Haha, thought I checked everything before posting, but I was searching “railways” and not “railroads”! Thank you for the assist, my bad!
Latest posts made by NinjaEskimo012
V3 Building New Railways?
Just finished looking at the rules for Version 3, and the changes to the Railways are awesome! I really appreciate the change from standard to broad gauge as you enter the USSR, and the ability to damage them now too through SBR!
My question: the rules alluded to the potential of building new railways over the course of the game by including “Railroad (Regular and wide gauge)” under 1.4 Facilities [NEW] on page 9 of the PDF file, but didn’t include a price tag. Do they fall under the “Many facilities are shown on the map.” clause, or the “Additional facilities can be built during the game using facilities markers.” clause?
I’m envisioning the Germans laying down additional track/changing track gauges as they advance along the Eurasian steppe towards Moscow, or of Britain finally completing their long-awaited goal for running a rail line from Cape Town up to Cairo. Non-historically, an American-made Pan-American rail line would free up movement of successfully diplomacied South/Central American countries to load up in American ports on their way to war, and a British-made pan-Middle East line would allow for quick reinforcement of FEC/Cairo depending on the immediate threat.
Maybe base construction off repair costs already in the rulebook, extra for mountain/jungle/tundra terrain placement, about 2-3 IPP to place/territory? I’m hoping this is real and not just my imagination.
RE: V3 New Units and Pieces
I’ve found that a couple sheets’ worth of paper “Light” and “Heavy” roundels works to disambiguate which tanks/cruisers/battleships/carriers/bombers are which. Not the prettiest option, but sure is the cheapest.
Heavy roundels designate - Heavy Artillery (my homebrew artillery tech “Heavy Artillery Doctrine”, same stats except Costs +1, supports two infantry units), Heavy Tanks, Heavy Strategic Bombers, Heavy Cruisers, Heavy Carriers, Heavy Battleships
Light roundels designate - Light Tanks, Light Cruisers, Light Carriers, and I use “Light” roundels to indicate “Fast Battleships” as well, since they move faster than ‘standard’ battleships
RE: Atomic Bomb
My friend and I have played with this house rule a few times, and it’s worked well for us so far:
Atomic Bomb: Must designate research goal before rolling research dice, paying 20 IPCs for 4 dice, must get 3 breakthroughs (odds of 20/1296) to achieve goal, limit of 1 such research attempt per turn. Atomic bombs cost 20 IPCs to build, must be built in a Major Industrial Complex, are carried 1/strategic bomber, and kill primary targets (3) at 5, secondary (4) at 4, and tertiary (8) at 2. Primary targets are announced beforehand by the attacker; secondary and tertiary targets are chosen conventionally.
Hydrogen Bomb: A result of 4 breakthroughs (odds of 1/1296) unlocks the Hydrogen Bomb, 25 IPCs, allows for the naming of 2 ground zero casualties before other casualties, and increases the number of tertiary targets by 3. Facilities are completely damaged as primary targets, half as secondary, third as tertiary, and taken off the map if named as ground zero targets of a hydrogen bomb attack (ICs can’t be ground zero).
RE: Axis and Allies Global 1940 house/custom rules
“We wanted to add more brutality to the game, so we thought, “maybe some more destruction could be good.” First off, each air, naval base, minor, and major industrial complex can be destroyed. This already was a huge deal. In the base game, the naval, air bases and minor could take 3 to be inoperable, and 6 to be capped. A major, 10 to be inoperable, and 20 to cap. We changed it to, when a minor or base takes 6, it can’t be used. However, it takes 20 points of damage to destroy it entirely. For a major industrial complex, 10 to make it inoperable, but 40 to destroy it.”
Wouldn’t it be better to completely destroy a Minor or Base at say, 12, instead of 20? This would be double the amount of damage that makes it “capped,” just like a Major is destroyed at 40, twice its “capped” damage level of 20. If you think about the cost of buying a new Minor (12), then it’d always be cheaper to repair than to buying a new one; this fact is accentuated for Air/Naval Bases, because it costs 15 to build a new one, but less than 12 to repair an existing one/prevent it from being destroyed.
Just throwing an idea out there.