• @Baron:

    Maybe your regular Tank might be at 5 IPCs:

    A5
    D5
    M2
    C5

    No way. Thought of that too. Be spammed for Italy  Japan.
    If a new piece is going in game soon will be the light tank.

  • '17 '16

    @Baron:

    Maybe your regular Tank Panther? (Panzer Mk 5) might be at 5 IPCs:

    A5 (2.40)
    D5 (2.40)
    M2
    C5

    Giving more room above for C6 or C7

    @SS:

    No way. Thought of that too. Be spammed for Italy  Japan.
    If a new piece is going in game soon will be the light tank.

    Too bad, I saw a theme for Panzer V, A5 D5 C5
    :)

    Are you sure about spamming, it depends also on your lower value units.
    For example,
    A Light Tank A4 D4 C4 (3.00) might be very interesting too.


  • @SS:

    Tiger Tank build 1 only Starting T3
    A7  2.20
    D7  2.20
    M2
    C10 2 hits

    SS Panzer  build 2 only starting T2
    A7 2.33
    D6 2.00
    M2
    C6

    IS-1  build 2 only starting on T3
    A7 2.33
    D7 2.33
    M2
    C6

    Med Tank
    A6 2.00
    D6 2.00
    M2
    C6

    I like this best. Tiger dont get over powering late in game. SS Panzer cheaper but only get the better attack and there were a lot of these in war. Makes you think about the 2 hit tank A4.40 to SS panzer A4.66  C10 - C12

  • '17 '16

    It worth a shot.

    I’m just watching Tiger defense, for 10 IPCs, I would give same as IS-1, D7
    Personal history depiction taste, Tiger being the best of Heavys.

    The 2 hits, might be useful. Only playtest may reveal if it is possible to abuse.

    I don’t think. IMO, unless canning Tiger for 4 turns before sending them in pack.
    3 + 4 + 1, so around G8 this might have a little impact, but it is less impactful than using right away 1 Fg per turn.
    Which can fly in flock, anyway.


  • The only other way for Tiger to work is A8 2.20 D8 2.20 C8 but then SS Panzer the better buy. You run out of strength with higher 1 hit pieces in cost. 2 Tigers = A4.40 D4.40 C16  2 Panzers = A4.66 D4.00 C12. For a 4 icp swing on D Ill still take the Panzers.  Only way the Tiger and SS Panzer work together is giving the Tiger 2 hits without changing the cost for the Med Tank C5 which I believe will affect the over all of game.

    Its bad enough with Japan buying 6 icp tanks that A6 D6. Japan may still go to A5D5 Med Tanks in game yet. You could lower the AD for Med Tank and still C6 A5 1.67 D5 1.67 then you could probably work with these numbers for rest of tanks. Its best all around to leave Med Tank at 6 across the board for every country in game. If you want to make Med tank  changes to game then you need to start with changing AD values for each country for each piece. Which in fact is more historical.

  • '17 '16

    The only other way for Tiger to work is A8 2.20 D8 2.20 C8 but then SS Panzer the better buy.

    At 1 hit, it is A9 (2.20).

  • '17 '16

    @SS:

    @SS:

    Tiger Tank build 1 only Starting T3
    A7  2.20
    D7  2.20
    M2
    C10 2 hits

    SS Panzer  build 2 only starting T2
    A7 2.33
    D6 2.00
    M2
    C6

    IS-1   build 2 only starting on T3
    A7 2.33
    D7 2.33
    M2
    C6

    Med Tank
    A6 2.00
    D6 2.00
    M2
    C6

    I like this best. Tiger dont get over powering late in game. SS Panzer cheaper but only get the better attack and there were a lot of these in war. Makes you think about the 2 hit tank A4.40 to SS panzer A4.66  C10 - C12

    Out of curiosity, I added the 9 IPCs row for 2 hits on my sheet.

    Tiger Tank build 1 only Starting T3
    Attack 7  (2.72)
    Defense 7  (2.72)
    Move 2
    Cost 9 2 hits

    Is this might be interesting to you?
    This can challenge IS-1 and still only 1 produce at a fewer cost than Naval Fighter.


  • @Baron:

    The only other way for Tiger to work is A8 2.20 D8 2.20 C8 but then SS Panzer the better buy.

    At 1 hit, it is A9 (2.20).

    For cost of 7.


