A New Look on an Old Idea, Marines, Airborne, Partisans, Transport Planes, Amphibious Landings


  • The following are, I believe, new ideas on some existing rules. Some of this is original and some, like many House Rules, has been borrowed and adjusted from other ideas. Rip it apart, nothing is taken personal. These rules, except the Partisan Rule, work together and, I hope, brings some Historical Realism to the game while remaining balanced.

    Partisans – In a newly captured Victory City or Capital, the conquered nation may make up to 3 special attacks against the enemy in the occupied Victory City or Capital, rolling a 1 for a hit. This is at a 1:1 ratio. EXAMPLE: if a Victory City or Capital is taken by only 1 unit, or only one unit survives, regardless of value, then only 1 attack may be made, and so on. This occurs ONLY once and must be done during the conquered nation’s next turn. This situation will only occur for the nation it is originally owned by. For instance, If Germany were to capture Moscow and then Russia took it back, there would not be a Partisan uprising against Russia, in
    that case. One exception to this rule is Shanghai. If an Allied Nation captures this Victory City no Partisan uprising will take place, Shanghai is originally owned by the Chinese.

    Airborne – (A1-D2-M1)

    • Cost 16 IPCs/Division, 4IPC/Replacement.
    • Receive a +1 attack each combat round when conducting an Airborne Assault by a transport plane (1 per plane).
    • While moving in normal land combat they will be considered regular infantry.
    • Airborne units will not have an Artillery bonus while conducting an Airborne Assault, however, they will receive the Artillery bonus when conducting a normal attack, as they will be acting as normal Infantry in these cases.
    • If victorious, for the next round only, they will defend at a 3.
    • A maximum of 5 Airborne Divisions may exist, per country, on the board at a given time.
    • These units must be grouped together in “packs” of 4 individual units, to represent Divisions.
    • Once all 4 units of an Airborne Division are destroyed, the Division is destroyed and may not be replaced.
    • Divisions may not purposely weaken themselves to replace units in another Division.
    • Replacements may be purchased at 4 IPCs each. They may be utilized to replace lost units within an Airborne Division, up to 4. If, once purchased, the intended Airborne Division is destroyed before the new Airborne unit reaches its division, they may replace a unit in a different Division, if needed. If not needed they may be held in reserve on any friendly territory with a Airbase or Factory. They will act as standard Infantry for the purpose of defense, in this case. They will not have the defense bonus vs an Airborne Assault until they rejoin an official Airborne Division. They cannot attack when in reserve.
    • Reserves may not be bought until an Airborne Division needs a replacement. “Stockpiling” replacements is not allowed. If a replacement is already in reserve, it must be used before a new replacement is purchased.

    Marines – (A1-D2-M1)

    • Cost 16 IPCs/Division, 4IPC/Replacement.
    • Receive a +1 attack each combat round when landed as part of an amphibious invasion (2 per transport).
    • While moving in normal land combat they will be considered regular infantry.
    • If paired with Artillery or Self-Propelled Artillery, during an Amphibious Landing, starting from the 2nd combat round, they will attack at a 3, all Artillery will still attack at their normal level.
    • Marines defend at a 3, all the time, vs an amphibious assault, during the first round of combat.
    • A maximum of 5 Marine Divisions may exist, per country, on the board at a given time.
    • These units must be grouped together in “packs” of 4 individual units, to represent Divisions.
    • Once all 4 units of a Marine Division are destroyed, the Division is destroyed and may not be replaced.
    • Divisions may not purposely weaken themselves to replace units in another Division.
    • Replacements may be purchased at 4 IPCs each. They may be utilized to replace lost units within a Marine Division, up to 4. If, once purchased, the intended Marine Division is destroyed before the new Marine unit reaches its that division, they may replace a unit in a different Division, if needed. If not needed they may be held in reserve on any friendly territory with a Naval Base or Factory. They will act as standard Infantry for the purpose of defense, in this case. They will not have the defense bonus vs an Amphibious Assault until they rejoin an official Marine Division. They cannot attack when in reserve.
    • Reserves may not be bought until a Marine Division needs a replacement. “Stockpiling” replacements is not allowed. If a replacement is already in reserve, it must be used before a new replacement is purchased.

    Air Transports - (A0-D0-M4) – Cost 2 IPC. Necessary to deploy 1 paratrooper into a ground combat attack. Subject to air movement restrictions and AAA; follow sea transport rules for pick-up/drop-off and defense. When not being utilized for an Airborne Assault it may transport 1 Infantry, Marine, Airborne or Artillery unit.

