Do you want to know what Larry Harris, creator of the Axis & Allies game system, think about this chart of National Advantages. Then click on the following link and you will be directed to his website Harris Game Design: http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=5&t=405
Posts made by Mr Andersson
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RE: National Advantages for A&A Europe Version 1.3
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THE ULTIMATE BREAKTHROUGH CHART
The Ultimate Breakthrough Chart
All of these technologies represents scientific breakthroughs that had or could have had a major impact on the course of the war. I think all other technologies in the box rules should be represented by National Advantages. Using this single breakthrough chart, one can choose any technology you wish to research. More over each researcher token now costs 10 IPCs. For each researcher you have, roll one die.
Success: If you roll at least one “6,” you have successfully made a technological breakthrough for the chosen development. Discard all your researcher tokens. Your development becomes effective during Phase 6: Mobilize New Units of your turn.
Failure: If you do not roll a “6,” your research has failed. Keep all your researcher tokens and continue to the Purchase Units phase of the turn.
1. Radar
You now have radar technology that facilitate offensive fighter control and accurate antiaircraft artillery direction. Your fighters on any territory of your control containing an AA gun, and not under attack, may now defend adjacent territories or sea zones. They act immediately in these battles and must land in the territory the fighter is taking off from, provided they were not removed as a casualty. Moreover your antiaircraft guns hit air units on a roll of 2.2. Jet Power
Your fighters do now have jet power. Their attack value increases to 4.3. Super Submarines
Your submarines are now super submarines. They attack on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines, unless an enemy destroyer is present.4. Rockets
Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase, each of your antiaircraft guns can make a single rocket attack against an enemy industrial complex within 3 spaces of it. In each turn, only one antiaircraft gun per territory may launch rockets, and each industrial complex can be attacked by only one rocket launcher.This attack does 1d6 damage to that complex.5. Long-Range Aircraft
Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters’ and bombers’ range increases to 6 and 8 respectively.6. Heavy Bombers
Your bombers are now heavy bombers. You roll two dice for each bomber when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single die. -
RE: More Defensive Artillery
…A territory with 3 men and three artillery would be as powerful on defense as a teritory with 6 tanks. for 9 IPC’s less you have an excelent defense that wont draw much attention because there are no high value units there.
This rule could skew the game too much in favor of the defender…
You are missing the point here, that is matching one-to-one. If one no longer can match an infantry to an artillery, due to cassualties, the increased fighting capability is lost. More over, it is ONLY infantry that get this increased defens capability of +1, just like support fire from an artillery in an attack. By the way, since the map only get bigger with more territories for every new updated A&A version, the mobility of a unit will be even more important.
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RE: NEW BREAKTHROUGH CHARTS
What about fortress artillery :?
Fortress Artillery
Your antiaircraft guns now also defends on a 5 during the conduct combat phase (but only one antiaircraft gun in a territory can fire, even if they are controlled by different powers), but can still shoot down attacking air during the opening fire step of combat. Antiaircraft guns cannot be destroyed, and hence not taken as a casualty. -
RE: More Defensive Artillery
The cause for infantry to get the increased defens value is because it is easier to keep count that way, since one normally have more infantry units than artillery units. More over it is easier to remember a rule that is consistent with the unit’s other special abillities. :wink:
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More Defensive Artillery
I have play tested a revised artillery unit with improved defence capabillity. When an infantry defends along with an artillery, the infantry’s defens increases to 3. Artillery do still support infantry on attack. Remember that the artillery unit we have today were made when the armour unit still defended on a 2, in A&A Europe.
Artillery was mostly a defensive unit during WWII and proved to be the basic weapon of fighting tanks. However, in A&A, it is usually only used as an offensive unit, mainly to give large infantry formations more punch, not for anti-tank defences or counter-battery fire upon enemy artillery. The task of destroying enemy tanks and artillery batteries can also fall to attack aircraft, but unless they are already on patrol overhead, they are usually not quick enough to save friendly forces from damage. More often, ground-based counter-battery fire would suppress the enemy artillery batteries and force them to move, while aircraft would follow up later with a strike to destroy the rest of the enemy artillery.
