I used the OPs NAs for the first time last night. We rolled 2 d6 to see which NAs each country would get. I was Germany and got the V2 Rockets. Instead of having the UK surrender the IPCs to the bank, we did like a SBR and placed damage markers under the IC. Together with a 1 bomber SBR, the UK IC had a stack of 12 damage markers under it which the UK decided that all damage markers needed to be removed. We really enjoyed playing with these and will be adding them in again two at a time until we are familiar with all of them and then have all of the NAs for each country in play. Nice job and thanks for posting the NAs. These kinds of things make AA42 an even better game.
No, your comments are not in red! You may have run afoul the “LIST” command (I did a lot, that’s why each blue line has it’s own start color and end color command.)
For now, as I mentioned in the Delta thread, if you choose to test technologies, use the aforementioned rule that JimmyHat quoted, except, instead of using the technology descriptions use the following:
TECH1: Advanced Artillery + Improved Mechanized Infantry
TECH2: Jet Fighters + Long Range Aircraft
TECH3: Paratroopers + Heavy Bombers
TECH4: Improved Industrial Complexes + War Bonds
TECH5: Improved Shipyards + Super Submarines
TECH6: Radar + Rockets
Technologies just like Larry’s rules without change. The reduction to 6 and the combinations of which ones were already voted on. It could change after we get testing back or have untested discussion, but at least it’s somewhere to start. Note, IF YOU WANT TO TEST THEM, then you may.
Report games and specific issues and counter strategies seen in the Delta thread (for now, I may move them to their own thread later.) We’ll reconvene in a few weeks.
Here is 11 of n for discussion of my Classic House Rules
The following are my thoughts on an optional rules section for my Classic House Rules. These rules, and its associated new initial setup, are far removed from the Classic Axis and Allies you may be familiar with. But with the right group I think that this would be a great time. In the mean time, I strategize and theorize.
In this post, I’ll be discussing what I think Axis & Allies units should cost and why. I think that flying units and naval units are too expensive for a game about a war that involved death from above and death from the sea. Now, I’m not arguing that every unit should have the same price. Different units have different abilities and these abilities should come at different costs. But I believe that flying units should have their prices reduced by 1/3rd and naval units should have their prices cut in half.
First, let’s talk about the way things are now. Currently, the base units in Classic Axis & Allies have these costs and abilities (IC is Industrial Complex):
Unit ATK DEF Move Cost Unit ATK DEF Move Cost
Infantry 1 2 1 3 Bomber 4 4 6 15
Tank 3 2 2 5 Sub 2 2 2 8
AA Gun 0 * 1 5 Trans 0 1 2 8
IC 0 0 0 15 Carrier 1 3 2 18
Fighter 3 4 4 12 Battleship 4 4 2 24
To this list, I recommend reducing the price of fighters and ICs to 10, carriers to 16, and battleships to 20. This will help with the extreme range in prices at the top end of things. This will give us the following:
I find these prices to be more in line with the way I want to play Axis & Allies: lean, mean, and deadly. I want to be able to crash fleet on fleet, to soar into the air and take the fight to the enemy, without destroying the treasury or throwing them all away without replacement. Some of the most exciting fights in Axis & Allies are when that fleet is coming, whether it’s the Japanese fleet coming to take the Pacific, or the US Fleet coming to take the Pacific back, or the British fleet looking to avenge France.
But along with reduced prices come increased problems for the Axis. As it is, the Axis powers are under the gun to expand before the Allies can mount a credible defense of their holdings. When fighters, submarines, and transports are at all time low prices the job of the Allies - to bend but not break and to build up the forces to take the fight to the Axis - becomes all that much easier. This in turn makes the job of the Axis - to take as much territory as possible before the Allies come to take it all back - all the harder.
What to do about this question of balance? My suggestion: give the Axis a proportionally more air and sea power at the start of the game. This will allow the Axis to strike all the harder before the Allies start walking things back. So, half again more flying units and double the fleet for the Axis? How much are we actually talking about?