  • @Baron:

    @SS:

    @SS:

    Tiger Tank build 1 only Starting T3
    A7  2.20
    D7  2.20
    M2
    C10 2 hits

    SS Panzer  build 2 only starting T2
    A7 2.33
    D6 2.00
    M2
    C6

    IS-1   build 2 only starting on T3
    A7 2.33
    D7 2.33
    M2
    C6

    Med Tank
    A6 2.00
    D6 2.00
    M2
    C6

    I like this best. Tiger dont get over powering late in game. SS Panzer cheaper but only get the better attack and there were a lot of these in war. Makes you think about the 2 hit tank A4.40 to SS panzer A4.66  C10 - C12

    Out of curiosity, I added the 9 IPCs row for 2 hits on my sheet.

    Tiger Tank build 1 only Starting T3
    Attack 7  (2.72)
    Defense 7  (2.72)
    Move 2
    Cost 9 2 hits

    Is this might be interesting to you?
    This can challenge IS-1 and still only 1 produce at a fewer cost than Naval Fighter.

    Killing me. I should of checked for the odd number 2 hit buy. I added the 2  values together and divide by 2 and got 2.71 close enough


  • Im gonna go with the C9 Tiger with the values you posted. So im done tweakin for today.


  • @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    @SS:

    Med. Bomber
    A 4d12s @2 ground only every round
    A 2d12s @2 naval only every round
    D 1d12  @2 or escape roll @2
    M6
    C10
    Dog Fight @1
    SBR 1d8 +1 damage
    AA Gun D@2 against ea Med. Bomb

    H. Bomber
    A 3d12s @3 ground only every round
    A 2d12s @3naval only every round
    D 1d12   @3 or escape roll @3
    M7
    C12
    Dog Fight @2
    SBR 1d10 +1 damage
    AA Gun D@1 against ea H Bomb

    Tac Bomber  : Cannot land on Carriers.
    A7 Can pick target with a return shot. Ground only.
    A3 against surfaced subs only. No return shot.
    D5 Can pick target with a return shot. Ground only .
    M5
    C11
    Dog Fight @1
    SBR 1d8 damage (Air - Naval ports, Train Stations and Oil Derricks)
    SBR Kills AA gun on a roll of 4 or less
    AA Gun D@1 against ea Tac Bomb

    Naval Dive Bomber  : Can land on Carriers and ground.
    A7 Roll 4 or less can pick target with a return shot
    A3 against surfaced subs only. No return shot
    D5 Roll of 3 or less pick target with a return shot
    M4
    C10
    Dog Fight @1
    SBR 1d8 damage ( Air - Naval ports, Oil Derricks)
    SBR Kills AA gun on a roll of 4 or less
    AA Gun D@1 against ea Dive Bomb

    Naval Fighter  : Can land anywhere.
    A5
    D7
    M4
    C10
    Dog Fight @3
    AA Gun D@2 against ea N. Fig
    Cannot hit surfaced subs.

    Fighter
    A6
    D7
    M5
    C11
    Dog Fight@3
    AA Gun D@2 against ea Fig
    Cannot hit surfaced subs.

    AA Gun
    A0
    D@2 at each plane
    D@1 at ea H Bomb, Tac & Dive Bomb
    M1
    C5

    Air Transport
    A0
    D0
    M5
    C10  Can transport 2 Elites or 2 Paratroopers or 1 Elite 1 Paratrooper in combat and any combination of 2 inf or 1 inf 1 art in non combat. If you get Paratrooper Tech can transport 3 units any combo. Only 2 inf or 1 inf 1 art non combat still.

    Ger. Grenadiar build 2 starting T2
    A4
    D4
    M2
    C4
    Can Blitz

    SS Panzer build 2 starting T2
    A7
    D6
    M2
    C6

    Tiger Tank build 1 starting T3
    A7
    D7
    M2
    C9 2 hits

    IS-1 Russia build 2 starting T3
    A7
    D7
    M2
    C6

    Elite Inf
    A4
    D2
    M1
    C3    Build 2 only per turn. NA for US-Italy can build 3 a turn

    Paratroopers
    A2-3  A3 FSR only on AMP ASSLT
    D4
    M1
    C3     Paratrooper Tech- Can air transport 3 Paratroopers

    Art
    A4
    D4
    M1-2 towed by Mech and SPA
    C4

    SPA
    A4-5
    D4-5  Tank  boost +1 on A/D 1:1
    M2
    C5  Can tow Art and blitz

    German Wolf Packs 2 or more subs attacking.
    A6  FS
    A7  FS if get NA Wolf Pack or Sub Tech get A7 FS  D3
    D2
    M2
    C7
    Subs cannot hit subs
    Subs can submerge after DF or Tac FS
    Subs doing FS have to stay surfaced.
    Cannot submerge until next round of combat.
    Submerged subs after 1 round of combat can
    1. Resurface
    2. Stay Submerged
    Surfaced subs can be taken as casualties.