Once Germany had been thrown on to the defensive in WWII the burden of combat shifted away from aircraft and tanks to the infantry and artillery. This were not because the former were not needed but rather their short supply forced reliance on the latter. However Germany had a shortage of artillery and therefore carried severe penalties. The inabillity to conduct effective large-scale counter-battery operations,as well as the loss of air superiority, was primary cause of German failure in both the West and the East. The early hopes of victory through mobility were replaced by an insatiable demand for the firepower of artillery.
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RE: NEW BREAKTHROUGH CHARTS
What about Jet Fighters, is no1 or no2 best:
1. Jet Fighters
Your fighters now fire in the opening fire step, whether on attack or defense. Any casualties are destroyed and removed from play, with no chance to counter-attack.2. Jet Fighters
The attack value of your fighters is now 4 instead of 3. They may now intercept bombers in a SBR. Bomber interception last for one cycle of combat only. The defender declares intercepting jet fighters before any defending AA-guns fire. The intercepting jet fighters attack on a 3 were as the bomber defend on a 1 (2 if heavy bombers). The surviving bombers are on the second cycle of combat subjected to any AA fire. Any jet fighters used in a interceptor role may also defend in a regular land attack against that same territory on the same turn. -
RE: NEW BREAKTHROUGH CHARTS
…
But then getting heavy armor, also comes with the negative effect of limiting the number of tanks you can produce.I am not saying it is bad, i am just saying it would then be very different from the other techs.
Well, one can always think outside the box. It should always be simple and easy.
Heavy Tanks
Every third tank you have in each combat cycle, attack or defend on a 4. -
RE: NEW BREAKTHROUGH CHARTS
@Imperious:
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The answer is not possible because i am not sure you want both or one or the artillery tech and not the armor tech. If you want both id say its redundant.If you want only one I would definatly dump the artillery tech and have Heavy tanks…
I am thinking of replacing the Advanced Artillery tech with my Heavy Artillery or Heavy Tanks, and ask you about it. No more new units, just simple tech upgrades that are easy to play. And sorry about, here we go again…
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RE: NEW BREAKTHROUGH CHARTS
@Imperious:
So what does this have to do with heavy Tanks?
You want to replace HT with HA?
Ok, here we go again. What we need is a more defensive tech that is not overpowered, but simple and easy to play. Not at least since Jet Fighters have turned into an offensive tech. My suggestion is a better artillery, since the one in the box rules is offensive, and more over not historical correct. An artillery defending on a 3, would make lot of scence here, don’t you think?
_Once Germany had been thrown on to the defensive in WWII the burden of combat shifted away from aircraft and tanks to the infantry and artillery. This were not because the former were not needed but rather their short supply forced reliance on the latter. The shortage of artillery therefore carried severe penalties. The inabillity to conduct effective large-scale counterbattery operations,as well as the loss of air superiority, was primary cause of German failure in both the West and the East. The early hopes of victory through mobility were replaced by an insatiable demand for the firepower of artillery.
Artillery was mostly a defensive unit during WWII. However, in A&A, it is usually only used as an offensive unit, mainly to give large infantry formations more punch, not for counterbattery fire upon enemy artillery. The task of destroying enemy artillery batteries can also fall to attack aircraft, but unless they are already on patrol overhead, they are usually not quick enough to save friendly forces from damage. More often, ground-based counter-battery fire would suppress the enemy artillery batteries and force them to move, while aircraft would follow up later with a strike to destroy the rest of the enemy artillery._
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AIR SUPREMACY
The issue is control of the air
In World War II, pure naval firepower didn’t mean a thing unless one have the planes to back it up. Surface ships without air protection were simply vulnerable to air attacks. The Japanese gave a very convincing demonstration of this early in the war, sinking two armored British warships (Repulse and Prince of Wales). And unlike Pearl Harbor, The British ships were at sea and underway, capable of maneuver and prepared for air defense. And yet they were sunk … quickly.
