AARHE: Phase 3: Revised NA's


  • lets do this nation by nation here is the reconfigured USSR list:

    Soviet Union National Advantages
    1. Rasputista
    With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance. Twice during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, movement (both combat and non-combat) for land units is limited to one space in any Soviet territory.

    2. Salvage
    After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them. If you win a battle against the German player and at least one German tank is destroyed, you may place one free Soviet tank in that territory.

    3. Guard Tank Regiments
    The Soviet Union used heavy tank regiments as guards of Moscow. These were elite tank formations, invulnerable to any standard anti-tank weapons available of that time.
    Your tanks in cities (Leningrad, Moscow and Stalingrad) defend on a 4.

    4. Conscripts
    The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped. During your mobilize new units phase, you may place one of your infantry for free in any Soviet territory if you control it. This free unit is in addition to the group of units you just purchased.

    5. Katyusha Rockets
    The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy. Your artillery attacks on a 3, for the first combat cycle only.

    6. T-34 Tank
    Once per turn, two tanks can be purchased and placed in Russia for 8 IPC.

    7. Shock Troops
    1 Infantry gets +1 attack modifier in the first cycle of combat. No more than 3 Infantry can get this bonus per turn.

    8. Mobile Industry
    In response to the threat from the Russian front, the Soviets moved their factories east. They produced 5,000 tanks east of the Urals in 1942. Your industrial complexes each may move 1 territory during your non combat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at a complex if you controlled both the industrial complex and its new territory at the start of your turn.

    9. Russian Winter
    Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down. Once per the game in your collect income phase, you may declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.

    10. Red Guard
    After the Russian revolution, the Red Guard—composed of armed workers and politicized soldiers and sailors–had become the Army Reserve and the base for the formation of regular military detachments. Once per game, if your capital gets attacked by at least one ground unit, you may put 1 infantry there for each industrial complex you control before the Conduct Combat Phase.

    11. Commissars (NKVD)
    Spreading Stalin’s slogan “not one step back,” Russian commissars shot soldiers who flee from battle. If you get attacked during any Axis player’s turn, you may sacrifice (destroy) any number of infantry you own. For each infantry sacrificed, 2 other infantry you own
    defend on a 3.

    13. Soviet Militia
      If German units attack any of the three major Soviet cities of Leningrad, Moscow or Stalingrad the Soviet player may immediately raise infantry equal to double the value of the city. The money is deducted from the Soviet players next turn of income even though the Infantry is placed in the first round of combat. Each of the three Soviet Cities can be activated only once per game and the infantry raised can be used just as any other unit.

    15. Partisans
      Starting with the 2nd turn of any Axis invasion of the Soviet Union the Soviet player rolls one die per turn and notes the results as follows:
    1= One German Infantry is destroyed and removed from the eastern front.
    2=  The Soviet player can select one territory  that’s original Soviet controlled and force all Axis units that move into this territory to stop or force units moving out to be reduced to a movement of one.
    3= The German players loses 2 IPC
    4= The German player loses 1 IPC
    5= No effect
    6= Partisans neutralized (no roll next turn)

    16. Scorched Earth
    When the German player conquers any Soviet territory, that territory has no value until the next round of play. The German player may not add a control marker on the just captured red territory, hence may not increase the National Production Chart correspondingly. If the territory is liberated during Russians turn, then the territory regains its value.


  • Yeah lets do one nation at a time.

    • I don’t think we need “Tank Industry” anymore, served by T-34 which is not as unbalancing
    • “Partisans” is very toy-like, how about reducing the no. of possibilities?

    Before we move to another nation, sort out top level stuff.
    Random deployment. Declared immediately to prevent cheating. Allies don’t get extra NAs. (Why should they?)
    So a simpler system to what you initially wrote…

    Deployment
    At the start of 1st, 2nd and 3rd round, each player rolls 2 dice to randomly choose 1 of 12 available NA. Re-roll if NA already selected on prior round. The NAs are in effect immediately before any player turns.

    No. of NAs
    12.
    (So we’ll cut down to 12 before moving onto another nation.)


    • I don’t think we need “Tank Industry” anymore, served by T-34 which is not as unbalancing
    • “Partisans” is very toy-like, how about reducing the no. of possibilities?

    ok what do you think?

    what is toy like?

