We do our technology country specific as such:
2 – The jet age begins and the ME-262 takes to the skies. Fighters defend at a 5 during ground attacks and scrambles, and defend at 4 during strategic and tactical bombing.
3 – King Tiger tank is developed and rolls off the assembly line. Armor now attacks on a 4.
4 – Type IX U-boat is unleashed upon the Atlantic. Submarines attack at 3 and defend at 2.
5 – Nebelwerfer rocket packs delivered to the front. All artillery can support 2 infantry or mechanized infantry.
6 – Waffen SS divisions now attached to regular army divisions. “4+1” For every 5 infantry in a combat or defense. One attacks and defends at +1. With an attached artillery the attack value is increased to 3.
7 – V-2 Rocket is developed. Airbases may now conduct one industrial or naval/air base attack on a zone within 4 spaces. One die of damage is rolled per German controlled operational air base.
8 – Long range aircraft. All aircraft flight range is increased by 1 movement.
9 – Advanced radar. AA guns hit at 2 during strategic and tactical bombing raids.
10 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
11 - Improved aviation engineering and manufacturing. Fighters now cost 8 IPC.
12 – Atomic weapons. A new age of terror begins as the Nazis harness the power of the atom.
Atomic bombs cost 24 IPC to build. Only two may be built per turn. May not be built on same turn as breakthrough turn.
Move as infantry by land or sea. If loaded on a strategic bomber, it can move the current range of the bomber
Due to a lack of trained technicians and engineers, a nation may possess no more than 2 weapons at one time.
Due to the size and nature of the airburst associated with the nuclear warhead, no attack roll is required to score a successful hit.
No air defense, such as fighter interception, is allowed due to the altitude of the strike plane and surprise of the attack. Only upgraded fighters may intercept. Long range aircraft or jet power technology must have been researched to perform interception.
An atomic weapon is treated as an AAA gun if the territory in which it is stored is attacked.
No AAA guns are to be fired due to the altitude of the strike plane and surprise of the attack only normal AA gun with factory can fire. Airbase and naval base do not fire AA.
Any industrial complex is attacked with 4 dice disabled to maximum value of 20 for major and 2 dice disabled to maximum value of 6 for minor complexes.
Any airbases or naval bases are attacked by one dice of value.
One dice is rolled and that number of units of defenders choice eliminated. AAA guns may be chosen.
If used on a naval assault:
The nuclear strike cannot be combined with surface vessels.
Due to the altitude of the strike plane and surprise of the strike, aircraft on carriers and loaded troops on transports are considered to be cargo and provide no defense. The 5 hits are assessed and the attacking bomber returns to base. No 2nd attack is permitted.
Transports chosen last.
USSR is not permitted to develop weapons until they are in a state of war.
1 – IL-2 Sturmovik rolls off the line. All fighters now attack at 4 when paired with a matching armor.
2 – T-36 rolls off the line. Tanks now attack at 4.
3 – Katyusha rocket packs to the front. Artillery can support 2 infantry.
4 – Russian home guard. “4+1”, for every 5 infantry on defense one defends at 3.
5 – 6 Roll again
1 – Kaiten submarine is unleashed upon the Pacific. Submarines attack 3 / defend 2.
2 – Improved ship building. Battleships cost 17 and carriers cost 13.
3 – Ship radar. Battleships now hit and defend at 5.
4 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
5 – Long range aircraft. All aircraft flight range is increased by 1 movement.
6 – Improved aviation engineering and manufacturing. All air units cost reduced by 2 IPC.
USA is not permitted to develop weapons until they are in a state of war.
2 – B-29 is developed by Boeing. Roll 2 dice for each strategic bomber in a combat or strategic raid. Range is increased to 8.
3 – Improved factories and manufacturing methods. Cost of all units except infantry, reduced by 1 IPC.
4 – Ship radar. Battleships now hit and defend at 5.
5 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
6 – Improved ship building. Battleships cost 17 and carriers cost 13.
7 – P-51 Mustang rolls off line. Fighters now have a range of 6
8 – Rocket barges developed. Destroyers may now conduct shore bombardment at a 2.
9 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
10 – Long range aircraft. All aircraft flight range is increased by 1 movement. P-51 is not increased.
11 – Jet power developed. Fighters defend at 5 during defense and scramble and 4 during strategic and tactical bombing raids.
12 – Atomic weapons. See German section.
1 – Sterling bombers developed. Roll 2 dice for each strategic bomber in a combat or strategic raid.
2 – Ship radar. Battleships now hit and defend at 5.
3 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
4 – SAS Commandos. On first round only, of an amphibious assault infantry hit on a 2. Matching artillery boost to a 3.
5 – Anti-aircraft radar improvements. AA guns hit on 2 during strategic and tactical bombing.
6 – Spitfire III rolls off the line. Fighters now defend at 5 during defense and scrambles and 2 during strategic and tactical bombing raids.
1 – Long range aircraft. All aircraft flight range is increased by 1 movement.
2 - Improved aviation engineering and manufacturing. All air units reduced cost by 2 IPC.
3 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
4 – Mobile artillery. Artillery may now move 2.
