• Hi there, guyz! Welcome to the new episode of Sergeant’s rules, because my nick, i remember it to all you, in italian means Sergeant in the snow…

    Today we talk about…

    “Random” casualties

    This rule is for Axis&Allies Revised, but it can be used even for Pacific or Europe.

    Why “random” casualties? Because they’re not properly random, but this rule enable the FIRING player to choose wich enemy unit were hit… When an unit with a value roll higher than 1 scores a “1” on the dice roll, then the rolling player choose wich enemy unit were hit. There are some limitation to this…

    Land Units: Artilleries, Tanks and DEFENDING ONLY Infantries can choose only enemy land units. They can destroy air units only if there are no more land units.

    Sea Units: Destroyers, Battleships and Sub’s can choose ANY enemy naval unit. Destroyers and Battleships can even choose enemy air unit, but only if there are no more naval units to hit. Battleships bombarding a coastal territory CANNOT choose, in this case apply the normal rule (defender choose). Aircraft Carriers CANNOT choose and stop, anytime.

    Air Units: Fighters and Bombers can choose ANY enemy unit.

    Super Sub’s can choose with a roll of “2” or less. Attaccking Heavy Bombers and defending Jet Fighters can choose with a roll of “2” or less.

    That’s all. What do you think about this?  :-D


  • I generally play this rule but I restrict it to only the attacking player.  Since the attacker has the initiative any rolls they have for 1 they get to choose the enemy casualty (with the exception of infantry).  This occurs only on the first round of combat.  I was thinking of always letting fighters choose but have yet to play test it.


  • yea we got that in AARHE.

    Tank and Artillery hits must go to other same first then infantry

    Land units cant kill air units unless it was a AA roll

    ON naval transports cant be soaker’s for attack or defense. Transports are not combat vessels. The idea that a transport is also destroyers and escorts is totally bankrupt thinking. They are only merchant ships.

    Battleship hits must go against like first if the enemy has any and same down the line.

    1. it hits its own kind, then its hits anything else (except transports)

    2. tranny are last naval unit to be removed

    3. defender may retreat after any combat round by declaring first, followed by attacker

    4. planes can make targeted attacks on any ship, after they survive ships AA rolls

    5. Subs can kill anything they want , except when a ASW unit is present it can screen out one unit at 1/1 basis

    6. ASW units are cruisers and destroyers and sometimes planes

    7. ships that take 2 hits cant trick the system by allocating multiple 1 hits first. each ship that takes two hits and is allocated one cant full up with free hits and repair. so basically you can do this once, the rest will either be that same battleship (sunk) or ships that take one hit.


  • actually not all of those are in AARHE  :wink:
    some of them (particular some naval combat stuff) were removed (by you) so we can have a simpler combat system

    ON naval transports cant be soaker’s for attack or defense. Transports are not combat vessels. The idea that a transport is also destroyers and escorts is totally bankrupt thinking. They are only merchant ships.

    not totally bakrupt but much less justified since the introduction of destroyer unit in 2004 REVISED EDITION and cruiser unit in many house rules and upcoming 2008 ANNIVERSARY EDITION


    1. which ones are outdated?

    2. i was talking about revised specifically and not Milton Bradley.


  • @Sergente_nella_neve:

    That’s all. What do you think about this?  :-D

    its not good if defender chooses, its also not good if attacker chooses
    your hybrid system should be fun to play

    @Imperious:

    1. which ones are outdated?
    2. i was talking about revised specifically and not Milton Bradley.
    1. no.1 and no.5
      no.1 - we got rid of the system that separates naval units into classes
      no.5 - only targeted attack when undetected and 1st cycle only, replacing the old screening system
    2. yeah I know and I agree with you about the transport unit

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