    Also i thought of that two D6 idea as well but its better to use a d12 die rather than 2 d6 because 2 is the lowest number

    BUT>>>

    i dont think its a good idea to artificially limit the NA’s of all nations (or add marginal ideas) to the number of 12 because its the number on a dice…

    rather i prefer the use of chits (cardboard counters numbered say 1-15) . these are used to randomly select the NA’s and the number of chits that are in excess are removed from play before that nation draws… so if italy has for example only 9 choices then the chits are displayed numbering 1-9, placed face down and rearranged and drawn.

    People could even use a marker and write on the gray chips 1-15.


  • like the partisan rule has so many possiblities it seems like lottery

    yeah alright, just randomly
    doesnt matter its dice or chits


  • ahh well i have to cover at least 3 ideas:

    germans lose money due to sabatoge

    partisans kill/destroy germans control local areas within territory

    partisans are liquidated by the SS

    railroads are cut slowing down movement into/thru these areas.


  • I edited out soviet tanks. Are their any other problems with list?


  • I think you edited out the wrong one.

    You removed “T-34 Tanks”.
    You were supposed to remove “Tank Industry”, because its the unbalancing one of the two.
    Or is there some miss understanding?  :|


  • ok fixed anything else? time to begin germany?


  • yeah I guess I am fine with the lottery rule too :wink:

    time to start germany


  • Germany National Advantages

    2. Panzer Grenadiers
    During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks. Each of your tanks gives one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

    3. Atlantic Wall
    The Germans fortified the European beaches with massive defensive concrete blockhouses that formed part of the German defensive "Atlantic Wall”. During any amphibious assault against Axis controlled Western Europe (except for African territories), all your infantry defend on a 3 during the first cycle of combat.

    7. Fortress Europe
    By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe. Your artillery in German territories defends on a 3.

    8. German 88’s
    During the first cycle of combat only, on Attack and Defence, your artillery fire in the Conduct Opening Fire phase (instead of the Attacking Units fire and Defending Units fire phases respectively). Casualties are removed immediately. When declared, place 2 free artillery in any Gray territory you control, during the Mobilize Units phase of this turn only.

    9. Panzer blitz
    If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving armor may move 1 territory during non-combat movement.

    10. Afrika Corps
    Once per game place 2 infantry, 1 artillery, and 2 Armor for free in Libya if you control it, during your Mobilize Units phase.

    11. Volkstrum infantry
    Once per game, the German player may purchase Infantry for 2 IPC each. This cannot be performed unless a territory in Europe, controlled by Germany at the start of the game, is controlled by any Allied player.

    13. SS Panzer.
    These may be built, 1 per turn. A maximum of 4 can be on the map at any time. They are built as and have the same attributes as Heavy Tanks without requiring the Heavy Tank technology. In combat they may ignore the 1st hit assigned to them as they take two hits to destroy and all their attacks are rolled pre-emptively.

    14. Albert Speer & German Industrial rationalisation
    On turn 5  the territory of Germany is worth double value (but the original value for any strategic attacks & original value for occupation).

    15. Defend the homeland 
    The German player may call up to six infantry when any original German territory (grey) is under attack. (money for these units paid for on the following turn even if your getting them this turn).


  • @Imperious:

    Germany National Advantages

    1. U-Boat Program
    During World War II, 1,162 U-Boats were built, and these U-Boats sank 14,687,231 tons of Allied shipping. Your submarines now cost 6 IPC’s.

    In conflict with the national build option…

    @Imperious:

    2. Panzer Grenadiers
    During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks. Each of your tanks gives one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

    Only OK in games without optional units, but only if Mech infantry is optional (which I will mention with the Afrika Korps NA) otherwise fine NA

    @Imperious:

    4. Wolf Packs
    Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby. Your subs attack on a 3 or less in the opening fire step of combat. This increased attack factor is for the first cycle of combat only.

    Wolf Packs are standard in Historical Edition already…

    @Imperious:

    6. Soft underbelly
    The Gustav line in Italy was ordered to hold at all costs. Those costs included tens of thousands of men on both sides. German artillery in grey green (Italian) territories defends on a 3, except for African territories.

    7. Fortress Europe
    By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe. Your artillery in German territories defends on a 3.

    Can’t these two be put together? I like the Soft underbelly naming (historical accurate) but IMO it can also be covered in the Fortress Europe NA Not??

    @Imperious:

    10. Afrika Corps
    Once per game place 2 mechanized infantry, 1 artillery, and 2 Armor for free in Libya if you control it, during your Mobilize Units phase.