5 – Frogmen commandos. On the first round of combat only, 2 extra dice are rolled prior to a naval attack. A roll of 2 or less is a hit. Hits are assessed prior to the main attack.
6 – Roll again.
Australia – due to lack of industry and supplies are limited to naval improvements only. ANZAC is not permitted to develop weapons until they are in a state of war
1 – Improved ship building.
Aircraft Carrier 13
2 – Ship radar. Battleships now hit and defend at 5.
3 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
4 – Long range aircraft. All aircraft flight range is increased by 1 movement.
5 – Improved aviation engineering and manufacturing. All air units cost reduced by 2 IPC.
6 – Royal Marines. Infantry may be transported by Anzac cruisers and battleships. 1 per ship. Ships can still bombard in amphibious landings and attack prior to a landing.
So if, as germany,after I capture Moscow which had 2 damaged ICs and 2 good ICs.Is the 1 IC that remains after capture a good 1 or a damaged one?
I can imagine Russia leaving a "scorched earth"or Germany being able to find enough infastructure for an operational minor IC remaining.
Also… the research facility cost the same as all the other facilities for simplicity sake (15), not that it’s a huge deal… and they also operated the same (built in AA, up to 6 damage, operable at 2 or less damage).
I think handing out free research facilities at the beginning of the game may make things very tech heavy, but I understand the need to get some of the smaller nations involved. I suggest a price ladder for multiple facilities…
1st Lab = $5
2nd Lab = $10
3rd Lab = $20
4th Lab = $40
5th Lab = $80
6th Lab = $160
This way, 1st Labs are practically free for UK, Russia, Italy, and India, but there is still a small risk for having one. It also makes nations who want more research rolls, to pay accordingly for them. I would still like to see ANZAC, France, and China ineligible, however, I like your idea of an invading nation choosing to steal a tech by destroying the captured facility, or keeping it for themselves, it solves some issues when capturing.
I could be mistaken… but Purchasing TECH, might actually come BEFORE the repair units phase… in which case, a bombed facility, wouldn’t be able to roll for tech - until AFTER repairs, and a turn where it isn’t damaged again.
Don’t we want players to spend for repairs, roll for research, and purchase developed weapons all in the same turn?
You have some thoughts about new rules and new units for the Milton Bradley-era A&A? I am right there with you. I posted some thoughts late last year / early this year. I will link them below so that you can find them. If you want to discuss these rules, I recommend commenting on the relevant post rather than right here. But you do you.
One thing I will mention. I like paratroopers and paratrooper rules. But using bombers to cart around paratroopers is both silly and not historically accurate. So, I wrote rules for another new unit, the Air Transport or Cargo Plane unit. Think of them as Transports in the sky - with less cargo capacity and more movement points. See, when you fold in both the Paratrooper and their trusty steeds, the cargo plane / air transport, then I think you’ve got something…
Midnight_Reaper’s New A&A Classic Rules:
1(Classic) Simple Cruiser Rules for Classic: https://www.axisandallies.org/forums/index.php?topic=41100.0
1a(Classic) Cruisers or Destroyers for Classic?: https://www.axisandallies.org/forums/index.php?topic=41552.0
2(Classic) Paratrooper and Air Transport Rules for Classic: https://www.axisandallies.org/forums/index.php?topic=41101.0
3(Classic) Armored Cavalry and Troopers - Rules for two ground units for Classic: https://www.axisandallies.org/forums/index.php?topic=41157.0
4(Classic) Heavy Artillery - Rules for a new ground unit for Classic: https://www.axisandallies.org/forums/index.php?topic=41158.0
5(Classic) New Research Rules - Outsmart your Enemies: https://www.axisandallies.org/forums/index.php?topic=41479.0
6(Classic) New Research Tech for Classic: https://www.axisandallies.org/forums/index.php?topic=41480.0
6a(Classic) New Research Tech for Classic, at a Lower Dose: https://www.axisandallies.org/forums/index.php?topic=41481.0
7(Classic) National Advantages - A new way to help balance Classic: https://www.axisandallies.org/forums/index.php?topic=41482.0
8(Classic) New Unit Surcharge - New Economics for Classic : https://www.axisandallies.org/forums/index.php?topic=41483.0
9(Classic) Special Forces - New Optional Unit for Classic: https://www.axisandallies.org/forums/index.php?topic=41484.0
9a(Classic) More Special Forces Options for Classic: https://www.axisandallies.org/forums/index.php?topic=41485.0
10(Classic) Incendiary Thoughts - Strategic Bombing and Classic: https://www.axisandallies.org/forums/index.php?topic=41486.0
11(Classic) Unit Prices & Balance - New Economics for Classic: https://www.axisandallies.org/forums/index.php?topic=41487.0
12(Classic) New Initial Setup - New Setup for Classic: https://www.axisandallies.org/forums/index.php?topic=41551.0
Like I said, I have some thoughts on the subject… And I’m not even done with this series, just mostly done…
Here is the latest revision (yet to be tested) of my house rule set for E&W.
If anyone is familiar with the game and would like to test it, any feedback would be appreciated.