Carriers themselves were vulnerable to air attack – though they proved more durable than many expected. But they could also deliver offensive blows from hundreds of miles away, long before heavy ships had closed to within range of island objectives. So one of the primary tasks assigned to the fast carrier forces was the destruction and suppression of enemy air forces. The fast carriers would sweep in ahead of the landing and bombardment forces, seize control of the air, and maintain control of the air until local ground-based forces could take over. This kind of offensive strike was the best possible defense, both for the carriers and the heavy ships.
Carriers and battleships were fundamentally different weapons. A heavy ship could only throw its ordnance a few miles; a carrier could strike targets hundreds of miles away. A heavy ship had to stay in close proximity to its objective. A carrier 200 or 250 miles out had thousands of square miles of sea to disappear into, and would still be in striking range of its targets. The fleet carriers held the edge in terms of raw speed and maneuverability. And they were more difficult to put out of action than anticipated. A ship that’s hard to find, hard to hit, and capable of delivering heavy blows from hundreds of miles away is a formidable weapon.
Moreover, the Allies won battlefield air supremacy in the Pacific in 1943, and in Europe in 1944. That meant that Allied supplies and reinforcements would get through to the battlefront, but not the enemy’s. It meant that the Allies air power could support land forces in their immediate combat, as a form of “flying artillery”. In Europe the Allied fighter-bombers seemed everywhere, and it was difficult for the Germans to move in daylight. Close airsupport might attack the tank or artillery piece that is actively attacking friendly troops.
The quick fix for these facts is the optional rule “Air Supremacy”:
Air Supremacy
Fighters attack or defend in the opening fire step of combat if no enemy fighters or AA-guns are present or remain in combat. Any casualties are removed from play without being able to counterattack. -
RE: NEW BREAKTHROUGH CHARTS
@Imperious:
Heavy tanks should be restricted to building only one per turn. to instantly get all your tanks at 4 then just start buying tons of these will lead that player to victory because its 4’s for 5 vs 2’s for 3…
If Tanks that defends on a 4 is too much perhaps artillery will do as a strategic defensive tech. Once Germany had been thrown on to the defensive in WWII the burden of combat shifted away from aircraft and tanks to the infantry and artillery. This were not because the former were not needed but rather their short supply forced reliance on the latter. The shortage of artillery therefore carried severe penalties. The inabillity to conduct effective large-scale counterbattery operations,as well as the loss of air superiority, was primary cause of German failure in both the West and the East. The early hopes of victory through mobility were replaced by an insatiable demand for the firepower of artillery.
Artillery was mostly a defensive unit during WWII. However, in A&A, it is usually only used as an offensive unit, mainly to give large infantry formations more punch, not for counterbattery fire upon enemy artillery. The task of destroying enemy artillery batteries can also fall to attack aircraft, but unless they are already on patrol overhead, they are usually not quick enough to save friendly forces from damage. More often, ground-based counter-battery fire would suppress the enemy artillery batteries and force them to move, while aircraft would follow up later with a strike to destroy the rest of the enemy artillery.
Fortress Artillery or Heavy Artillery
Your artillery defends on a 3. -
RE: NEW BREAKTHROUGH CHARTS
And on the Heavy Armor idea, i didn’t say that it would not be overpowered, i just said it would not obsolete infantry.
And if it works really well for Germany i think that adds hitorical flavor.I very much like the rocket artillery idea, nebelwerfers and katayushas are some of my favorite WW2 weapons.
Well Emperor, have you play tested the heavy tank tech were armour defend on a 4 or not. Was it overpowered?
And do you think that the Rocket artillery of mine is a better tech than the standard advanced artillery? Or is the idea of a rocket artilery – too specific and detailed for this level.
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RE: National Advantages for A&A Europe Version 1.3
Partisan Resistance
When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
You may end the battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense. These units are locked in combat and can not move out of this territory before the opposing force is destroyed.This last NA would let a minor Russian infantry-corps attack a larger German panzer army, and if some russians survive, they can stay in this territory and lock the panzer-army in combat. There are historical reasons to back this rule up. Since most Russian territories had forests, swamps, mud, dirt-roads only, and a long cold winter, it was easy to bug down the German advance. Russian units would hide in the forest, let the German panzers through, and then close the gap and do ambush-attacks. Also the russian winter would kill more germans than the bullets. Half of the attackers would freeze to death, or be sick from frostbites and cold desies, just like Napoleons Grande Armee 100 years earlyer.
