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
AARHE: Phase 2: Units
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Most of the unit changes are to accommodate the said map.
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I think this would be part of phase two, but there may be overlap into phase three.
Espionage ~ Throughout WW2 spies were utilized to weaken enemy positions. A well-known example of this is the insertion of English speaking Germans in American uniforms behind Allied lines during the Ardennes offensive.
New Unit: Spy – Costs 10 IPCs, does not take part in combat. Spies can move into territories occupied by enemy forces as long as a Counter-Espionage Force is not present. Has a movement of 1.
Spies can conduct a single act of espionage per turn, chosen from the options listed below. Acts of espionage, unless otherwise listed, must be done in a territory controlled by an opponent.
Industrial Espionage – Reduce the opposing nation’s total IPCs by 1/2 of the spy’s current territory’s production value, rounded down. For example; Japan has 30 IPCs saved, and a USSR spy conducts industrial espionage in Manchuria. Japan loses 1 IPC, bringing it’s total to 29.
Gather Technological Intelligence - Chose a technology your opponent has more research completed in than you. You gain one research point towards the completion of that technology.
Incite Rebellion – Receive X free infantry, where X is one third of the nations production value plus one (if the territory was originally owned by your nation but captured, you receive two thirds instead of one third) rounded down. If no enemy units are present in the territory you gain control of it. If enemy units are present combat takes place, with you as the attacker. The infantry attack in the opening fire step, as they would have surprised the defending forces.
Confuse Defenders - Two units from the same territory chosen by you attack each other. A single round of combat takes place, with both units using their offensive value. After casualties are removed the remaining units end combat, having realized their error.
Assassinate Government Personnel - Roll one D6. If you roll a six, the territory the spy is currently in will not contribute to the nation’s IPC count during the next collect income phase.
Counter-Intelligence – The spy gains the ability of a Counter-Espionage Force, allowing it to attack enemy spies. However, the spy can still not partake in regular combat. Note: a spy does not need to be in an enemy territory to sue this ability.
New Unit: Counter-Espionage Force – Costs 4 IPCs, attacks on a 1 and defends on a 2. Has a movement of 1.
A Counter-Espionage Force is capable of detecting spies. If it enters a territory containing a spy, all units within the territory will instantly attack the enemy spy. When attacking a spy the Counter-Espionage Force attacks on a 4 or less.
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That is seriously in the section under “optional rules”
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:? I can’t find that section.
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Their is no such section. But if we had one thats where that rule would go… Its too small scale for a strategic level wargame. Something like commandos may be a better option and have the same idea
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although I think even Commandos is below the level of abstraction
certain section names end with “(optional)”
like “National Units (optional)”
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Its all under optional rules… even the new units… yes correct.
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Want to print out cards? Specialty unit “attacks” could be unique, unlimited use abilities (limited to how many you can hold) that cost money to carry out… Don’t ask me how they work just an idea to throw out…
GG
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Ahh this was used in games like TSR Shirocco. I like that idea. You can have cards like:
Heavy tanks add +2 for all tank attacks this turn
elite infantry up to 6 infantry gains a +1 combat modifier in combat
Rail gun– the German player has a special attack on any adjacent territory. its preemtive and hits on a 5+
etc…
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Ideas:
You can only hold like 5 Cards, and that number can go up if you have more Technology… The cards are either 1 time use (no cost) or multiple use (cost per use)… Like your suggestions… I would imagine we have “abstract” (“skill”) abilities and “concrete” (unit)… In fact instead of having National Advantages you could have cards play those… Maybe draw 1 card a turn can be increased by tech? some ideas for Cards:
Russia:
Katyusha
Fanaticism
Siberian Forces
Urban DefenseGermany:
Rail Guns
Heavy Tanks
Storm Troopers
AA ArtilleryBritain:
SAS
Commandos
Home GuardJapan:
Kamikazi (so it won’t cost so much)I have run out of ideas so someone else please pick up the ball! :-D
GG
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Soviet Union:
Katyusha rocket launchers
Commisars
Elite snipers
Armed workers/Urban defense however you wanna call itGermany:
Seige guns (I like this name better than rail guns)
Heavy tanks
Stormtroopers
FlaK
Scharfschutze (sniper)Great Britain:
SAS
Commandos
Territorial Army
Chindits
BattlecruisersJapan:
Kamikaze
Shinyo suicide boats
Suicide frogmen
Bushido
BattlecarriersUSA:
Airborne gliders and paratroopers
Airships
Black Devils
Rangers
Marrauders -
That is kind of moving away from the traditional A&A feel, IMO. It’s more the beginning of a new boardgame (which we should consider after this project :wink:) than a revision of the current game.
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What is a Battlecarrier? you neam BBAV? The Hyuaga and Ise? those hybrid battleship carriers?
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That is kind of moving away from the traditional A&A feel, IMO. It’s more the beginning of a new boardgame (which we should consider after this project :wink:) than a revision of the current game.
No instead it could simplify the game by removing the “Tech Charts” extra player aids, etc. and allow the extra units that would have to be represented…
GG
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But it still is a new system. Every change I’ve read so far builds off of A&A Revised. This seems to be a new entity.
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@Imperious:
What is a Battlecarrier? you neam BBAV? The Hyuaga and Ise? those hybrid battleship carriers?
http://en.wikipedia.org/wiki/Battlecarrier
Ise, Hyuga, and even Iowa can be considered a battlecarrier
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This is what i thought
“Battleship Ise and Hyuga were converted to Battlecarrier in 1943. They both could carry 22 dive-bombers.”
Iowa was not such a ship. Thats in the game only. Those conversions were made on older Jap BB due to the 4 carriers lost at Midway.
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Okay thanks for that info. Anyway let’s get back on track. First off–what’s our current list of new units? And who’s currently working on this. As you know I’m a pro-New Units guy and I’d like to share my ideas. But first I wanna see the current list of units
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This is the starting point:
http://www.axisandallies.org/forums/index.php?topic=6378.0
some of this will be covered under the NA’s or this proposed card system from GG.
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At the moment no change to land units in place yet. We do have ideas of heavy tanks and mech infantry.
Note DD and BB has been made cheaper.IPC Combat Dogfighting
FTR 10 3/4 2/3
FTR(Jet) 10 4/5 4/4
BMR 15 4/1 0/1
BMR(Jet) 15 3/3 0/2
NAV 8 3/2 2/2
DIV 8 3/2 1/2
Antiair
SS 8 2/2 0/0
DD 10 2/2 2/2
CA 15 3/3 3/3
BB 20 4/4 2/2
CV 16 1/1-3 1/1
AP 8 0/1 0/0FTR Fighter
BMR Bomber
NAV Naval Fighter
DIV Dive Bomber
DD Destroyer
CA Cruiser
BB Battleship
CV Aircraft Carrier
SS Submarine
AP Transport