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    Topics created by cousin_joe

    • cousin_joe

      AA50: Strategic - New Allied-Specific Techs
      House Rules • • cousin_joe

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      cousin_joe

      I’m wanting to condense rules for AA50 Strategic down as much as possible
      I do still like the idea of adding ONE unique Tech to each nation
      Mass Aircraft and Heavy Transports are not really needed, game’s are generally shorter and these are less advantageous to research
      Royal Air Force will also be eliminated as it’s use is limited in a shorter game
      With only 1 starting BB, Yamatos has limited use and can also be eliminated (I’ve kept Air bases as a Global Tech (at reduced cost) for Naval defense vs. HB)

      **RUSSIA

      MOBILE INDUSTRY (Minor Tech, 5IPC/researcher)
      -Your ICs may move 1 territory during NCM (as long as you owned them at turn start). ICs can only move among Red territories. They may produce in territories they just moved to, as long as Russia owned the territory at turn start. Production in the new location is “Limited” to INF, RTL and ARM only, up to the territory limit.
      -Multiple ICs may exist in a single territory, but only 1 remains active (for the purposes of Rocket attacks, SBR and unit production)

      UNITED STATES

      REINFORCED CARRIERS (Minor Tech, 5IPC/researcher)
      -Your ACs require 2 hits to destroy, just like BBs

      UNITED KINGDOM

      JOINT COMMAND: D-DAY (Minor Tech, 5IPC/researcher)
      -Once during the game, at the start of UK’s turn, you may declare a D-Day Invasion, a combined attack of UK and US forces which occurs on UKs turn. D-Day may only target France, and all attacking land and sea units MUST amphibious assault from SZ 7 (with the rare exception of land units already in Ger, NWEur, or Italy which can attack France as per regular rules). Air units may come in from any territory provided they have enough movement points.
      -On the UK turn, you may command any US units in range of France.  These US units cannot be used on US’ next turn. US units can use UK transports and vice versa.
      -The UK and US must agree on casualties, otherwise the defender chooses. AAGun fire is rolled separately against each nation. Techs still only apply to the units of the power that has them.**

    • cousin_joe

      AA50: Strategic - New Axis-Specific Techs
      House Rules • • cousin_joe

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      cousin_joe

      I’m wanting to condense rules for AA50 Strategic down as much as possible
      I do still like the idea of adding ONE unique Tech to each nation
      Atlantic Wall and Panzerblitz are not really necessary and add more complexity than needed
      With only 1 starting BB, Yamatos has limited use and can also be eliminated (I’ve kept Air bases as a Global Tech (at reduced cost) for Naval defense vs. HB)

      **GERMANY

      1. WOLFPACKS (Minor Tech, 5IPC/researcher)
      -improved communications grant subs the following benefits:
      a) Destroyers now detect Subs on a 1:1 ratio.  Any Sub that is undetected, does not have any of it’s special abilities cancelled (eg. Sub movement, Submersible and Surprise Strike)
      b) ALL Subs, regardless of whether a Destroyer is present or not, can ALWAYS submerge after 1 round of combat
      c) ATTACKING Subs that are not detected, have the option of choosing transports as their primary target.  Subs roll their Surprise Strike and can have their 1st hit dedicated to sinking a transport.  Any subsequent hits are targeted at other naval vessels.

      JAPAN

      1. TOKYO EXPRESS (Minor Tech, 5IPC/Researcher)
      -Your DDs gain limited transport capability. Maximum carrying capacity is 2INF per DD. Each DD can be used during either Combat or NCM, but not both
      i) COMBAT - Your DDs can load and/or unload only 1 INF during Combat. A unit loaded in Combat must be unloaded in Combat on the same TURN (unless DD is sunk or forced to retreat). If the SZ is hostile, your DD must first participate in Naval Combat. If your DD survives, it may then unload 1INF into the Amphibious Assault.
      ii) NON-COMBAT - Your DDs not participating in Combat can load and/or unload up to 2 INF during NCM. INF loaded during NCM do not need to be unloaded the same TURN, and may remain aboard the DD. A loaded DD does not suffer any combat penalties.

      ITALY

      1. MERCHANT MARINE (Minor Tech, 5IPC/Researcher)
      -Up to 2INF/TURN can be transported from Italy to Algeria without a transport as long as Axis controls Italy, Algeria, and there are no Allied surface ships in SZ 14.**

    • cousin_joe

      AA50: Strategic –> New Global Techs
      House Rules • • cousin_joe

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      Imperious Leader

      5. Atomic Bomb  rolleyes Really? The atomic bomb was only used once the US had practically won the war. It might have been drawn out, but they would have won. This is already represented by VCs. Once you capture enough VCs, you win. This would happen before and atomic bomb was developed.
      In regards to game play, it seems lame. The cost seems to be too much merely to prevent one turn of production. I honestly think the whole idea should be scrapped.