Do you think this is a better NA than Rasputista?
Rasputista
With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance.
Once during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, no combat movement for land units is allowed in any red territory. -
National Advantages for A&A Europe Version 1.3
National Advantages for A&A Europe
Version 1.3***By B. Andersson, Stockholm 2009
Method of Deployment*
• The Allies will have a total of 6 NAs and Germany will have a total of 6 NAs.
• NAs becomes effective during Phase 6: Mobilize New Units of each nation’s respective turn.
• During the 1st round, Germany declares (or roll dice) 2 NAs and each allied nation declares (or roll a die) 1 NA. Germany goes first, the Allies as a group goes second.
• During the 2nd round, Germany declares (or roll dice) 2 NAs and the Allies as a group declare (or roll a die) 1 NA. The Allies must decide which country that will get the NA.
• During the 3rd and 4th round, Germany declares 1 NA and the Allies as a group declare 1 NA. Again the Allies must decide which country that will get the NA.
Germany National Advantages
1. U-Boat Program
During World War II, 1,162 U-Boats were built, and these U-Boats sank 14,687,231 tons of Allied shipping.
Your submarines now cost 6 IPC’s. More over you may once per game place one of your submarines in Bay of Biscay, Danish Straits or Baltic Sea for free during the mobilize new units phase of your turn.2. Atlantic Wall
The Germans fortified the European beaches with massive defensive concrete blockhouses that formed part of the German defensive “Atlantic Wall”.
All your infantry and artillery defend on a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Norway, Denmark, Germany, Netherlands-Belgium or France.3. Panzergrenadiers
During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
Each of your tanks give one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.4. Wolf Packs
Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby.
Your subs attack on a 3 or less if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. The submarines may come from different sea zones, but they must attack the same sea zone.5. 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 defends on a 4.6. V2 Rockets
Guided missiles were one of Germany’s most important scientific achievements during World War II.
You have one free rocket attack per turn against an industrial complex, fired from one of your antiaircraft guns with a range of 3. Roll one die to determine how many IPC’s the enemy must surrender to the bank.7. Blitzkrieg
German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
When your tanks attack along with fighters, their attack increases to 5. This pairing is on a one-to-one basis. The increased attack ability of your tanks is for the first cycle of combat only and is cancelled if defending fighters are present.8. Jet Fighters
The jet fighter Me 262 gave German pilots a subperb fighting machine for which the Allies had no equal, significantly faster than conventional propeller-driven aircraft. Had it been built earlier, it could have had a major impact on the course of the war.
Your fighters defends on a 5 in a regular combat and on a 3 in a strategic bombing raid.Soviet Union National Advantages
1. Partisan Resistance
When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
You may end the battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense. These units are locked in combat and can not move out of this territory before the opposing force is destroyed.2. Salvage
After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them.
If you win a battle against the German player and at least one German tank is destroyed, you may place one free Soviet tank in that territory.3. T-34 Tanks
Soviet tank development was lead to a medium tank destined to become a war winner. It formed the bulk of Soviet tank strength and was superior to contemporary German tanks.
Your tanks defend on a 3.4. Red Army Conscription
The Soviet Unions most valuable asset was its vast manpower reserves, conscription got untrained and many times unequipped infantry to the front lines.
Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only, provided that only infantry are bought.5. Katyusha Rockets
The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
Your artillery have a first-strike ability at an attack factor of 2. Any casualties are destroyed and removed from play, with no chance to counter-attack. This first-strike ability is for the first cycle of combat only and in succeeding cycles of combat, your artillery hit normally.6. Siberian Reserves
The Japanese decision to strike America, allowed the Soviets to shift the Siberian reserves westwards against the Wehrmacht.
Once per game, you may reinforce Siberia if you control it. Roll one die each turn during your mobilize new units phase. On a roll of 3 or less, you place three of your infantry and two of your tanks for free in Siberia.United Kingdom National Advantages
1. Radar
Britain’s radar alerted it to the threat of German planes crossing the channel.
