submarine had to be closer to enemy ship before firing. There was poorer survival rates for submarines using them.

    SS (submarine) can choose to use kaiten torpedoes in first cycle of combat. Its attack and defense increases by 1 but once detected ASW attack value against it increases by 1.


  • Patriotism is good, but it is the standard  National unit form this list;

    Germany (VII Submarine) = Once per turn per IC, 1 SS can be purchased and placed there for 6 IPC provided no surface naval units are purchased there.

    Italy (Regia Marina Italiana) = Once per turn, you may purchase and place one naval unit in Italy for 2 IPC less than cost.

    Japan (Patriotism) = Once per turn, 3 INF can be purchased and placed in Japan for 5 IPC.

    USSR (T34 Tank) = Once per turn, 2 ARM can be purchased and placed in Russia for 8 IPC.

    UK (Spitfire Fighter) = Once per turn, 1 FTR can be purchased and placed in United Kingdom for 8 IPC.

    US (Essex Carrier) = Once per turn per IC, 1 CV can be purchased and placed there for 14 IPC.


  • Japan National Advantages (Revised list)

    1.  Tokyo Express
    The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
    Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Your destroyers can also conduct shore bombardment (using an attack of 2) in an amphibious assault.

    2.  Kamikaze Attacks
    A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
    You may make six Kamikaze attacks during the game for free. Kamikazes are not represented by a unit, hence a Kamikaze can not be taken as a casualty. Use a die to keep track on how many Kamikaze remain to be used. These attacks may be launched if an Allied player move ships within 2 sea zones from Japan, after all combat movement has been completed. Kamikaze may target specific enemy ships, except for submarines. They attack on a roll of 2 or less during the opening fire step of the first cycle of combat only. Before you rolls dice to launch a Kamikaze attack, you must announce the target(s) and how many Kamikazes that are participating. If a Kamikaze is used during an allied combat phase this counts as a naval battle and will prevent all ships in that sea zone from conducting shore bombardment.

    3.  Long Lance Torpedoes
    The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
    Your submarines attack on a 3 (4 if you have the Super Submarines development) in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

    4.  Super Dreadnoughts
    Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
    Your battleships still attack (imply shore bombardment) and defend on 4, but take 3 hits to sink and selects target. Hits are preemptive and destructive. Even 2 hit targets are immediately destroyed.

    5.  Dug-In Defenses
    The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tactic included bunkers and pillboxes connected by tunnels.
    All your infantry on islands are immune to shore bombardment and defend on a 3.

    6.  Banzai Attacks
    A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
    When you begin an attack with only infantry, all those infantry attack on a 2, on the first round of combat only. This also applies to any amphibious assault in which all your attacking units in the land combat (other than those conducting shore bombardment) consist of only infantry. However they may not retreat.

    7. Mounted Infantry
    A mixture of horses and tanks was common in the Imperial Army.
    Your infantry may move 2 spaces. However, they still may not blitz.

    8. Shinyo suicide boats
    At the start of a sea attack, you may designate as many of your transports as suicide boats. In the first cycle of combat, suicide boats hit in the Opening Fire step of combat (meaning, their casualties cannot hit back)–each suicide boats specifies one specific enemy sea unit which it tries to hit (two suicide boats could specify the same target unit, and may declare a secondary target, so if they both target the same thing and the first one hits, the 2nd suicide boats may attempt to destroy the secondary target). Suicide boats hit on a 3 in attack and defense. Enemy units cannot hit suicide boats! Instead, they automatically die after the first cycle of combat, whether they have hit or not.

    9. Guerrilla Tactics
    Japanese infantry operated well on forests because they employed guerrilla tactics.
    Your attacking infantry and tanks fire on the Conduct Opening Fire Step of combat during the first cycle. Only applicable on Paciffic Islands and the territories of French Indo China, China, Kwantung and India.

    10. Imperial Guard
    The Japanese Imperial Guard were elite soldiers that protected the Emperor. They were also used for military operations on a limited basis.
    Once per game, if your capital gets attacked by at least one ground unit, you may place 2 infantry there before the Conduct Combat Phase.

    11. The Indian National Army
    The Indian National Army (I.N.A) or Azad Hind Fauj was the army of the Arzi Hukumat-e-Azad Hind (The Provisional Government of Free India ) which fought along with the Japanese 15th Army during the Japanese Campaign in Burma, and in the Battle of Imphal, during the Second World War.
    Once during the game when you launch an attack on India, you may place 2 INF for free on the battleboard.

    12. East Wind Rain
    “East wind, rain” was the coded Japanese radio message that launched events leading to the sneak attack at Pearl Harbor December 7th 1941.
    Japanese attacks against any American fleet units gain a +1 modifier for one turn.

    13. The Kantokuen Plan
    To keep the true reasons secret, the build-up was called the “Special Maneuvers of the Kwantung Army,” or KANTOKUEN for short. The 400,600 troops in the Kwantung Army were suddenly stepped up to over 700,000, and some billion Yen in military funds were expended only upon KANTOKUEN. Such maneuvers was realizing during July-August 1941,at time when the Red Army was desperately struggling against German Invasion were perceived as real threats: assessments that the U.S.S.R. would have been defeated had the Japanese attacked at this time, retrospectively frightened the Soviet government and helped build the image of a treacherous Japan as well.
    Japanese attacks against Soviet units in territories adjacent to China or Manchuria get a +1 modifier in the opening round.

    14. Greater East Asia Co Prosperity Sphere
    The Greater East Asia Co-Prosperity Sphere concept was an attempt by Japan to create a self-sufficient “bloc of Asian nations led by the Japanese and free of Western powers”.
    For every British territory captured in asia, the japanese recieve double income for the first turn of conquest.

    15. Tiger of Malaya
    General Tomoyuki Yamashita (November 8, 1885 – February 23, 1946) was a general of the Japanese Imperial Army during the World War II era. He was most famous for conquering the British colonies of Malaya and Singapore, earning the nickname The Tiger of Malaya.
    Japanese forces fighting in land battles against British in Asia gain a +1 combat modifier.


  • Ok, i changed a few lines, and added 5 more. 4 of them have been posted earlier by IL.


  • Ahh yes good show… i forgot about those… they are very good NA’s indeed.

    so those 15 look good any further objections?


  • For me, no objections. I think we have a fine list for Japan!  Let’s see what Tekkyy Thinks…  But his first comments have more or less been adjusted…

    Maybe we can already start with the U.S. ?


  • Patriotism
    oh dear, I am seeing short term memory from you lately
    how many projects are you working on atm Imperious?

    Super Dreadnoughts
    Yeah 3-hits BB is about right.

    Guerrilla Tactics
    If China is included Kwantung would be too.

    12-15
    At least a one sentence on historic background would be good.

    The Kantokuen Plan
    Needs to be changed as land units’ hits are not selective.
    Maybe more like place 3 INF at Manchuria?

    Tiger of Manila
    Seems a little sketchy to me.


  • In the British NA’s 4 and 7 are the same, colonial garrison. I know i am late but i just noticed it. I also think 9 Battlecruisers should be eliminated. The Commonwealth should be added from AARe.

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