Not a bad idea. I don’t play much Anniversary Edition but this makes me want to bust it out.
Posts made by Hambone
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RE: Bloodbath Rules for Anniversary Edition
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RE: General 6 Stars 1941 WW2 Game
Loved seeing all the pics! So new fighter values worked out? Bombers not so much?
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RE: General 6 Stars 1941 WW2 Game
I didn’t know Dudley would give up vital info? Have to remember that!
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RE: DaveMod v3.0 Global 1940/1942
Like the capital rule! Give the money back to the bank if you lose your capital a second time.
I’d bet that Roby wouldn’t though, he likes to pillage too much. -
RE: Expanded Convoy Zones/Taranto Mod
The split sea zone in the Adriatic is a good idea for both reasons you mentioned.
While the convoy any territory is interesting I wouldn’t be a fan of adding NO’s to convoy ability of the territories. Probably a better approach would be to add a few more convoy zones or just add to convoy ability to zones that contain a capital. Change the die roll to 1-4 or keep the same value and add a die in a capital convoy zone.
There’s always options.
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RE: Simplified Bombers, Flak Guns, and Submarines
You have some interesting ideas. I like the idea of SBR territories up to their value. Would make it harder to defend though.
The subs being open to attack from all with them defending at 1 makes me shudder. But for me I like the sub element as is (not the def of 1).
I see where your coming from though, simpler is better.
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RE: Moffett Field R&D Tech Chart Draft
Looks like your taking the “hit or miss” out of the research so you always get something at the time it takes to research it. However, adding a path to the research YOU want as opposed to whatever the dice tells you what you get is great. Like that a lot!
That’s the big picture. I like the little picture the most. That is to say the details of the research like the different tech and units for each nation. Some options are not available to other nations. Realistic.
The multiple attack dice is very interesting; 2 or 3 dice per attack (1@4 and 1 or 2 @1) so that it is not overpowering yet offers something extra. Nice touch.
Interesting techs like two types of heavy tanks for Germany and the v-1/v-2 rocket mechanics is new to me.
Thanks for sharing!
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RE: Axis & Brollies : Action Cards and Event Cards
One of my favorite type of house rule is the randomness of the event/action cards. Great job on what you have posted here!
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RE: Axis & Allies Anniversary upgraded version
Like the Bismark idea. As a matter of fact, the whole “event” type house rule is pretty sweet.
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RE: [Global 1940] SiredBlood Rules Summary
Nice summary of the rules used at the tournament. Also good to print these off just to have on hand.
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RE: Oztea's 1939 Global Setup
Great to see the 1939 version. Absolutely love your 1941 version, which is my favorite of all the house rule set ups I’ve seen.
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Happy Fathers Day!
Happy Fathers Day to all the players with children (hope you’ve had the chance to play A&A with them).
Spent five hours playing A&A this Fathers Day with one son and the other son who is living the dream in Colorado sent me this drawing. He wishes he was here playing as well. It’s been great to share these games with them over the years and in the years to come.
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RE: Global 1940- Income Increases
I like the concept. Maybe not so much if I’m the U.S. or Russian player unless there is some option or hope of getting in the war sooner. But, varying their entry into the war mixes up each game.
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RE: Optional rules Global
I’d like to see your modified set up for Global 41. My thoughts on your rules:
1. I like the multi turn build for capital ships. Two turns seems right. I know in HGB’s Global war it takes 4 turns, which seems way to long.
2. Would be fun to try, however if Japan sets up that strategy correctly they could gobble up China/Russia even faster. If I’m playing the Axis, then I’m good to try that.
3. Don’t like the idea of taking a strat bomber out of play to drop a unit that attacks @ 1. Using a transport plane or a special infantry unit that represents the paratrooper & transport would be a better way to go.
4. We actually use that as a research mod. I guess we could just incorporate that for all tactical bombers.
Don’t forget to post your 1941 mod. Thx.
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RE: [Global 1940] Additional Unit Stats
Valid points by all of you guys on the tank destroyer. That’s the beauty of House Rules, you get choose which works best for your group/game.
We use an anti tank gun sculpt with Cost: 4 Att: 1 Def:3 which is basically the defensive unit in the way you are using the tank destroyer. High powered gun in an ambush mode.
I can see switching the TD to being more defensive if we didn’t already have a unit for that situation.
Thanks for the post Rebot and let us know how you new units worked out in your game.
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RE: [Global 1940] Additional Unit Stats
Those are pretty close to the values to the HR games I’ve played with a couple exceptions.
Tank destroyer the Att & Def is flipped so A:3 D:2 due to weaker armor or lack of turret the defense should be less, main gun was usually as good or better than medium tanks so attack should be the same.
Heavy tank cost should be higher. We’ve played it between 8-10 ipc and landed on 8 for heavy tank and 10 for a researched heavy tank.
The Armored car we used in our first game last weekend. We used an Att of 2 but I’m wondering if it should be a 1. Mainly because we added a combined arms mod of +1 when paired with any 1 land unit and limited it to 1 Armored car per battle so it didn’t get out of hand. Ideally you would pair it with a tank so that 1 tank would Att/Def at 4. If a tank wasn’t available pair it with an Artillery, etc. The thinking is that the Armored car represent recon units of all types which by having a recon element it would give an advantage in battle. I’ve heard this similar idea but slightly different so others are thinking about this unit as well.
Just a few suggestions. The good thing about house rules is that you can use them the way you want, tweak them to make them better or get rid of them if they don’t work. Its a process I enjoy!
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RE: Double Up; Airbase Strategy
Germany should have an air base. Only Germany and ANZAC capitals are without them, however that’s another discussion.
Greece seems to be the most viable as it has additional uses beyond doubling up. Although Korea could be very useful vs KJF strategy.
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RE: Strategic Bombing Gibraltar?
If your goal is to Strat bomb the Gibraltar naval base regardless of fighter protection then you might consider leaving Morocco alone as well. Italy usually takes it for a 5 IPC bonus for North Africa, which usually only last a turn or two. When the US takes it back from Italy they can just build a naval base.
Either way, its probably only a good strategy if US is building mostly on the Pacific side.
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RE: Erocco's Axis and Allies
I actually had IL’s AA50AE and DK’s Hybrid map printed and have played several game using DK’s rules & set up. It would be great to see your version and different set ups.
I’ve used the D12 in HGB’s Global War and I’ll just say I’m not a fan of the D12. It will be interesting to see how you incorporate into the game.