U.K. owned antiaircraft guns in green territories hit air units on a roll of 2 or less.2. Joint Strike
The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
Once during the game at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.3. British Commandos
In World War II the Royal Navy Commandos spearheaded British amphibious assaults in Europe and Asia. These commandos were vital in any major amphibious as well as smaller operations.
Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.4. Commonwealth Troops
The British Commonwealth Troops supported the British in the Desert Campaign in North Africa.
During your mobilize new units phase, you may place one of your infantry for free in any yellow territory (Middle East) if allied controlled. This free unit is in addition to the group of units you just purchased.5. French Resistance
France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
Once per game, if the Allies control any territory in France (France, Vichy France, Eastern France), you may place four of your infantry there for free during the mobilize new units phase of your turn.6. Royal Navy
The Royal Navy was the largest and most advanced navy in the European Theatre of Operations. As the war progressed the Royal Navy expanded rapidly with large construction programmes.
Your sea units are now cheaper to build. Battleships cost 20 IPC’s, aircraft carriers cost 14 IPC’s, destroyers cost 10 IPC’s, transports cost 7 IPC’s, and submarines cost 7 IPC’s.United States National Advantages
1. Lend-Lease Program (replace the Patriotic War rule)
During World War II, the U.S. military began administrating what became known as the “lend-lease program”. In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove all affected units from play and replace them with the same unit of your allys´ color.2. Long-Range Fighters
The twin-boomed P-38 long range enabled it to escort bombers deep inside enemy territory.
Your fighters´ range increases to 6.3. Airborne Rangers
The Rangers specialized in airborne, light-infantry and direct action operations to lead the way for the army.
Each of your bombers can act as a transport for one infantry, but it must stop in the first hostile territory it enters, ending its combat movement. Both units must begin their movement in the same territory. The infantry is dropped after any antiaircraft fire is resolved, so if the bomber is hit, the infantry it carries is also destroyed. The bomber may still attack during the conduct combat phase, but it cannot make a strategic bombing run in a turn that it transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat. However no retreat is possible if no land units attacked from an adjacent territory, and bombers cannot be used to move infantry in noncombat movement.4. Mechanized Army
With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
Your infantry and artillery have a move of 2 during noncombat move phase. The combat move of your infantry and artillery remains at 1.5. War Economy
The U.S. mobilized its economy for war on a scale never before seen. Every resource of the country was tapped for the war effort. Rationing, war bonds and Rosie the Riveter became iconic parts of the American culture.
During your collect income phase, roll one die and collect that many additional IPC’s.6. Superfortresses
The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
Your bombers roll two dice each and defend on a 2, when conducting a strategic bombing raid only. -
National Advantages for A&A Europe Version 1.3
National Advantages for A&A Europe
Version 1.3***By B. Andersson, Stockholm 2009
Method of Deployment*
• The Allies will have a total of 6 NAs and Germany will have a total of 6 NAs.
• NAs becomes effective during Phase 6: Mobilize New Units of each nation’s respective turn.
• During the 1st round, Germany declares (or roll dice) 2 NAs and each allied nation declares (or roll a die) 1 NA. Germany goes first, the Allies as a group goes second.
• During the 2nd round, Germany declares (or roll dice) 2 NAs and the Allies as a group declare (or roll a die) 1 NA. The Allies must decide which country that will get the NA.
• During the 3rd and 4th round, Germany declares 1 NA and the Allies as a group declare 1 NA. Again the Allies must decide which country that will get the NA.
Germany National Advantages
1. U-Boat Program
During World War II, 1,162 U-Boats were built, and these U-Boats sank 14,687,231 tons of Allied shipping.
Your submarines now cost 6 IPC’s. More over you may once per game place one of your submarines in Bay of Biscay, Danish Straits or Baltic Sea for free during the mobilize new units phase of your turn.2. Atlantic Wall
The Germans fortified the European beaches with massive defensive concrete blockhouses that formed part of the German defensive “Atlantic Wall”.
All your infantry and artillery defend on a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Norway, Denmark, Germany, Netherlands-Belgium or France.3. Panzergrenadiers
During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
Each of your tanks give one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.4. Wolf Packs
Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby.
