@mhal21 I don’t play poison gas warfare for one simple reason. Poison gas was not as much of a thing as people think it was in WWI. Yes it was terrifying and it made the headlines when it happened, but the estimates are that around 150 000 casualties happened due to gas, which is something like 2-3 days of a huge battle on the Western front.
I know some people have dabbled with it so there is stuff out there. You might want to hop on the Axis and Allies Facebook page to ask your question !
Avoiding Infantry blobs. Change their Cost to 3.2!
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I’ve seen people suggest using d12 for Axis & Allies; I assume that the idea would be to change the infantry defense value to be 3 (i.e. 25% on a d12, down from the 33.333…% on a d6) That way it’s easy to keep any other attack/defense values at the same percent, by simply doubling the number you score a hit on.
Personally I’ve wondered if using d10 might be helpful, in some way(?) If you’re thinking that infantry need to cost 3.2 IPCs, then it might make sense to keep the cost at 3, but have their defense value as “3 on a d10” (so, 30% instead of 33.333…%) Would that have the desired effect?
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General 6 Stars '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizerlast edited by Jan 30, 2022, 4:57 PM
Depends. I use d12 and what it mainly allows is to add more different pieces and/or make other normal game pieces a bit better all around for costs with values.
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I remember a while back, Baron and somebody else, YG maybe ? were big on a D8 system. Idk if anything ever came of it
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General 6 Stars '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizerlast edited by Jan 30, 2022, 10:28 PM
Yes I was involved in that d8 game. Some guys weren’t happy with inf being to weak on defense @2.
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Another, even bolder way to avoid Infantry blobs - hard limits.
Let us build a system where infantry stats are the same, but a power can only have so many of them. I would think that using the same number for all powers would not work right, so different levels it is. The following numbers are just for example, using A&A 1942, 2nd Ed. In this case, I will take starting infantry and gave the allies x3 and the axis x2. This is most likely not the best system, just the one I came up with.
USSR: 21x3=63
Germ: 29x2=58
Japan: 25x2=50
Unit.K: 15x3=45
USofA: 14x3=42Whether this is better system or worse would need to be tested. But I think it would give that rare synergy between historically appropriate and game balancing.
-Midnight_Reaper
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I think there might be value in doing a mixed d6/d10 system
(Maybe have ground & air units use d10 for defense and d6 for attack, with ships being the inverse)If I were going strictly with d10 (just to keep it simple, and avoid potential confusion) I think it’d probably be something like this…
Battle board would have the following numbers:
attack values: 1/4/5/7
defense values: 1/3/4/7(A&A Classic units, att/def)
inf 1/3
arm 5/4
ftr 4/7 (jets 5/8?)
bmb (7/1)trn (0/1)
sub (4/3) (super 5/4?)
CV (1/4)
BB (7/7)Edit: if anything, you might boost the inf/CV attack to 2, especially in a system where you’re mixing in artillery bonuses as well.
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@the-janus yea i’d like to see d12 for air battles. Bombers only hit at 1 in 12
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General 6 Stars '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizerlast edited by General 6 Stars Jan 31, 2022, 3:00 PM Jan 31, 2022, 2:51 PM
Ok. Here’s d6 and d10 stats by what I go by.
I will post Janus d10 suggestions and then my adjustments.
G40 d6 stats
Inf A1/2 2.67/5.33 D2 5.33
Art A2 3.00 D2 3.00 boost inf, mech +1
Mech A1/2 1.50/3.00 D2 3.00
Tank A3 2.00 D3 2.00
Tac A3 .60 D3 .60
Fig A3 .72 D4 .96
Bomb A4 .67 D1 .17BB A4 1.26 D4 1.26 2 hits
CR A3 .50 D3 .50
DD A2 .70 D2 .70
SS A2 1.33 D1 .67
AC A0 0.0 D2 .49 2 hits
TR AD0D10 suggestions plus rest of g40 in d10
Inf A1/2 1.60/3.20 D3 4.80
Art A3 2.70 D3 2.70 boost inf,mech +1
Mech A1/2 .90/1.80 D3 2.70
Tank A5 2.00 D6 2.40
Tac A4 .48 D4 .48
Fig A5 .72 D6 .86
Bomb A7 .70 D1 .10BB A7 1.33 D7 1.33 2 hits
CR A5 .50 D5 .50
DD A3 .68 D3 .68
SS A4 1.60 D3 1.20
AC A0 0.0 D4 .59 2 hits
TR A0 0.0 D1 .29So I go by mostly the decimal number based on if I getting my money’s worth based on cost and AD values. Like as always in games the Cruiser Is weaker than the destroyer. Tacs are also weak.
If you look at the d10 values for inf + being boost 1 per art is pretty good for attacking. . Inf still a bit strong on defense. You could go to D2 and it goes down from 4.80 to 3.20.
