with 2 destroyers you get to attack twice on the first turn with two 3’s instead of 1 4 and even if you lose a destroyer you have overall more firepower with a chance to attack 3 times rather then two
You are a genius!
with 2 destroyers you get to attack twice on the first turn with two 3’s instead of 1 4 and even if you lose a destroyer you have overall more firepower with a chance to attack 3 times rather then two
You are a genius!
What about this variant?
#3 Air Supremacy
Fighters and bombers always attack or defend in the opening fire step of combat. Any hit from a fighter or bomber should be taken by enemy air units prior land or naval units.
9. Jagdpanzers
The Germans put their early war experience into the development of tank destroyers. These armor roamed the battlefields to ambush enemy tanks - armed with more powerful guns than similar tanks.
Your tanks have a first-strike ability (defense only) at an defense factor of 2 as long as at least one enemy tank is present in combat. For each scored tank hit, the enemy must pick a tank as a casualty prior to any other unit. Any cassualties destroyed are removed from play, with no chance to attack. This first-strike ability is for the first cycle of combat only.I definitely prefer the Royal Tigers
I have made two variants of Tiger Tanks, which one do you mean?
Royal Tigers
The massively powerful Royal Tiger was virtually impervious to Allied tank guns and capable of dominating the battlefield. A single Royal Tiger tank could halt the advance of a complete armored division.
Every third tank you have in each combat cycle, attack or defend on a 4.
OR
Tiger Tank Battalions
The massively powerful Tiger tanks were assigned to heavy tank battalions to support other units for special operations, to be deployed en masse for decisive shock action.
You may build three tank units as Tiger tanks, but only one per turn. A Tiger tank attack and defends on a 4 or less. Each Tiger tank costs 6 IPC´s and may be rebuilt if destroyed. Tigers have movement capabillity of 2, but cannot blitz as regular tanks.
@Imperious:
5. Afrika KorpsÂ
The Axis forces in Africa relied upon supplies for weapons and most importantly panzers.
Once per game, you may reinforce Libya if you control it. Roll one die each turn during your mobilize new units phase. On a roll of 2 or less, you place two of your tanks and two of your artillery for free in Libya.What does roll one die each turn mean? Doe it mena that I keep rolling til I get the troops?
++++ no you roll one per turn. If you get it then you get it. any other roll and you have to wait another turn for another chance.
BTW Andersson does not post that often here… but sometimes we work together on these things so i thought i might interprete his rules on his behalf.
Note: these are not free units… they come from existing units on the mainland.
Thank you Impy for the clarification of my rule “Afrika Korps”. I need to improve my lousy language. What about:
5. Afrika KorpsÂ
The Axis forces in Africa relied upon supplies for weapons and most importantly panzers.
Once per turn, you may reinforce Libya if you control it. Roll one die each turn during your non-combat movement phase. On a roll of 2 or less, you may move a maximum of two tanks and two artillery from your existing units in any tan territory to Libya.
Seems like it is a tough choise between a BB and 2 DDs!
The fugo raid seems a little unrealistic as according to the history you have supplied they did not stop any war production. So 10 and a turn of mobilizing is seriously out of line. Particularly since you get to choose its use, say the turn before a move towards LA? It seems overpowered both in game terms and historical terms. Perhaps if that were changed to some form of SBR? Can’t get shot down and roll a dice minus one (one min) of loss? Maybe in some other form but the no mobilization is certainly too much.
Wow, this was an old one! You are right! The Fugo Raid is over powered as is, but I skipped it in my revised NAs!
@Imperious:
so on the second combat round if both sides have fighters then fighter hits are allocated to land forces in the usual fashion?
Yes! However I like your suggestion were air units always fire in the opening fire step of combat and any hits should be taken by enemy air units prior land or naval units. I have tried it once and it makes air really powerful, but still verry expensive!
@ncscswitch:
By request, here is the link to the most recent version (1.4) of LHTR, Larry Harris Tournament Rules.
For anyone who may not have encountered them, this is probably the most commonly used rule-set for online gaming.
I think this post should be under the forum for House Rules!
No dogfighting only for first cycle of combat? Can land units hit air units?
What I mean is a kind of opening fire step for air units and AA-guns only. Hence no land units can hit air in this dog fight, except for AA-guns. But this air only hit air is for the first cycle of combat only, there after air hit normally if enemy fighters still remain in the combat. Otherwise fighters hit in the opening fire step of combat for the rest cycles of that combat.
@Imperious:
Yes i second that… air fights air untill one side has so air and following that hits go against land forces as preemtives. Thats very simple.
One need to think more than once before engage an enemy force of figthers and how to protect those bombers. By your rule fighters will be a very important unit, maybe too important and hence become a game breaker. However I will try it in my next game. Another variant would be what I suggested before, air-to-air combat for the first cycle of combat were only air units may be taken as casualies. If no side has got air supremacy after the first cycle of combat, the fighters attack as normal. If air supremacy then fighters attack/defend during opening fire step of combat!