New to east & west? Check the Imp Games website, or ask me here on in a PM!
Diplomacy -> shift China 1 step toward the USSR, or shift the other Neutral Alliances any combination of 2 steps towards the USSR
Technology -> USSR gains 2 full-steps at Submarines, or a total of 2 half-steps at any other technology trees
Counter-Intelligence -> the USSR may make 1 free attempt, which carries over to Round 1 if successful
Purchase Units: (choose one of the following options)
a) Spend up to 48 IPCs on naval units only. Any remaining IPCs cannot be saved for use in later rounds.
b) Save 24 IPCs
Combat Movement: (choose one of the following options)
a) Conduct combat movement using infantry, armor, and heavy armor only
b) Conduct combat movement using aircraft and naval units only
The attack value of all aircraft and naval units is increased by 2, for Round Zero combat only.
You may not move infantry, armor, or heavy armor in this phase.
Your Industrial Complexes can each produce 2 additional units, on Round Zero only.
The USSR collects 48 IPCs at the end of Round Zero.
This phase replaces the Spying and Technology phases of the turn.
Each country can make a number of free Breakthrough rolls per turn, as follows:
â€¢ USSR: 3
â€¢ WE: 1
â€¢ UK: 1
â€¢ USA: 2
Each country may also purchase a number of additional Breakthrough rolls up to double their number of free attempts, each round on the Breakthrough phase of their turn. Free Breakthroughs may be rolled before deciding to purchase additional Breakthroughs; you may also purchase and then roll extra Breakthroughs one at a time, up to your countryâ€s maximum. Each additional breakthrough roll costs the same number of IPCs as an infantry; 2 for the USSR or 3 for NATO countries.
On a Breakthrough roll of 1, you may choose to gain either a Diplomatic Breakthrough with a Neutral Alliance, or a full-step in any technology tree. On a Breakthrough roll of 2, you may choose to gain either a Diplomatic Breakthrough with a Minor Neutral, or a half-step in any technology tree. You cannot gain more than one full-step in each technology tree on a single Breakthrough phase; Neutral Alliances can be influenced a maximum 1 step on each Breakthrough phase.
Faction-specific Breakthrough Rules:
The USSR may make 1 free Counter-Intelligence roll during their Breakthrough phase; a roll of 1 or 2 foils a NATO Breakthrough roll of 1 or 2 (respectively) on that round only. The USSR may choose which Breakthrough roll to affect with their Counter-Intelligence roll, however successful rolls do not carry over to later rounds if saved and not used. The USSR may purchase up to 2 additional Counter-Intelligence rolls on their Breakthrough phase, for 2 IPCs each.
When a NATO country uses a Breakthrough roll of 1 to gain a technology, they may choose to grant any other NATO countries (who are at the same point or lower down on that technology tree) a free half-step in that tree.
â€¢ NATO countries cannot gain the benefit of shared advancement in the Nuclear Weapons technology tree.
â€¢ The USSR may influence China using a Breakthrough roll of 2.
The scale is the thing that most bedevils me.
I was recently watching some commentary on house rules from [b]Lion in the Trenches[/b], who was reacting to suggestions that he place an Austrian cruiser in the Sea Zone off Tsingtao in his Global 1914 customization. He made the point that a single Austrian cruiser doesn’t scale with the squadron or fleet implied by the corresponding game piece.
By my estimate, Global 1940 models ground units at the level of army corps, naval units at the level of fleets or task forces, and air forces at the level of wings. There are a handful of exceptions for colonial detachments, such as the two starting British Infantry in Kwangtung (Hong Kong), which stand in for about 14,500 defenders historically. India’s potential as a source of colonial manpower is significantly curtailed by the British Empire’s income problems, and Australia often explodes in production by the end game (win or lose) even when their national manpower pool and industrial capacity would never have allowed it.
In my opinion, scale should be balanced rigorously against the opportunity for fun gameplay. In my Global War games, I always add a French Infantry in Indochina, for example. There is also a clear movement in favor of bulking up the Dutch presence in the East Indies when games of Global War are played, and many players prefer to give the Italian fleet-in-being a fighting chance with set-up variants to blunt the Taranto Raid.
Using D12’s or D10’s also expands the option of having different countries units be more powerful then others, for example a German tank was more powerful then a Japanese tank, with a D12 system this could be represented.
Well I’ve well expanded out of the A&A universe though it is still a first love. There is a HUGE world of games that we especially as US gamers have overlooked outside of A&A. WWII has a plethora of games out there if you’re willing to explore.
However, in the UK market especially, there are many, many, many games covering even the smallest and largest battles of history varying on complexity.
I would encourage anyone to take a dip in this pool. I actually got my wife to not only play but ask for more of Memoir '44. Sure it’s not A&A but it’s WWII and some day A&A may be “go to” game.
So, while A&A is a favorite, a smaller, weirder, not necessarily A&A game can be the gateway to WWII without “overwhelming” potential a “war game junkie” with the likes of G40 or even AA41.
It seems backwards but more “complicated” games with a smaller scope can really convert people to the thought “well this is really fun, what else have you got?”.