    Mechanized infantry is missing in the optional units list until now…  So this NA should be corrected. Replace it with 2 infantry?? or should it be more like 1 inf, 1art and 1 arm placed once during the game in Libya during your Mobilize Units phase, if you or your allies (Italy) controll it. ??  (added Italy, because the NA only mentions if you controll it. Which isn’t necessary IMO )

    @Imperious:

    11. until infantry
    Once per game, the German player may purchase Infantry for 2 UPC each. This cannot be performed unless a territory in Europe, controlled by Germany at the start of the game, is controlled by any Allied player.

    How many, or is it unlimited for that turn only??

    @Imperious:

    12. Baltic Sea defences. The allies may not invade Germany amphibiously from any of the two adjacent North Sea areas. They can invade from the Kategat or Baltic Sea areas (after any combat rolls from the coastal Copenhagen defences). They may invade Denmark only if Norway is first conquered. Secondly, as long as Denmark is Axis held, then any Allied naval units entering / staying in this area are subject to an automatic attack. Roll d6 per ship. On a 5-6 it takes 2 hits. On a 2-4 it takes 1 hit. (- 1 for allied destroyers, -2 for submarines). Roll at the start of the combat phase.

    This NA is not suited for this game. Denmark isn’t a separate territory, but part of Western Europe. You can’t change only the name, because why should the Allies try a amphibious assault on Germany if they controll Norway and Western Europe. They will come directly from Western Europe and make this NA worthless in the process.  However I think we could make another NA rule for Baltic Sea Defences… this because in WWII it would have been nearly impossible for the allies to invade Germany from the Baltic!! Thoughts??

    @Imperious:

    13. SS / elite units.
    These may be built, 1 per turn from winter 1942. A maximum of 6 can be on the map at any time. They are built as and have the same attributes as Heavy Tanks. In combat they may ignore the 1st hit assigned to them as they take two hits to destroy and all their attacks are rolled pre-emptively.

    First of all, we haven’t build in a timetable in the game right? only that it starts in spring 1942 right? So this should be possible from turn 2 then?
    This will be a very strong NA, if players are playing without the Heavy Tank as a optional unit… BTW instead of using a Max. build of 6, you could also say, these units take 2 turns to build. to resemble the extra training of elite formations

    @Imperious:

    14. Albert Speer & German Industrial rationalisation
    In 1944 all areas of Germany are worth double value (but the original value for any strategic attacks & original value for occupation).

    I would say ONLY the territory of Germany itself. And which turn number should we use to resemble 1944? turn 5? ( if a turn is six months)

    @Imperious:

    15. Defend the homeland 
    The German player may call up to six infantry when any original German territory is under attack, using the same rules as for the Soviet Militia.

    In conflict with Volkstrum Infantry, and that one is better also!! Not??


  • 1. U-Boat Program
    yep we shall use the one from National Build, since its limited hence not unbalancing

    4. Wolf Packs
    yep Wolf Packs is standard now

    6. Soft underbelly
    7. Fortress Europe
    that could be separate NAs because it might be too powerful
    (its now 1 random NA per round, for first 3 rounds)

    12. Baltic Sea defences
    Denmark is now part of Germany (we had map change)
    the automatic attack is already under “Strait Interdiction”
    did you mean to say you can’t amphibious assault Germany unless you hold Sweden?

    13. SS / elite units.
    so probably called “SS Panzer” instead?
    the opening-fire ability…we can either do without (I slightly prefer) or we go change the “Heavy Tank” spec to include it
    it’ll be tidier
    the NA becomes concise “You may build 1 H.ARM (Heavy Tank) per turn from turn 2, without requiring the Heavy Tank technology.”
    I don’t think it’ll be unbalancing since its just 1 per turn, could reduce it to 4 max. on the map

    14. Albert Speer & German Industrial rationalisation
    condition based instead?
    triggers once income drops below a certain amount, or once Western and Southern Europe falls?
    and only for the “Germany” territory otherwise the game practically restarts
    (and note Italy map has 20 IPC Germany…)

    15. Defend the homeland
    oh, don’t let NAs make reference to other NAs in its definition…confusing
    and its “National Advantage” you know…


  • Sorry i use ideas that are for AA europe and mixed them in somehow. :-(

    Anyway they are fixed but now it appears that we need alot more to get to at least 12-15. Lots of choices makes things more fun when the draw comes down.


  • We’ll try to think of more.

    Post an updated list anyway.


  • Germany National Advantages

    1. Panzer Grenadiers
    During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks. Each of your tanks gives one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

    2. Atlantic Wall
    The Germans fortified the European beaches with massive defensive concrete blockhouses that formed part of the German defensive "Atlantic Wall”. During any amphibious assault against Axis controlled Western Europe (except for African territories), all your infantry defend on a 3 during the first cycle of combat.