    Amphibious Landings - Tanks attack at a 1 and Artillery cannot attack on the first round of combat when making an Amphibious Landing. If the combat lasts more than one round, they attack normally on all subsequent rounds. Artillery also cannot support Infantry, Marines or Airborne units, to raise their attack value to +1, on the first round of combat during an amphibious landing. Tactical bombers may not be paired with a tank to raise their attack value to 4 on the first round of combat when the tank unit is making an amphibious landing. Tactical bombers can, however, still be paired with fighters to receive the bonus. On the first round of combat all Land Technologies, an attacking Nation may have, are negated, except for Self-Propelled Artillery, which like Tanks, attack at a 1. Techs are activated and Self-Propelled Artillery attack normally on all subsequent rounds. Artillery can begin to support starting on the second round of combat. During an Amphibious Landing, and after the 1st round of combat, Marines get the stacked bonus of an Amphibious Assault and Artillery (if present), increasing their attack value to 3, until the end of that combat round.

  • 2023 '22 '21 '20 '19 '18 '17 '16

    Thanks for sharing these ideas; I’m always a fan of trying to more accurately represent the difficulty of amphibious landings and creating special units that can help players overcome that difficulty. People shouldn’t expect to be able to dump a thousand tanks onto an enemy-held beach with no special equipment and no loss of performance.

    That said, I’m really confused about what you mean by a “division” and why you’re asking them to go around in groups of 4 when you’re limiting players to 5 units of each type. If you can’t stockpile replacements, and you can’t form a second marine corps with the same country, then what the heck is the 5th unit for? Are you supposed to have 1 corps of marines and 1 detached division of marines? Why? What does that represent, and why are you using such a heavy hand to push players into adopting that structure? Am I even allowed to buy a single division of marines if I just want one, or am I required to spend 16 IPCs to purchase the whole four-division corps all at once? Or are you saying players can have 20 marines on the board, grouped into 5 divisions of 4 units each? What is the extra value added to the game by requiring players to think in terms of divisions and corps instead of just sticking with the A&A conceit that each plastic miniature is one “unit” of roughly comparable size?

    For Partisans, when exactly does the attack take place? If partisans knock out the last enemy occupier in, e.g., Stalingrad, then can the Russians land planes in Stalingrad? Can they produce new units in Stalingrad that turn? Does control of Stalingrad even go back to Russia automatically when the partisans win, or does knocking out occupiers just kill the occupiers, with no further effects? What are you hoping to accomplish with these partisan attacks – are you looking for a way to make capitals harder to take, or to nerf the offense in general, or is this just for the thematic value?

    For air transports, are you having each 2 IPC plane carry one unit, or a group of 4 units? If they’re carrying normal infantry, are they limited to non-combat moves? If so, are they limited to reinforcing territories that you already controlled since the beginning of the turn? Does the air transport land and stay in the territory itself and is it required to remain there after unloading for the rest of the turn? Just saying that air transports “follow sea transport rules for pick-up/drop-off and defense” isn’t clear enough because air transports, unlike sea transports, might be able to enter the same territory as their cargo.

    Have you thought about how the cost of air transport compares to sea transport? I usually prefer to make air transport much more expensive than sea transport to reflect the realities of 1940s economics/logistics and to encourage players to use limited amounts of air transport for bold or desperate operations, rather than to just avoid having a navy at all and moving everything by air. If you leave the cost of sea transports at 7 IPCs for carrying two units, that’s 3.5 IPCs/unit moved, whereas air transports only cost 2 IPCs/unit moved. It sounds like air units generally move at least as fast as sea transports and can move into inland territories and are somewhat easier to protect. I’m not sure why anyone would ever buy a sea transport if we use your rules.

    I’m curious to hear more of your thoughts, especially in terms of how you’re hoping to push the strategy and the logistics of the game. What kinds of battles do you want to see? What theaters would you like players to focus on or explore, and how will your new units make that happen?


  • prices way too high for some things, way too low for others


  • Like many others, I hate OOB amphibious landings. I’d tweak your idea by making the attacker establish a beachhead (at least 1 defender casualty post any bombardment) before the artillery can attack and before tanks regain normal combat power. If the attacker misses on all his rolls in the first round, why should the attacker benefit in the 2nd round with increased firepower when none of the defenders were taken as casualties? How did the defender lose ground to setup artillery, etc.?

    Cheers!

  • '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizer

    Probably because its based on a time frame. If you have inf with these landings then they have established a landing. Maybe both sides suck at hitting.
    I like where attacking art and tanks get no 1st round attacks and attacking ships bombardment hit art and or a motorized unit first. If non then a inf.
    Also when there is a landing most Inf won’t be on the beachhead. They’ll be dug in further back.

Suggested Topics

  • 72
  • 17
  • 4
  • 5
  • 2
  • 6
  • 21
  • 1
Axis & Allies Boardgaming Custom Painted Miniatures

50

Online

17.0k

Users

39.3k

Topics

1.7m

Posts