Standard setup for Germany gives 5 fighters and 1 bomber, 2 submarines, 2 transports, 0 carriers, and 1 battleship.
Standard setup for Japan gives 5 fighters and 1 bombers, 1 submarines, 2 transports, 1 carrier, and 2 battleships.
This gives both powers a total of 5+5=10 fighters and 1+1=2 bombers, 2+1=3 submarines, 2+2=4 transports, 0+1=1 carrier, and 1+2=3 battleships combined for the Axis powers.
Add to that the 4 cruisers (2 to Germany, 2 to Japan) and the 3 additional transports (1 to Germany, 2 to Japan) given out in the setup to account for additional naval forces not currently accounted for. (The Allies get 6 cruisers and 3 additional transports added to their navies at the start.) No extra fighters or bombers handed out yet.
This gives us a total Axis air and sea force of 10 fighters and 2 bombers; 3 submarines, 7 transports, 4 cruisers, 1 carrier, and 3 battleships combined for the Axis powers. Half again more fighters and bombers would yield 15 fighters and 3 bombers. Double the fleet would yield 6 submarines, 14 transports, 8 cruisers, 2 carriers, and 6 battleships. I would divy up this expanded force into Germany: 8 fighters, 2 bombers, 4 submarines, 6 transports, 3 cruisers, 0 carriers, and 2 battleships; and Japan: 7 fighters, 1 bomber, 2 submarines, 8 transports, 5 cruisers, 2 carriers, and 4 battleships
This would be a massive force, dwarfing the Allies in the sky and at sea. But with new battleships and new bombers for 10 IPCs each, new fighters for 7 IPCs, and new submarines and transports for 4 IPCs, would even this massive force be enough? I don’t know, yet.
Both the known unbalancing effects of much cheaper air and sea units and the massive additional forces given to the Axis to balance out those cheaper planes and ships are well outside of normal Axis & Allies play. All of the above is why these rules and setups are optional. But after I get some results with these rules, I’ll update this post with some data.
I’ll continue this proyect. The definitive rules are:
Axis win if
a) Japan has at least 6 VCs at end of USA’s turn
b) Germany + Italy have at least 7 VCs at end of USA’s turn
Allies win if they have at least 13 VCs at end of USA’s turn
Use delayed tech as default (techs enter in play at the end of the turn of the power that discovered them)
NOs are mandatory
1942 scenario: Karelia IC deleted and moved to Novosibirsk (at setup)
1941 scenario: you can move Karelia’s IC to Novo (1 time each game). Do it in deployment phase. You cannot deploy new units at kar or novo the turn that you move the IC
Using AAP40 rules for China
China plays after Italy and before USA
Setup is the same for both scenarios (use OOB 1942 for both)
However, the chinese fighter is moved from Yunnan to Sikang and China gains 1 aa gun at Sikang
China is allowed to move to any place. No limits of movement with one exception: China cannot enter at soviet controled territory (and USSR cannot enter at chinese territory)
China doesn’t start at war with Germany and Italy. Germany or Italy can DOW China at pleasure, but China cannot DOW ger/ita unless that one of them DOWed first or that NAP is not active
Colonial garrison: you MUST deploy a free IC for UK round 1, as if you had purchased it. The free IC costs 0 IPCs
1941 only: add 1 uk inf to sum, bor, ngui and sol
USSR/Japan non agression pact:
The breaker pays 15 IPCs to the bank unless it attacks a territory or SZ defended by multiple nations (that case, pay 0 IPCs). You can attack multinational SZs and ignore units belonging to a power that you’re not at war
If the NAP ends, China can enter to USSR and viceversa. Also, if Germany or Italy attack China, the NAP should be voided, making a fully global war
This will be my last effort to balance AA50 (I’d like to play some games here and there). I’ll try to post the AABattlemap module soon. I want to end this before moving to my next proyects, a custom 1940 OOB module and some other module called ‘Spain, 1940’ …