Your subs attack on a 3 or less if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. The submarines may come from different sea zones, but they must attack the same sea zone.5. 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 defends on a 4.6. V2 Rockets
Guided missiles were one of Germany’s most important scientific achievements during World War II.
You have one free rocket attack per turn against an industrial complex, fired from one of your antiaircraft guns with a range of 3. Roll one die to determine how many IPC’s the enemy must surrender to the bank.7. Blitzkrieg
German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
When your tanks attack along with fighters, their attack increases to 5. This pairing is on a one-to-one basis. The increased attack ability of your tanks is for the first cycle of combat only and is cancelled if defending fighters are present.8. Jet Fighters
The jet fighter Me 262 gave German pilots a subperb fighting machine for which the Allies had no equal, significantly faster than conventional propeller-driven aircraft. Had it been built earlier, it could have had a major impact on the course of the war.
Your fighters defends on a 5 in a regular combat and on a 3 in a strategic bombing raid.Soviet Union National Advantages
1. Partisan Resistance
When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
You may end the battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense. These units are locked in combat and can not move out of this territory before the opposing force is destroyed.2. Salvage
After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them.
If you win a battle against the German player and at least one German tank is destroyed, you may place one free Soviet tank in that territory.3. T-34 Tanks
Soviet tank development was lead to a medium tank destined to become a war winner. It formed the bulk of Soviet tank strength and was superior to contemporary German tanks.
Your tanks defend on a 3.4. Red Army Conscription
The Soviet Unions most valuable asset was its vast manpower reserves, conscription got untrained and many times unequipped infantry to the front lines.
Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only, provided that only infantry are bought.5. Katyusha Rockets
The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
Your artillery have a first-strike ability at an attack factor of 2. Any casualties are destroyed and removed from play, with no chance to counter-attack. This first-strike ability is for the first cycle of combat only and in succeeding cycles of combat, your artillery hit normally.6. Siberian Reserves
The Japanese decision to strike America, allowed the Soviets to shift the Siberian reserves westwards against the Wehrmacht.
Once per game, you may reinforce Siberia if you control it. Roll one die each turn during your mobilize new units phase. On a roll of 3 or less, you place three of your infantry and two of your tanks for free in Siberia.United Kingdom National Advantages
1. Radar
Britain’s radar alerted it to the threat of German planes crossing the channel.
U.K. owned antiaircraft guns in green territories hit air units on a roll of 2 or less.2. Joint Strike
The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
Once during the game at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.3. British Commandos
In World War II the Royal Navy Commandos spearheaded British amphibious assaults in Europe and Asia. These commandos were vital in any major amphibious as well as smaller operations.
Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.4. Commonwealth Troops
The British Commonwealth Troops supported the British in the Desert Campaign in North Africa.
During your mobilize new units phase, you may place one of your infantry for free in any yellow territory (Middle East) if allied controlled. This free unit is in addition to the group of units you just purchased.5. French Resistance
France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
Once per game, if the Allies control any territory in France (France, Vichy France, Eastern France), you may place four of your infantry there for free during the mobilize new units phase of your turn.6. Royal Navy
The Royal Navy was the largest and most advanced navy in the European Theatre of Operations. As the war progressed the Royal Navy expanded rapidly with large construction programmes.
Your sea units are now cheaper to build. Battleships cost 20 IPC’s, aircraft carriers cost 14 IPC’s, destroyers cost 10 IPC’s, transports cost 7 IPC’s, and submarines cost 7 IPC’s.United States National Advantages
1. Lend-Lease Program (replace the Patriotic War rule)
During World War II, the U.S. military began administrating what became known as the “lend-lease program”. In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove all affected units from play and replace them with the same unit of your allys´ color.2. Long-Range Fighters
The twin-boomed P-38 long range enabled it to escort bombers deep inside enemy territory.
Your fighters´ range increases to 6.3. Airborne Rangers
The Rangers specialized in airborne, light-infantry and direct action operations to lead the way for the army.