So you would probably maybe need to buy more artillery in game.
Other suggestion to get your moneys worth is my suggestions.
Tac A5 .60 D4 .48
Bomb A7 same. D2 .20
CR C10 A5 .72 D5 .72Sub pretty strong.
Maybe go with A3 1.20 D2 .80Not a fan of sub being cheaper than destroyers since destroyers were the naval fodder. IMO
Janus. If u want can discuss this further in another thread and I can post what my d12 values and costs are and ideas. Other wise need to test inf changes. Most guys I know argue that inf is the main fodder and with numbers the defense stats are close based on 40000 to 60000 per Inf.
That is another topic. -
General 6 Stars '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizerlast edited by Jan 31, 2022, 3:42 PM
@midnight_reaper said in Avoiding Infantry blobs. Change their Cost to 3.2!:
Another, even bolder way to avoid Infantry blobs - hard limits.
Let us build a system where infantry stats are the same, but a power can only have so many of them. I would think that using the same number for all powers would not work right, so different levels it is. The following numbers are just for example, using A&A 1942, 2nd Ed. In this case, I will take starting infantry and gave the allies x3 and the axis x2. This is most likely not the best system, just the one I came up with.
USSR: 21x3=63
Germ: 29x2=58
Japan: 25x2=50
Unit.K: 15x3=45
USofA: 14x3=42Whether this is better system or worse would need to be tested. But I think it would give that rare synergy between historically appropriate and game balancing.
-Midnight_Reaper
Yes Midnight I’ve played 2 other ways in games where you have cap buys for inf at factories and a limit per turn buy per country. Think close to this stat. Can buy only per turn.
G-11
J-7
I-4
F-3
C-6
UK-5
US-8
R-12But of course play test
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@general-6-stars said in Avoiding Infantry blobs. Change their Cost to 3.2!:
Yes I was involved in that d8 game. Some guys weren’t happy with inf being to weak on defense @2.
If 25% is too weak when it’s “2 on a d8” then I have to imagine it’s still too weak when it’s “3 on a d12”… right?
That’d be my basic justification for going with “3 on a d10” – it’s a decrease from “2 on a d6” but not all the way down to that 25% mark.
You had mentioned that a d10 sub @ A4/D3 seemed “pretty strong”; did the rest seem ok at least?
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General 6 Stars '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizerlast edited by General 6 Stars Feb 1, 2022, 9:35 PM Feb 1, 2022, 9:29 PM
@the-janus said in Avoiding Infantry blobs. Change their Cost to 3.2!:
@general-6-stars said in Avoiding Infantry blobs. Change their Cost to 3.2!:
Yes I was involved in that d8 game. Some guys weren’t happy with inf being to weak on defense @2.
If 25% is too weak when it’s “2 on a d8” then I have to imagine it’s still too weak when it’s “3 on a d12”… right?
That’d be my basic justification for going with “3 on a d10” – it’s a decrease from “2 on a d6” but not all the way down to that 25% mark.
You had mentioned that a d10 sub @ A4/D3 seemed “pretty strong”; did the rest seem ok at least?
Ya on your 3 for d12 is to weak.
Rest stuff was pretty good. Just my suggestions above were if playing with Tacs and cruisers.
The sub at a cost of 6 with A4 D3 May get spammed.
Down below is what I use in my game with d12
If your interested. -
FWIW My context is A&A Classic (IMO transports function as the naval fodder/intermediate surface ship in that game) where subs are still the cheapest unit, but rather than 6, they cost 8 – the same price as a transport.
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General 6 Stars '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizerlast edited by Feb 2, 2022, 12:12 PM
Janus
I moved this discussion to a new thread. Classic using d10 dice topic in house rules.
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@ everyone
After thinking about this on and off for months I have come up with an idea that introduces zero new components!
No changing costs or stats. Instead change the casualties.
When picking casualties, you cannot pick the same unit type 3 times in a row. So instead of killing 3 inf you would kill 2 and the 3rd would have to be something else. And if no other units are left then u kill 2 inf on the 3rd hit every 3rd hit
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@grinchveld Would you be interested in playtesting this over a facetime/etc game?
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@hengst YES
have you used table top simulator? I have not used it for axis and allies yet but i think that might be easier than facetime. -
@grinchveld I have not—I’ve admittedly got a soft spot for the tactile. Also I think we’re going to have to be synchronous anyways, because of the OOL changes. I can already foresee situations where you want to start dipping into your tank reservoirs early to avoid having to take planes later.
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General 6 Stars '22 '21 '20 '19 '18 '17 '16 '15 '14 '13 Customizerlast edited by Oct 25, 2022, 5:39 PM
That’s one of the problems with games is everybody banks there planes. My own game at least has it where u can lose planes in naval and ground when u don’t want to. If there’s a bonus plane kill u have to take one as a casualty