• THE WAR ABOVE

    RULES
    This version of AAM is not combatible with normal AAM. It is also a work in progress trying to balance historical accuracy with playability (though favouring playability) - I am always open to suggestions.

    The rules are fairly simple - for the most part it follows how AAM works, but with one fairly important exception; aircraft.

    COMBAT

    Aircraft may only attack units in front of them or in the same hex as them.

    Aircraft provoke Defencive-Fire only if they move from one hex adjacent to a unit with Antiair to another hex adjacent to it. The type of unit is irrelevant.

    Disruption reduces an aircraft’s speed by 1 instead of preventing it’s movement.

    MOVEMENT

    In The War Above all aircraft have speed and are moved as if they were normal units; ignore the standard AAM Aircraft rules.

    Aircraft may only move into a hex in front of them; when moving into a hex the aircraft faces directly away from the hex it moved from.

    During the movement phase an aircraft must move a minimum of two hexes.
    During the assault phase an aircraft must move a minimum of two hexes if moving. If attacking it moves two hexes (no more, no less) after the attack.

    Once per phase an aircraft my Sideslip instead of turning - treat it as a turn but the facing does not change.

    Aircraft that move off of the map have disengaged and count as if they were destroyed.

    SPECIAL ABILITIES: NEW & CHANGES

    Special Abilities are written here instead of on the aircraft as they are not finalized yet (It’s just easier for me to change).

    Agility: No changes
    Antiair: No changes; though Defencive-Fire has been changed.
    Bomber X: Instead of its regular attack this unit can attack all non-aircraft in an adjacent hex and rolls X dice against each one.
    Bombs: Once per game you may declare you are using this SA. If you do then target one adjacent hex and roll 8 attack dice against each non-aircraft unit in that hex.
    Jet: This unit must move 1 hex forward before making a turn and must, if able, move a minimum of 3 hexes each phase instead of the standard 2.
    This unit gets -1 to its attack rolls when attacking units that aren’t aircraft or fortifications.
    When attacking aircraft this unit counts as 6s as two successes.
    Limited Numbers (Axis): Your force cannot have more units with the Limited Numbers SA than you have Messerschmitt Bf 109Es.
    Nimble: Instead of performing a sideslip, this unit may turn into any hex except the one directly behind it.
    Rockets 8: No changes.
    Slow: No changes.
    Speed Boost: Once per game you may have this unit use Speed Boost - treat it as if it has the Jets SA for the rest of the phase.
    Steady: Whenever this unit could turn, you may perform a sideslip instead.
    Superior Armour 2: No changes.
    Tank Buster: This unit gets -5 attack dice when attacking a City Hex.

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  • Units to complete:

    Fortifications
    Ammo/Fuel Dumps*
    US Quad 50
    US M16 Half-Track
    UK/SV/PO 40mm Bofors
    GE 88mm Flak
    GE 20mm Flak
    GE Flakpanzer
    Polish Airforce - 1939, 1940 w/ UK, 1943 w/ SV.

    Scenarios


  • Well this sure sounds interesting.  I like the idea of a more air combat based warfare.

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