Axis and Allies Africa - homebrewed.


  • 2017 2016 2015 Organizer '14 Customizer '13 '12 '11 '10

    This will take time to sort out. looks interesting



  • After looking over some of the rules changes outlined on angelfire.com i wonder if Mauser and i didn’t possibly reinvent the wheel, admittedly with Mauser’s unique spin on it.

    Particularly in regards to the use of artillery and tanks.

    i have no time to embellish Mauser’s very comprehensive notes at this time but let me toss this little grenade as i dart back to the front,

    The narrow playing field is horrific.  Do not empathize with your little plastic men.  You won’t know them long.



  • @Imperious:

    This will take time to sort out. looks interesting

    Yeah, it’s a bit jumbled. I will revise the original rules post on page 1 to incorporate all of the  recent developments. I’ll get it sorted out so that it’s much easier to read.

    Rob.



  • @scaramouche:

    After looking over some of the rules changes outlined on angelfire.com i wonder if Mauser and i didn’t possibly reinvent the wheel, admittedly with Mauser’s unique spin on it.

    Particularly in regards to the use of artillery and tanks.

    i have no time to embellish Mauser’s very comprehensive notes at this time but let me toss this little grenade as i dart back to the front,

    The narrow playing field is horrific.  Do not empathize with your little plastic men.  You won’t know them long.

    You should know, as you so rudely killed at least half of them.  😄

    Rob.



  • I have thouhgt of an idea for adding in the maltia varient.

    You can have a seasonal element to the shiping so like in Winter the fighters shoot lower and in summer they do better.  So along with this there is a deck of card that determine how successful the axis shipping has gone without being discovered. So with these elements waiting when to ship is very important.

    As for the cards I would liek to see

    Undiscovered

    Late detection

    Early detection

    Leaked intelligence

    You could have this as a random pill or you could have the british player play these cards as they see fit.

    Tell me what you think??


  • 2017 2016 2015 Organizer '14 Customizer '13 '12 '11 '10

    Mechanized Infantry & Self-propelled/Towed artillery:

    Either player may choose any number of infantry and/or artillery pcs and move them one additional
    space on either his combat- or non-combat move, in any direction of movement, for a total of 2 spaces.
    However, in doing so, they have outrun their supply lines and must suffer a penalty of no combat- or
    non-combat movement during their controller’s next turn. They may still attack when they get to their
    2nd space, they may still defend while serving their penalty, and they may even retreat if the attack
    goes bad, but only one space back, at which time they are still out of gas and must still serve the
    next turn penalty. To simulate this status, they must be placed on their sides or upside down to
    portray their status. So basically, if you choose to move some units in this fashion, they are
    incapable of any movement (except retreat from the initial attack move) for their controller’s next
    turn. After that they are considered to be refueled and can be turned upright to resume normal
    operations.

    ++++ This is a good idea only the system of accounting of this is not aesthetic ( upside down rule). Perhaps to make things easier you should allow a mechanized movement phase whereby tanks and self propelled artillery can make a limited movement in addition to regular combat movement. This would bring value to more expensive units because your trading the extra cost for some additional mobility. The movement should be as follows based on the number of spaces:

    infantry and artillery moves 2
    tanks move 4
    mech infantry, tanks and self -propelled again move 2 in mech movement phase.

    Tanks:

    May move an additional space too, for a maximum of 3 spaces, at which point the same
    conditions/limitations apply.

    However, there is an exception to this penalty rule, and an exception to that exception. On my map
    (which I will post pictures of as soon as I’m done painting it) I have drawn the Via Balbia, aka the
    coastal road. All 3 units may move their additional space on the coastal road without penalty, which
    simulates two things: first, it reflects the relative ease of resupply over a road as opposed to open
    desert, and second, it boosts the value of the coastal cities along the road, which is important as
    there aren’t a plethora of IPCs available for easy capture. This makes flanking and leapfrogging
    operations more important, thereby increasing movement complexity and ensuring the game won’t be so
    linear on a long, relatively narrow battlefield.

    ++++ the road should count as double the current movement as long as the units dont move off and on the road. All units must stop when they enter any territory adjacent to any enemy piece ( zone of control rules apply)

    And as I said, there is an exception to this exception; if the enemy is able to place a unit on the
    road within 2 spaces of the advaced unit/units’ rear, then the advanced unit’s supply line is
    considered cut and it must then be turned over to simulate this status. It must then serve the normal
    penalty the next turn unless the advanced unit’s controller can destroy the interloping enemy unit
    during his next attack phase. If he can do so, then the advanced unit may be turned upright and moved
    during the non-combat phase if so desired.  All of this will hopefully reflect the importance of
    protecting one’s flanks and rear area. Don’t want to leave those REMFs twisting in the breeze, you
    know.  evil

    ++++ easier if yoyu just install ZOC rules from classic wargames.