    Subs
    A5  FS
    D2
    M2
    C7
    Subs cannot hit subs.
    Subs can submerge after DF or Tac FS
    Subs doing FS have to stay surfaced.
    Submerged subs after 1 round of combat can
    1. Resurface
    2. Stay Submerged

    Battleships
    A9
    D9
    M2
    C15   2 hits

    Cruisers
    A7
    D7
    M3
    C9

    Destroyers
    A3
    D3
    M2
    C6
    **Destroyer gets a Depth Charge Attack on first round of combat only and also gets a combat attack on first round. Any combat rounds after that destroyer just gets a normal surface combat roll.

    Carrier
    A2
    D4
    M2
    C14   2 hits

    Transport
    A0
    D1  at plane only if not taken as casualty
    M2
    C7
    ES2 only if Transport is alone and being attacked by
    only subs or planes and is not killed per round.

    Japan doesnt receive H. Bombers.

    This has been updated.  July 9,  2018

    These values are for next game. We will see if H Bomber A against navy is to strong.**

  • '17 '16

    @SS:

    @Baron:

    The only other way for Tiger to work is A8 2.20 D8 2.20 C8 but then SS Panzer the better buy.

    At 1 hit, it is A9 (2.20).

    For cost of 7.

    Yes for 7 IPCs.
    A9 (2.20)
    1 hit

  • '17 '16

    @SS:

    @SS:

    SS Panzer  build 2 only starting T2
    A7 2.33
    D6 2.00
    M2
    C6

    IS-1   build 2 only starting on T3
    A7 2.33
    D7 2.33
    M2
    C6

    Med Tank
    A6 2.00
    D6 2.00
    M2
    C6

    I like this best. Tiger dont get over powering late in game. SS Panzer cheaper but only get the better attack and there were a lot of these in war. Makes you think about the 2 hit tank A4.40 to SS panzer A4.66  C10 - C12

    Is it a mistake that your previous roster put both SS Panzer and IS-1 at 7 IPCs?

    BTW, I like that 6 IPCs SS Panzer is simply a regular Tank with more attack combat value.
    In fact, SS divisions were fierceless and have a reputation for cruelty.
    Limiting to two is correct too.

    This is Panzer Grenadier right?
    A very mobile Infantry division with many Panzers.
    Seems right in itself, like a more efficient Mechanized Infantry.

    Ger. Grenadiar build 2 starting T2
    A4 (3.00)
    D4 (3.00)
    M2
    C4
    Can Blitz


  • @Baron:

    @SS:

    @SS:

    SS Panzer  build 2 only starting T2
    A7 2.33
    D6 2.00
    M2
    C6

    IS-1   build 2 only starting on T3
    A7 2.33
    D7 2.33
    M2
    C6

    Med Tank
    A6 2.00
    D6 2.00
    M2
    C6

    I like this best. Tiger dont get over powering late in game. SS Panzer cheaper but only get the better attack and there were a lot of these in war. Makes you think about the 2 hit tank A4.40 to SS panzer A4.66  C10 - C12

    Is it a mistake that your previous roster put both SS Panzer and IS-1 at 7 IPCs?

    BTW, I like that 6 IPCs SS Panzer is simply a regular Tank with more attack combat value.
    In fact, SS divisions were fierceless and have a reputation for cruelty.
    Limiting to two is correct too.

    This is Panzer Grenadier right?
    A very mobile Infantry division with many Panzers.
    Seems right in itself, like a more efficient Mechanized Infantry.

    Ger. Grenadiar build 2 starting T2
    A4 (3.00)
    D4 (3.00)
    M2
    C4
    Can Blitz

    Grenadiar is correct. The rest I look at again

    I may have to tweak IS-1 because I don’t know how strong it was really without checking history  been crunching numbers all day. Making typing errors lol

  • '17 '16

    IS-1 and IS-2 were heavy Tank.
    Since Soviets were able to outproduce Germany, I find it OK that Tiger are limited to 1 per turn while IS-1 to 2 per Turn.
    I saw that IS have some mechanical issues, so cannot beat Tigers.


  • @Baron:

    IS-1 and IS-2 were heavy Tank.
    Since Soviets were able to outproduce Germany, I find it OK that Tiger are limited to 1 per turn while IS-1 to 2 per Turn.
    I saw that IS have some mechanical issues, so cannot beat Tigers.

    Ya that I knew. But some use the KV1 and 2s which is wrong.


  • With the oil derricks in game on Sumatra, Java and Borneo and territories worth 4 ea plus 1 for ea derrick now you can SBR them plus other ones on map. So now if Japan captures them the allies can bomb them or vice versa. The money is taken away from there income like a convoy box. Japan wants the island money then they should earn it for there oil. Keep repairing it or defend it or leave it damaged. It seems to for e Japan to buy more ground troops for land money later in game and keeps them from buying some navy.