…
We came across a difficult situation trying to model “air units cannot take hits from land units”, or simply INF and ARM can’t kill FTR or BMR.Should air units can able to attack forever? YES This opens up defender retreat.
(1 FTR attack 10 ARM)Should air units be forced to retreat after “land control” is lost? NO
(10 ARM attack 1 FTR)Should defending units be forced to retreat regardless? YES This opens up “final cycles” before air units are forced to retreat.
(1 INF attack 10 FTR)
Keep it simple to speed up the game, no separate “dog fights” before combat! Maybe for the more advanced players, but then my suggestion is:
A dog fight always takes place in the opening fire step of combat, for the first cycle of combat only. Any hit scored in such a dog fight must be taken by a bomber or fighter, hence air units must be picked as casualties for a dog fight as long as enemy air units still excists. For the second or later cycle of combat fighters fire in opening fire step of combat as long as no enemy fighters are present. Otherwise still attack during the regular combat phase.
Hi guys,
Long time no see….
IMO the least realistic of the revised national advantages is Russian Winter. Why? Because we declare it. …
Try this one instead:
Scorched Earth
Whilst withdrawing from the front, the Soviets came to fight a war were they destroyed anything that might be useful to the Germans.
When the German player conquer any red territory, that territory has no value until the next round of play. The German player may not add a control marker on the just captured red territory, hence may not increase the National Production Chart correspondingly. If the territory is liberated during Russias turn, then the territory regains it’s value.
@Imperious:
I find problems with this:
Self Propelled Artillery
The Italian military lacked modern tanks to support their war effort. As the war progressed, Italy made significant advances in their self propelled artillery design.
Your artillery may give one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.Self- Propelled Artillery are basically large Artillery guns mounted on a tank chassis… 1) what did Italy have by way of this design? 2) how is it possible for entire infantry units to be piggybacked onto these machines? 3) Are you combining somehow the “idea” that since they are more mobile than artillery then somehow they must be supported by large groups of soldiers?
I think you may take a page from what i put up on Italian NA’s and see if something can be made better.
Alternative 3) it is! But maybe we should restrict it to just 2 in mobility and no piggy back ability!
@B.:
No range restriction and yes it is special attack. One of Italys submarines may target any enemy ship in an attack with or without other attacking units. Hit on 3 or less during that battle.
Oh, just one submarine?
As for the range I recall something like it must be in the Mediterranean as we don’t expect frogmen to swim in the wild sea?
Well, those frogmen mostley came from submarines, hence no “swimming restriction” from Rome since submarines dont can operate in all seas. More over frogmen were used all over the ETO by other nations. Italy fought in the Mediterrean and Africa, but if the Axis would have been more successful they would most certainly have fought in other areas as well! That is the reason for not having any restrictions, except for one sub “frogmen attack” per turn.
@ncscswitch:
You must have missed a few of the games in the Games threads…
**NAVAL BATTLES DO NOT AND WILL NEVER WIN A GAME WHERE VICTORY IS DETERMINED BY CONTROL OF LAND TERRITORIES!**Â …
Go ahead, play test it a few times. You will quickly see what I mean.
Well, I agree and do understand your point. But it is sad that control of sea is not worth anything when history shows a different story. What if one included a rule for convoy raids! Try my rule for convoy raid in 2-3 games and then tell me if you think the game becomes more interesting. I just want you to try this rule to see what I mean. Navy will be more important, but with the twist of Axis favor!!! Then you will be more open for the discussion of cheaper navy!
Convoy Raids
The U.K, U.S. and Japanese players are susceptible to supply line interdiction. This rule imply that enemy submarines may conduct an economic attack against the supply lines (sea zones) adjacent to any of these nations industrial complex to “sink†IPCs. On the U.K, U.S. and Japanese players collect income phase, the player must subtract 2 IPCs to the bank for each enemy submarine within 1 sea zone of an industrial complex contolled by respective nation. For each enemy submarine within 2 sea zones of an industrial complex, the player must subtract 1 IPC. Any submarine that became submerged during the subjected players turn’s conduct combat phase, does not cause any economic loss. Multiple submarines may affect a single industrial complex, but the maximum combined loss can be no more than the territory’s (containting the industrial complex) income value. An individual submarine may only affect one industrial complex during each turn, but can affect multiple industrial complexes each round (i.e. one industrial complex per player).
I say the game is balanced as it is, but it can be better. Why having units nobody buys or at least are not worth buying???
Buy a fully loaded AC for defense and maybe a DD if your enemies got protected (from air) subs. If your enemy goes for navy then complement with just subs! Never buy a BB or a DD (with the exception I just mentioned).
There is an easy fix to your problem:
Air Supremacy
Fighters attack or defend in the opening fire step of combat if no enemy fighters are present or remain in combat.
Rgarding “Commando Frogmen” we last discussed about its range and stuff. Also, is this a special attack of some sort of inside normal sea combat?
No range restriction and yes it is special attack. One of Italys submarines may target any enemy ship in an attack with or without other attacking units. Hit on 3 or less during that battle.