    Anti-tank Guns:

    The 88 earned it’s legendary status on the battlefields of North Africa, so I felt the need to include
    some kind of anti-tank capability, but I didn’t want to add more new units than necessary so I’ve
    decided to allow the players to designate artillery pcs as AT guns at their discretion. They can be
    very powerful when employed properly (wisely), but there must be some balance so there are some
    restrictions…

    Restrictions:

    1. Arty may only be AT guns while on defense.
    2. They may only target tanks while in this mode.
    3. They are a one-shot deal, meaning they take no further part in combat in that space on that turn.
    4. Controlled may designate either some or all of his arty pcs in a space as AT guns.
    5. One gun to one tank.
    6. They fire before all other combat in that space.
    7. They hit on a 3 or less.
    8. Any enemy tank thus hit is removed immediately without firing a shot.

    +++ this is sopt on except it should be a 2 or less, also consider the following:

    Special combat rules:

    1. Each Artillery unit  boosts one matching Infantry unit +1 on attacks at a 1/1 basis.
    2. Each Fighter unit boosts one matching Mechanized unit +1 on attacks at a 1/1 basis.
    3. Artillery always fire first in the combat round.
    4. Self- Propelled Artillery has the option of firing its preemptive shot from across one hex into another.
    5. All Air units’ hits against land units are preemptive unless the defender has air units.
    6. Air units involved in land combat cannot exceed the total number of land units they are supporting.

    self-propelled Artillery should be replaced with the AA unit and artillery now have additional powers as AA guns as follows:

    Anti- Aircraft Defense
    If any attacking planes are involved the defender can roll one Anti- Aircraft roll (AA) for each defending artillery unit present roll one D6 results of 2-6 have not effect. If you roll a one re-roll another D6 if you get a 1 the attacking planes is destroyed, 2-3 and the plane must return to base and cannot participate in combat. Results 4-6 have no effect.

    Which brings me to what I think is the coolest part of my variant, the new unit…

    MINEFIELDS!

    Minefields are a fundamental tool of desert warfare and can be very effective when
    properly employed. They may be purchased and positioned like any other unit, but they are not revealed
    to the enemy until he stumbles into the space containing it. The purchaser may hold his chip off to
    the side of the board until such time that it’s presence is discovered. In addition, there are
    some important rules to observe:

    1. They cost 8 IPCs and are represented on the game board by a chip with an “M” on one side.
    2. They are like AA guns in that they cannot be fired upon by an attacker.
    3. Only 1 minefield per space, like AA guns.
    4. Mines cannot be placed in an enemy controlled space.
    4. They cannot be placed on city or road spaces.
    5. Enemy units cannot occupy or control a space with an enemy minefield still inside it.
    6. Defending units may occupy or move through a minefield without damage.
    7. The controller must declare a minefield immediately upon entry by the enemy, or forfeit the 
        minefield back to the bank.
    8. Once declared, all invading units which move into a minefield space must stop to receive damage.

    Minefield Combat:

    When an enemy moves into a minefield, the mine controller declares the minefield and places his “M”
    chip upon the space for the first time. The enemy’s forces stop all movement. The mine controller gets
    a one-shot roll of 1 die for each enemy land unit in the field, and hits on a roll of 3 or less during
    this first roll only. This simulates the surprise and chaos of an initial minefield encounter. All
    land units hit by mine rolls are removed immediately. At this point, the minefield has done it’s job
    and ground combat can take place as normal. If the attacking force is able to clear the space of
    defending units, then the attacker can roll 1 die in an attempt to “sweep” the minefield needing a
    roll of 2 or less to sweep successfully. If he gets his roll he may then remove the chip and take
    control of the space, and if not then he must retreat.

    On each subsequent enemy incursion into the minefield, it’s no longer a secret that it’s there, so
    while it’s still dangerous I believe it’s effectiveness should be reduced somewhat. Subsequently,
    every time thereafter when a minefield roll is required (for that particular minefield), it only hits
    at a 2 or less for each invading unit. And conversely, as it’s effectiveness has gone down, the
    invader’s ability to sweep it should be slightly improved, and he can now sweep it on a roll of 3 or
    less. This status stays in effect until the minefield is swept clear.

    ++++ these rules are fine for now. good work.

    Landmines idea #2
    Each player also have a number of secret landmine positions that are recorded before the game begins. Each land mine is allocated to one specific territory and every enemy ground units that attack or move into this hex each roll one D6 hitting the unit on a one. These hits are preemptive and every unit that moves into the minefield hex has to roll a die. The British have a total of 20 land mine points at the start of the game. The Germans have 10 points. Simply record the hexes where they are placed and announce their location at the moment the enemy moves or attacks the hex. Additional points can be purchased for 3 IPC each.

    AA guns (Flak)

    Flak may be mechanized as per the conditions of infantry and artillery, max move 2 spaces with the resulting penalty.

    May be purchased as per normal rules, 5 IPC.
    Always fire first against attacking aircraft, rolling 1 die per plane and hitting on a roll of 1.
    Also fire first against Tactical Bombing Raids with same conditions.
    Only fire once in the combat cycle.
    Cannot be destroyed. If the space they occupy falls to the enemy, that player gains control of any AA units within.