    Also with a Oil Derrick in Romania I am also putting one in Berlin or Germany territory. From what I read 60% oil came from coal at refineries in Leuon and the allies bombed it the whole war.
    25% oil came from Romania and even Norway were late in war allies bombed there too. So now the refinery ( oil derrick ) in Berlin can be SBR to for up to 5 damage. 
    Russia has 3 territories and Uk 3 territories with oil derricks that also can be SBR.
    I feel any oil penalty should be more than 1-2 icps if you dont have derricks all over the map and can control these in low numbers.


  • Couldnt get anybody to play test this past weekend so I grabbed my son and said try to make some plays but I need you to roll dice for what its worth. I need to try a All Pacific allies attack in a game test because nobody has done it yet in all the 40 games we have played so far.
    For what it worth, Japan on T1 got the worst Event Card out of 22 cards in deck to get "Cant move ships off Carolina Islands.
    So now this prevented  Japan from attacking the US Fleet off of Line Islands. Then on US T1, they attacked the Japan Fleet off of Carolina Islands. Sweet. Now even better for a KJF or What ever in the Pacific.

    Russia got Rockets Tech T1 and now damaged the Romanian Oil Refinery for 5 damage against Germanys income. Russia bought another AA gun for Stalingrad because the original AA moved so it can now at least bomb 1 of Germanys Minor IC.
    So now on T1 the FEC build a Minor IC in Madras worth 2 icps plus with IC in Calcutta worth 3 icps they can build now 5 pieces per turn. ( Can only build Up to the territories value ) Plus on T1 UK landed 4 inf from South Africa to Madras and moved 2 inf and 1 tank from Mideast towards Madras. Plus Anzac just landed 6 ground in Madasgar and will be able to land them in Madras. In Europe map pic. Once FEC gets control in India they can always counter or move ground to Cairo and reclaim. With US pressure and hoping a small Anzac fleet can pressure the Oil Refinery money Islands. Also Cant build capital ships in S AF, Calcutta and Anzac.
    Granted UK pretty much abandoned Cairo. But Cairo is only worth 1 VC point. Calcutta worth 2 VC points. This will make the Axis  work even harder to get that 1 VC point because also they didnt get Calcutta worth 2 VC points. US just took Wake Island with some Marines. US got there NA can build 1 extra Marine per turn in the Pacific only or 1 extra US Ranger on the Europe side. So you can do any combo of 3 total.
    This like what GHG is talking about in G40 game thread with Calcutta Persia IC NB strategy.

    Use the Naval Bases to your advantage off of Australia, Madras, Madagascor, Cairo, Upper Egypt and S AF as allies. ( FEC Anzac )

    So now the question is Do I need to make Cairo worth 2 VC points or leave it and for the Axis to get that extra 1 VC point make up by forcing them to go all out for London 3 VC points or Moscow 3 VC points. Axis would need Italy to hold Cairo but would still need a major support to Germany to get Moscow. But then the US could do a flip and buy all Europe on T3-5 and push or just land in Europe making both Italy and Germany have to defend Paris and stopping the Moscow crush.
    Map pics

    Epic.

    image1(16).png
    image2(7).png

  • '17 '16

    So now the question is Do I need to make Cairo worth 2 VC points or leave it and for the Axis to get that extra 1 VC point make up by forcing them to go all out for London 3 VC points or Moscow 3 VC points. Axis would need Italy to hold Cairo but would still need a major support to Germany to get Moscow. But then the US could do a flip and buy all Europe on T3-5 and push or just land in Europe making both Italy and Germany have to defend Paris and stopping the Moscow crush.

    With Derricks as a major way to hinder Axis, both Germany and Japan, I would wait to see how Allies can use it to outweigh Axis holding many VCs.

    If, after a game or two, it is obvious that Axis Victory is too easily achieve by not gaining either Moscow or London, I would then rise Cairo and require an additional VC points to win for Axis.
    So the options will be either all minor VCs or, at least one major VCs (London or Moscow).


  • With Making Cairo worth 2 this would put the Axis more in a holding defense pattern but still would have some kind of major battles for the Mideast Oil territories for that 1 VC point bonus for Axis plus they still need to conquer enough territories to get that other 1 VC bonus point for total income of 178.
    Axis VC points total with Cairo at 2 for future change
    26
    +1 Oil bonus
    +1 Income bonus
    +2 Stalingrad

    30 points for win.

    With US going Pacific now the Philliphines could be another major battle for.

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