• The bunker units should already be in place at the begining of the game and Germany shouldn’t be allowed to build new ones or modify the existing ones (they were all concrete). This would probably go for mines too. I thought about mines a bit further. You could have an engineer unit that has to roll a 4 or less to deactivate a mine. If he rolls a 5 or 6, the mine has a defensive roll of 1 (possibly blowing up in his facing and killing him). If the mine doesn’t go off, the engineer can have another shot at it next round. You can allow units to pass through territories with land mines, but for each unit you would roll an “attack” roll for the mines (2 or 3?). Those units are immediately removed and the remaining units are slowed down. My thought for new units would be something similar to A&AP with China. As long as China keeps their certain territories that contain the road to Burma, they get 3 infantry. With this game, since it’s a single battle IPCs wouldn’t make sense (how could you build units during the battle at a factory and add them to a battle that lasted a little over 24 hours?). I would say that as long as the Germans keep roads behind them open and that the US keeps the beach or some waterway (the Germans had a submarine pen off the coast that could send out subs to clog the way) open that each side gets a certain # of units each turn (probably infantry for the US and armor or infantry for Germany). Some airborne troops would also be the German’s rear, so the Germans would not only have to contend with the landings but also the scattered but potent 101st airborne. The units that would come through these roads would be finite - maybe give both sides a pool of different units to choose from and they could only place one or two per round. And once the pool runs out that’s it.


  • As far as the map is concerned, get the “D-Day June 6, 1944: The Climatic Battle of World War II” that I mentioned earlier. Their are a lot of useful maps and pictures and it goes into great detail about everything you would want to know about the battle. For the map, each beachhead (Omaha, Utah, Sword, Crown, Juno) would be an area, then split the towns further inland into sections (I am assuming that you are going to use squad-sized infantry units). You really have to figure out what scale you want to use as far as the size of a territory as well as how long would a round be in real time (US lands new infantry and attacks and takes out a bunker and this all takes place in 5 or 10 minutes?). How far could a squad wearing 50 lb backpacks in a heavy battle move? 100 yards? 200 yards? More? This will answer the scale question. Once you figure out the scale, it would be easy enough to look at maps of the D-Day invasion and chop them up to that scale.


  • I really like your engineer/mine idea. Very good. I should have made it clear though, that the game only STARTS on D-Day. Basically the board is a more magnified (more territories) A&A Europe. No Africa, Italy, Russia. It will be a fight from Normandy to Berlin. Germany will start with mines/bunkers already placed all along the coast and maybe the maginot line. Any thoughts on towns/villages (St. Lo, Caen, etc.) along the way to be cleared out? I’ll use pieces very similar to monopoly houses to represent this. Perhaps these can be bombed like factories (morale). It would just be more satisfying to capture province territory AND cities. If there were a way to garrison them for ambushes….hmmm…then again, maybe I’m getting too ahead of myself…

    Here’s a link to a few rough ideas of the gameboard. Your comments, ideas or suggestions are welcome.

    http://community.webshots.com/album/91410688YPqglQ?907

  • Moderator

    how about having spies and espionage :lol:

  • Moderator

    maybe a mix between Cities and Territories…


  • Moderator

    Your releasing it Thrasher?


  • Any ideas on how mines (sea based) would work or be deployed? I can’t see any more than 1 mine per Country (per sea zone at a time) as it might get confusing. Could any ships lay them? Which ships if any would be invulnerable?


  • I would make it like this: mines cost 5 IPC. They work like AA, roll 1 and sink a ship. It would require a modified trn, (pay extra 2 for mod and mark with chip) to lay them, and perhaps you could pay extra 5 a turn to upgrade capacity, and allow hit on 2 or less. Nothing is safe! :)

  • Moderator

    and the enemy can clear them with a destroyer by paying 7 IPC’s…


  • @Guerrilla:

    and the enemy can clear them with a destroyer by paying 7 IPC’s…

    good one… :wink:

  • Moderator

    @Grigoriy:

    @Guerrilla:

    and the enemy can clear them with a destroyer by paying 7 IPC’s…

    good one… :wink:

    well there has to be a way :wink:


  • They could also be cleared by hitting a ship…even if you had to pay extra each turn, you’d still come out ahead by killing ships.

  • 2007 AAR League

    Hey GG I know this is a little off the topic but praise the Lord Jesus that it looks like you made it home from Camp Virginia :D :D :D.

  • Moderator

    You mean GI… Yeah I was thinking the same thing…

  • Moderator

    Oooooh……Beach Defenses… :lol: Ideas?!


  • Beach defences would be good…I’d like some sort of universal playing piece that could represent beach obstacles/concertina wire/etc. Mines will be a separate unit, which will have to be cleared as discussed above. Pillboxes/bunkers are also a single unit. Perhaps these obstacles could limit how many infantry can disembark from a transport…not sure…


  • Hey GG I know this is a little off the topic but praise the Lord Jesus that it looks like you made it home from Camp Virginia

    You mean GI… Yeah I was thinking the same thing…

    Thanks for the well-wishes but unfortunately :cry: I’m only on R&R, I’m going back rather soon.

  • 2007 AAR League

    Oh, sorry to hear that GI. Well you and everyone else are still in our prayers and God Speed.


  • @UKcommander:

    Oh, sorry to hear that GI. Well you and everyone else are still in our prayers and God Speed.

    Amen to that.

    The best of Wishes…

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