    3. Fortress Europe
    By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoint on key terrain in Europe. Your artillery in German territories defends on a 3.

    4. German 88’s
    During the first cycle of combat only, on Attack and Defence, your artillery fire in the Conduct Opening Fire phase (instead of the Attacking Units fire and Defending Units fire phases respectively). Casualties are removed immediately. When declared, place 2 free artillery in any Gray territory you control, during the Mobilize Units phase of this turn only.

    5. Panzer blitz
    If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving armor may move 1 territory during non-combat movement.

    6. Afrika Corps
    Once per game place 2 infantry, 1 artillery, and 2 Armor for free in Libya if you control it, during your Mobilize Units phase.

    7. Volkstrum infantry
    Once per game, the German player may purchase Infantry for 2 IPC each. This cannot be performed unless a territory in Europe, originally  controlled by Germany at the start of the game, is controlled by any Allied player.

    8. SS Panzer.
    These may be built, 1 per turn. A maximum of 4 can be on the map at any time. They are built as and have the same attributes as Heavy Tanks without requiring the Heavy Tank technology. In combat they may ignore the 1st hit assigned to them as they take two hits to destroy and all their attacks are rolled pre-emptively.

    9. Albert Speer & German Industrial rationalisation
    On turn 5  the territory of Germany is worth double value (but the original value for any strategic attacks & original value for occupation).

    10. Defend the homeland
    The German player may call up to six infantry when any original German territory (grey) is under attack. (money for these units paid for on the following turn even if your getting them this turn).


  • 4. German 88’s
    Ah yes. The staple food of any Germany NA list.

    7. Volkstrum infantry
    For argument sake, we shall specify which territories.

    9. Albert Speer & German Industrial rationalisation
    Oh I see so the idea is that the industrial changes are bound to happen around 1945 regardless of whether Germany was losing WWII.

    10. Defend the homeland
    Once per game or once per turn? Maybe should only apply for Germany, Southern Europe and  Western Europe.


  • Volkstrum infantry
    Once per game, the German player may purchase Infantry for 2 IPC each. This cannot be performed unless a territory in Europe, originally  controlled by Germany at the start of the game, is controlled by any Allied player.

    Yes correct to demonstrate that german has finally fully mobilized to wartime economy

    10. Defend the homeland
    The German player may call up to six infantry in the territory of Germany if the allies attack any territoy adjacent to Germany. (money for these units paid for on the following turn even if your getting them this turn).


  • 7. Volkstrum infantry
    Oh I meant like which territories are considered Europe.
    Is West Russia considered Europe?

    10. Defend the homeland
    So what if the attack is right on the “Germany” territory?
    And so this is every turn?


  • @tekkyy:

    7. Volkstrum infantry
    Oh I meant like which territories are considered Europe.
    Is West Russia considered Europe?

    I think yes! Make it: If one original controlled German territory (except Africa) is controlled by an Allied power, then this NA may be used. The Volkstrum army may however only be raised in the homeland territory of Germany itself. (Would be weird to see Volkstrum be raised in France or Norway…)

    @tekkyy:

    10. Defend the homeland
    So what if the attack is right on the “Germany” territory?
    And so this is every turn?

    First of all, please exclude the African territories. Because nothing will frighthing the homeland, if for example Libya falls into Allied hands.  I would say only on Western, Eastern Europe and Germany, and Southern Europe and the Balkans (if Italy is not a player) These territories all directly border Germany itself.

    About your question, isn’t it meant with this NA that you can place 6 INF there IMMEDIATELY if any of those territories are under attack, even though you have to pay for them the next turn, they get to fight right away?? Then I see no problem in an attack on Germany itself.

    Is it meant that you get the 6 INF on your own turn, then I think this NA can only still be activated if the Germany territory did not fall into Allied hands, otherwise there would be no way that Germany could raise them, without controll of the Homeland…

    How should this NA be read?


  • 7. Volkstrum infantry
    Oh I meant like which territories are considered Europe.
    Is West Russia considered Europe?

    ======= These can be built once the allies attack any territory thats adjacent to Germany.

    10. Defend the homeland
    So what if the attack is right on the “Germany” territory?
    And so this is every turn?

    Its once per game
    it is possible if they attack germany itself.

Suggested Topics

  • 4
  • 17
  • 4
  • 20
  • 2
  • 45
  • 1
  • 1
Axis & Allies Boardgaming Custom Painted Miniatures

56

Online

17.1k

Users

39.5k

Topics

1.7m

Posts