• @tekkyy:

    How does Underground Production sound?
    A tech that reduces effectiveness of SBR and rocket attacks.

    I like that. Could be a Decentralized/Underground production thing, each successive roll of this would allow for a greater reduction of effectiveness of the SBR/Rocket attacks. Thanks!


  • that stuff is all from AARHE… you will get alot of ideas from it.


  • OK All,

    I have finished the tech rules, I have a cool 25, so a d100/4 could be used.

    Also attached is an errata file.

    Working on getting the map I plan to use up, it’s a modified version of Flashman’s killer Feb. 1940 map.

    Linky will be up in a sec…

    Chris

    superaaerrata.doc
    SuperAAtech.doc


  • Ok, here is the modified map.

    I need to work on initial unit placement next.

    http://www.mediafire.com/?1jiemdr9slb


  • i like the first one. I still dont like the second.

    The infantry values are too high. Infantry hitting on 7 out of 12 is like a tank.

    id expect values of 2-5 with china at 2 and Germany at 5 and the rest in between for infantry

    Tanks range from 4-9 with japan and italy at the low end and germany/ USSR at the other


  • @Imperious:

    i like the first one. I still dont like the second.

    The infantry values are too high. Infantry hitting on 7 out of 12 is like a tank.

    id expect values of 2-5 with china at 2 and Germany at 5 and the rest in between for infantry

    Tanks range from 4-9 with japan and italy at the low end and germany/ USSR at the other

    Infantry starts at a base 2 attack on the d12. A player would have to get a ton of the infantry boost techs to get up to that level…I doubt a game would go that long.

    There is no focused research. You can’t choose to get the infantry techs only, which should balance things a bit.

    The way I think it works out, battles will turn into annhilation for both sides.

    Maybe I can cap the infantry attack at 6, with a defense of 8. Armor and other units would have no cap…or add something that gives land units 2 HP, toward the end of the tech tree…


  • Check out my national advantages/techs…
    does simple things like split long range aircraft into long range fighters and long range bombers


  • I wish these were streamlined… far too many exceptions making these rules akin to learning another rulebook.

    IN nearly every case you got paraphrase:

    roll d6 hit on a 6, you get +1 for the first round, on the second round, you roll 2 dice hitting on 5-6, but if you roll 4 subtract 2 ipc and if its Germany attacking add one to the second round die… yikes!!! its way too convoluted IMO>


  • If your using d12 dice you can’t role a one.

  • '19 Moderator

    It’s d12 not 2d6 so yes you can get a 1 :wink: a d12 is in the shape of a dodecahedron, twelve little pentagons :-)

    Anyway, how the heck to you keep track of who has what with all these tech rules in an actual game?

Suggested Topics

  • 4
  • 13
  • 10
  • 4
  • 1
  • 19
  • 34
  • 5
Axis & Allies Boardgaming Custom Painted Miniatures

27

Online

17.0k

Users

39.3k

Topics

1.7m

Posts