Each of your bombers can act as a transport for one infantry, but it must stop in the first hostile territory it enters, ending its combat movement. Both units must begin their movement in the same territory. The infantry is dropped after any antiaircraft fire is resolved, so if the bomber is hit, the infantry it carries is also destroyed. The bomber may still attack during the conduct combat phase, but it cannot make a strategic bombing run in a turn that it transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat. However no retreat is possible if no land units attacked from an adjacent territory, and bombers cannot be used to move infantry in noncombat movement.4. Mechanized Army
With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
Your infantry and artillery have a move of 2 during noncombat move phase. The combat move of your infantry and artillery remains at 1.5. War Economy
The U.S. mobilized its economy for war on a scale never before seen. Every resource of the country was tapped for the war effort. Rationing, war bonds and Rosie the Riveter became iconic parts of the American culture.
During your collect income phase, roll one die and collect that many additional IPC’s.6. Superfortresses
The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
Your bombers roll two dice each and defend on a 2, when conducting a strategic bombing raid only. -
RE: National Advantages for A&A Europe Version 1.2
Partisan Resistance
When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
You may end the battle after first round of combat when you attack, and stay in the same territory as the enemy. These units are locked in combat and can not move out of this territory before the opposing force is destroyed.This last NA would let a minor Russian infantry-corps attack a larger German panzer army, and if some russians survive, they can stay in this territory and lock the panzer-army in combat. There are historical reasons to back this rule up. Since most Russian territories had forests, swamps, mud, dirt-roads only, and a long cold winter, it was easy to bug down the German advance. Russian units would hide in the forest, let the German panzers through, and then close the gap and do ambush-attacks. Also the russian winter would kill more germans than the bullets. Half of the attackers would freeze to death, or be sick from frostbites and cold desies, just like Napoleons Grande Armee 100 years earlyer.
Do you think this is a better NA than Rasputista or should I replace it with any other NA of Russia?
Rasputista
With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance.
Once during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, no combat movement for land units is allowed in any red territory. -
RE: NEW BREAKTHROUGH CHARTS
What dont you like about dive bombers, is it too powerful?
What if they just chose what land unit they destroyed on a roll of 1?Also 3 of my heavy tanks on defence would have and intial firepower of 12
While 5 infantry would have a firepower of 10 but so it does not obsolete infantry because they can take more causaulties and there firepower is not as fradgile( if you lose of of those tanks your down to 8), it just makes sence for tanks to be bought for defence if they have infantry for cannon fodder
Dive bombers seems a bit uncreative and is actually something that all countries had during WWII as a part of their airforce.
I agree on you about the heavy tank tech, but would not this rule be too powerful for Germany. Have you play tested it to find out if it is balanced? A unit excel based on balance: firepower (attack and defens), cost, and mobility (movement). Perhaps also armor protection, i.e. abillity to soak up hits, and other special abillities.
What about these three land techs:
Heavy Tanks
Your armor defends on a 4.Motorized Army
Your infantry and artillery have a move of 2 during noncombat move phase. The combat move of your infantry and artillery remains at 1.Rocket Artillery
Your artillery have a first-strike ability at an attack factor of 2. Any casualties are destroyed and removed from play, with no chance to counter-attack. This first-strike ability do only apply for attacks and is for the first cycle of combat only. In succeeding cycles of combat, your artillery hit normally. -
RE: NEW BREAKTHROUGH CHARTS
@Imperious:
…So to conclude the MATH give no indication of anything relative to a 4-3 or 4-4 cruiser, except a battlecruiser as you mention has no armor plating and big guns, so it makes more sence to make it 4-3, while a 4-4 unit makes less sence because if we go with your own point the armor plating is like a cruiser and a cruiser is at 3.
Ok, let me put it this way. If a cruiser attacks a battle cruiser, what will happen? The battlecruiser will shoot down the cruiser before the cruiser get in range for fire with its smaller guns! So the bottom line is that armour doesn’t matter if you going for a gun fight with a stick! By the way I really do enjoy our discussion and if you feel that I am rude, please let me know. You do give very good fedd back from time to time and hopefully this will result in better House Rules. Can’t wait to see the new game. The Tech system in AA50 is a really good, even if I do think that the breaktrough charts can be better.
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RE: NEW BREAKTHROUGH CHARTS
@Imperious:
…. This is the math.
I told you the math and you dont get that I get it. Or you dont get it!