      The war would have gone on till 1946. The two bombs dropped changed that. japan figured it could get a negotiated peace if it soiled the beaches of Japan with American blood. The bombs changed that completely. It was also dropped to get political advantage over the Soviets who wanted spoils in Asia and to deny them the same. The bomb was the most important invention of the war and it above all other techs must be represented. Obviously, it would be had to obtain and require alot of research to have. The idea is also to have one tech that changes the game and makes it end. Some games require such an outcome because players sometimes never surrender and Atomic weaponry will finish the stalemate.

      And that is exactly what it did.

      In some games you can play and not obtain an outcome, while with this technology you are assured that the game will finish up soon. In most games that last of normal duration it wont be developed and thats the charm of it.

    • cousin_joe

      AA50: Strategic - Core Rule #3 –> Making Techs Viable for Competitive Play
      House Rules • • cousin_joe

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      Wilson2

      I think you are still reading it wrong. According to the proposed system you get to pick the exact tech you want to roll for. Once you buy the researchers, it is only a matter of time before you get the tech (and only that tech). Due to the escalating nature of it, it should only take roughly 2-3 turns to get it. (1-2 for 3 or 4 dice) I honestly don’t mind playing with house rules. I am an avid fan of AARe and am not interested in competitive play using OOB rules or LHTR. I still like to play good people (I’d love to play AARe with axis roll or replay pagan sometime) I hope we can develop this rule set to get enough recognition to be generally accepted as more than one players house rule.

      BTW anyone know what happened to pagan haven’t seen him since the WOTC board died?

    • cousin_joe

      AA50: Strategic - Core Rule #2 –> German NO for Battle of the Atlantic
      House Rules • • cousin_joe

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      oztea

      ammend the NO’s
      give germany +2 Sub in 41’ and +1 sub in 42’

      Now that solves your “make the atlantic more important” objective of your stratigic game

    • cousin_joe

      AA50: Strategic - Core Rule #1 –> Pre-placed UK IC
      House Rules • • cousin_joe

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      Wilson2

      I would prefer simply increasing the starting forces in India (and Australia if needed) and allowing UK to build his own IC. Also, If you are playing with the improved techs, UK has the opportunity to directly attempt improved factories. This would improve the defensive qualities of India.

      Also just on the side. Has anyone effectively used Australia Industry for UK in AA50? I tried it once, and it helped me keep the rich islands around Australia.

      Your AA50 Strategic link is broken.

    • cousin_joe

      AA50: Strategic - A New Way to Play A&A: Anniversary Edition
      House Rules • • cousin_joe

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      Wilson2

      I think that radar is a little weak. Perhaps make it a minor tech? Or make radar activate always active AA guns. That would be scary.

    • cousin_joe

      AA50 Enhanced: Sub Rules
      House Rules • • cousin_joe

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      Jennifer

      Let me clarify my reasoning on point number 2:

      Submarines defend at a zero because they are not firing back, they are battening the hatches, flooding the ballast tanks and adjusting the dive planes hoping to get below depth charge depth before being sunk. (Which is silly, I guess you should say destroyed not sunk, since they sink on purpose…)

      Meanwhile, they attack at three because they quietly slip into range, hide in the waves, line up their shot just right and fire.  Since there is resistance to giving them called shot abilities (where they tell us who they aim for before firing, like Kaitens and Kamikazees did in AARe) I figure this is a solution that would work.

      Also, it should be mentioned that I am assuming Super Submarines has been changed to Super Destroyers which would increase Destroyer Attack Power = to Submarine Power.

      Submarines do not defend with a surface fleet, they travel solo usually way out ahead as scouts or raiding enemy shipping.  Treat them like transports if they are detected and defenseless.

    • cousin_joe

      Victory Cities - Same Old Japan Race to Moscow… but wait...
      House Rules • • cousin_joe

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      A

      Glad to see the C_J playing the new game.

    • cousin_joe

      AA50-Is there something we're missing about SUBs??
      House Rules • • cousin_joe

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      Imperious Leader

      yea i added in planes as attackers but if non transports are in the sea zone, they must attack as normal as per OOB.

    • cousin_joe

      New Release Date - November 18?
      Axis & Allies Anniversary Edition • • cousin_joe

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      Imperious Leader

      This thread has served its purpose and its time has come to an end.

    • cousin_joe

      Will Rockets be a gamebreaker?
      Axis & Allies Anniversary Edition • • cousin_joe

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      I

      12!!! great and i thought 15 was cheap lmao wow!

      I still can not beleive that they did that 12 this is getting cheaper for units everywere im addign as a house rule you cna defend with fighters no matter what either ide adding no amtter what unless super duper balanced for germany

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