    Flak idea #2 ( use artillery units for this the German army did not have specific flak units they were attacked to tank / infantry divisions
    Anti- Aircraft Defense
    If any attacking planes are involved the defender can roll one Anti- Aircraft roll (AA) for each defending artillery unit present roll one D6 results of 2-6 have not effect. If you roll a one re-roll another D6 if you get a 1 the attacking planes is destroyed, 2-3 and the plane must return to base and cannot participate in combat. Results 4-6 have no effect.

    Other thoughts:

    1. Artillery still modifies accompanying infantry attack strength to 2 as normal.
    2. Aircraft still move, attack, and defend as normal (see Italian exceptions).
    3. There are a couple large spaces on the map which are considered impassable terrain, such as the Qattara Depression and the Jebel Akhdar.
    4. Land units may not pass through these, but aircraft may fly over them.
    5. There are also a couple of huge spaces of impassable terrain,the Great Sand Sea and the Dehan Ubari.
    6. These may not be moved through NOR flown over.

    Aircraft:

    May land in any space owned or controlled by the plane’s controller.
    Cannot land in enemy territory.
    Cannot land in a space captured during that turn.
    Cannot fly over water.

    ++++ this is all good…

    Tactical Bombing Raids: (TBR)

    Since there are no factories to bomb, bombers may instead attack units in any enemy RZ on a tactical bombing raid .  Bombers in a TBR must survive the defender’s flak getting it’s normal preemptive roll . In this case, bombers hit on a roll of 1, like normal, but the defender chooses which units in that RZ are lost to hits. No fighter escort.

    ++++ idea #2

    Air Missions
    The availability air units depend upon the weather conditions for each turn. You may perform one of 6 missions for each air unit during each turn. Some missions such as Air Interception and Defensive Air Support (DAS) can be played during your opponents turn. In any case you may only perform one type of mission summarized as follows:

    1)  Close Combat Ground Support Mission: Each fighter can use its attack factor to attack any group of enemy ground forces. Any hits that result are removed from play (defenders choice) and don’t get an opportunity to fire back.

    2)  Defensive Air Support (DAS) Mission: Air units allocated for DAS missions cannot be stationed farther than 1/2 foight range from the targeted territory. If the enemy performs the above attack you as the defender can call up your own fighters and a round of aerial combat occurs. All plane hits are resolved and only allocated to participating involved air units. Additional hits can go against ground units.

    1. Air Interdiction Mission: Move any Bomber over any enemy occupied hex. The Bomber and any escorts (for protection from air interception) stay in the territory until the following turn. Any time any enemy unit decides to move outside this territory each has to suffer one D6 roll. A result of 1 causes a step loss while a result of 2-3 results in “shock” which prevents the unit from moving until the following movement phase. Example: a Tank that was “shocked” in the mechanized movement phase cannot move again until the following regular movement phase which falls on their next turn.

    2. Carpet Bombing: Each Bomber moves on any enemy territory and rolls to attack. Any hits taken preemptively are removed (defenders choice) and the defending enemy ground units cannot fire on the Bomber.



  • Yikes.  😮  Too many more rules variants and i’ll have to downgrade to checkers.



  • I would like to play this game



  • Mauser bob I sent you an email with my email
    please could you email me the rules



  • When my firends and I play A&AR we use a house rule for anti-tank guns like yours, except we use AA guns.

    At the beginning  of a combat in a territory with an AA gun, instead of using it to fire at aircraft, you can instead chose to fire it against tanks
    Roll one dice for every tank and on a 1 there hit.

    You may want to take your original AT gun rules out to replace with this one, because it is more realistic,
    The 88 was not deisigned as an artillery piece, but as a anti-aircraft gun, but later it was discovered that it was a good AT gun too.
    so it is only logical that in an A&A Africa game, AA guns can also be used as AT guns.



  • Your minefields seem to overpowerd compared to their historical couterpart, but if it adds to the game play

    Also, why not add fuel rules in, Rommel was always running out of fuel for his tanks and having to steal from the Brits.
    It may overcomplicate the game, but it could be interesting.


  • Customizer

    Not sure I can buy this concept.  The most important factor in this battle was that of supplying the two armies by sea.  Malta was crucial as a base for the Allies to sink Axis convoys, and the same applied to Axis air bases in Italy.
    Even this assumes that the campaign was effectively over before Operation Torch brought in the Americans by amphibious assault, and the stiff Axis resistance in Tunisia suggests otherwise.
    I think A&A Mediterranean would be more viable, but that’s clearly beyond the scope of your concept.


  • Customizer

    I have a similar rule, but instead of opening fire the AT guns fight in every round and can be taken as casualties.  They still only hit on 1, but each hit can be applied to an enemy tank.

    @Emperor_Taiki:

    When my firends and I play A&AR we use a house rule for anti-tank guns like yours, except we use AA guns.

    At the beginning  of a combat in a territory with an AA gun, instead of using it to fire at aircraft, you can instead chose to fire it against tanks
    Roll one dice for every tank and on a 1 there hit.

    You may want to take your original AT gun rules out to replace with this one, because it is more realistic,
    The 88 was not deisigned as an artillery piece, but as a anti-aircraft gun, but later it was discovered that it was a good AT gun too.
    so it is only logical that in an A&A Africa game, AA guns can also be used as AT guns.


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