What additional rules would you use for AA classic in 3 pages or less?

  • '18 '17 '16 '11 Moderator

    We just had them auto repair.  Made it a royal pain on America, but then remember, America was buying aircraft at 67% normal cost too.

    3@3 > 1@4 and a LL simulation would have that battleship sunk in two rounds even if it hit in round 1.  So you are trading 16 IPCs in American fighters for 24 IPC in Japanese battleships.


  • ok auto repair, but they cant do the thing where they got 3 battleships and allocated the free hits on each. “A damaged battleship must be hit again before another undamaged battleship is allocated for a hit.”

    That takes out the riff raff.

  • '18 '17 '16 '11 Moderator

    Yes, I like that.

    We had a myriad of extra rules too, but they were like 6 pages long.  Things like all American MECHANIZED units could be bought back at 2/3rds cost (rounded up.) Russian Infantry defending in Moscow defended at 4 or less on the first round if tanks were present, 3 or less if no defending Russian tanks were present.  Japan could designate one Kamikazee hit for each attacking fighter (not represent on the board, just free shots which the defender allocated hits for) in naval warfare if, and only if, the Philippine islands fell.  etc.

    Then again, we also had Hellcats, Betties, Cruisers, Destroyers, Zeros, etc as well, all with different rules.  :)

    I’m selling my old AA games, all three of them.  I know those rules are in the box, I’ll probably type them up and post them under house rules.  It took about 4 years of ironing them out to get them fair and balanced…at first, America was owning, then Germany was killing, them Russia was way too powerful… (We gave them a 5 hit battleship of the Iktusk Penninsula over by the Soviet Far East along with a free Industrial Complex there.  Big mistake!)


  • I’m selling my old AA games, all three of them.  I know those rules are in the box, I’ll probably type them up and post them under house rules.

    yes please by all means lets get a full picture of your concept. It would benefit the site and could be a published variant for the community.

  • '19 Moderator

    I always thought AC should be weaker on atack/defence, the Fighters are thier defence.  But I think they should take two hits.  Say a damaged ac can only carry 1 fighter, and costs 1d6 to repair.  So if your in a fight you don’t take damage on an ac lightly.


  • I also like this new idea:

    Tanks:
    everybody starts with 3/2 tanks

    all new German and Soviet tanks built are at 3/3

    American tanks go to 3/3 on turn 5

    UK and Japan tanks stay at 3/2 rest of game

    Planes:

    all fighters except Japaneses are 3/4 and cost 12

    New German fighters cost 10

    New American, Japanese, and Soviet fighters cost 10

    Old Japanese fighters are at 4/4 if attacking sea targets ( try to keep them separate), while new ones are at 3/4 and cost 10

  • '19 Moderator

    Well, by turn 5 UK tanks ARE US tanks.

    When I played back in the 80s we had a way of determining when fleets were in port, we used the blow up boxes.  When fleets were in port they were defended by AA against air.  It helped the German fleet, particularly subs, survive.  Ships in port did not effect enemy movement through the sea zone they were in.

  • '18 '17 '16 '11 Moderator

    @Imperious:

    I’m selling my old AA games, all three of them.  I know those rules are in the box, I’ll probably type them up and post them under house rules.

    yes please by all means lets get a full picture of your concept. It would benefit the site and could be a published variant for the community.

    Will do.


    @dezrtfish:

    I always thought AC should be weaker on atack/defence, the Fighters are thier defence.  But I think they should take two hits.  Say a damaged ac can only carry 1 fighter, and costs 1d6 to repair.  So if your in a fight you don’t take damage on an ac lightly.

    Actually, if the series Battle 360 is correct, then the carriers themselves were ungodly for defense, at least the American ones were.  Torpedo bubbles to deflect torpedo hits, massive - radar guided AAA guns, etc.  And Japan had colored AA fire so the boats could tell who’s guns were whose.

    So yea, I can see ATT 1, DEF 3.  Actually, I’d say ATT 0, DEF 3 would be more accurate.


    BTW, what should be the going price on a used AA classic game?  $25?


  • Jen:

    the trick is shipping.

    Charge like $9.99 for the game starting bid,

    But $19.00 shipping

  • '18 '17 '16 '11 Moderator

    Yard sale.  eBay attempted to plunder my bank account when someone claimed they didnt get a package I shipped, even though I had the tracking information proving it arrived at his registered address.  Luckily, I had closed the account, so now I have the cash, but can’t use ebay or paypal.

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