@Navalland said in Artillery to defend at 3?:
Just trying to figure out the most balanced unit set up and wondering if +1 defense to artillery would be good idea. Probably better to leave it as it is right now.
Ya I would for now.
One more for today:
Flettner-282
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- surface to air missile: (based on true weapon) your AA guns locate and target allied planes at 1-2?
Surface to air missiles
Your ID’s (infrastructure defense) has stronger Anti-air value. Anti-air attack rolls’ attack increases by 1. Anti-air search rolls remain unaffected.
Mistel Aircraft bombing system
According to wikipedia this was more used in bombing of naval fleets then strategic bombing.
Air to air missile
This is a good idea. Because the R4M was used. The X-4 didn’t see combat but it wasn’t because of technical difficulties.
This stuff is too technical for NA the game is strategic and those weapons had no real contribution to the war. All Na’s need to be something that people identify with…Something the average person read about so they can see how it could fit into as a tech.
Its true that the Germans had tested many such weapons but many of them had no clear decisive inpact on the current war unless its V weapons or jet power.
“Total War” and “Albert Speer & German Industrial rationalisation” are both economic.
Think of a strong distinction/idealogy so to make it ok to have two German economic NAs.
Trying to gtr idea I just looked back and was reminded that Gen Patch’s list (page 9 or so) was for Japan, UK and US.
I like the;
Commerce Raider: All German transport have an attack value of 1. (But it is not a really strong NA maybe, compared to others)
Hitler Youth (or Hitler Jugend) Once per game place 3 Infantry for free in Germany
Maybe also one like;
German Commanders; At the start of World War II the German Army was the most modern Army in the World, and had the best trained troops and commanders like Rommel,Guderian,von Manstein, Donitz etc… who had superior tactical knowledge compared to there allied counterparts.
You receive 3 commander pieces, one for the Army, Navy and Luftwaffe. Before you conduct you may declare the use of a “commander” and all your ground (Army commander) air (Air commander) Sea (Navy commander) units receive a plus 1 attack modifier during that combat action
Please make more NA’s
The idea about the german commanders would be something that could be optional rule but in any case its way too much for only one player to have something like this.
And only one commander is enough. having 3 is gonna skew the game into something completely different.
German Infrastructure
At the start of WW II Germany had the best road and rail network of Europe. During the Non Combat Move phase all German ground units in Germany itself gain a plus 1 movement modifier.
German Propaganda
The Germans were masters of propaganda, spearheaded by Goebels. Through out the war, the Germans tried to convince all people in the Reich (including all occupied territories) that communism was the real enemy and tried to convince them to volunteer for the army and fight a noble war…
Once during the game the German player may place 1 free INF in all continental Europe territories under German controll
yeah Commerce Raider wouldn’t be very useful, since Germany don’t usually buy transports
and did you get that commander idea from risk?
with the commander idea, we could have it like the Italy NA
designate one INF as the [land] commander, +1 (to all land units) only for the first attack it participates in
now as least the Allies get a clue when the super attack is coming
Once during the game the German player may place 1 free INF in all continental Europe territories under German controll
thats quite powerful
say if its just in mobilisation phase without requiring occupation last turn…Germany could dash out madly and suddenly gain 9 INF
Maybe Risk was in my mind, but no, I just let my imagenation do its work…
I think they are OK, but indeed to powerfull. Your idea to use it like the Italy NA could work.
Maybe reduce the free infantry to a max of 3 in the propaganda NA? But to be placed at the players wishes, but only one per territory.
Infrastructure idea something usefull?
Generals:
Each nation can allocate one leader for a combat modifier which gives all units it is with a +1 combat modifier for either attack or defence. If the combat lasts only one round this leader is committed to remain in the territory until that nations following turn. Otherwise the leader can be simply placed in any other controlled territory and used for operations on the following turn. If a leader is “stuck†in a territory and the forces he is with are destroyed in the first round then the general is killed in battle. Only one General can affect a single combat and the general can lead allied troops in battle, except of course no western Allied /Soviet forces can occupy or be modified together. Generals only work to command and modify land forces.
this is borrowed from another game and not risk. Its called … The War game:World War two and its not even out yet.
Ok hers are more refined ideas:
Commerce Raiders: your transports can now make attacks against unescorted enemy transports. They attack at 1.
Hitler youth: Any time the allies control any territory adjacent to Germany you recieve one free infantry per turn
Alpen festung: The German player is allowed to create a “national redoubt” if the territory of Germany has been attacked by allied forces. Under combat German units can retreat to this protected area even if all adjacent areas of the map are controlled by allied forces. (use switzerland as this new area). Furthermore the Germans get to keep the income of germany even if its subsequently captured by the allies. The allies do not gain in the income if this option is used. The Allies must make a further attack and all alied attacks must score two hits just to remove one unit. Hits are allocated one unit at a time.
SS Panzers:
Designate one tank unit and it attacks at a 5 and defends at 5.
London blitz:
German fighters (use divebombers if playing with optional units) may now participate in SBR attacks on England. They cause damage only on rolls of 1-3 with damage equal to what was rolled.
Pocket battleship
designate one destroyer which can now take two hits and conduct shore bombardment. In other respects it performs like a Battleship Jr.
Z-plan
The German player rolls three D6. The result equals the total of free IPC that must be spent on naval units this turn. Additional IPC may be allocated from your normal income to complete purchases.
Blitzkreig
If you have at least once each of the following you may roll one additional dice hitting at 3 in combat: one Infantry, Artilillery,Tank, and Fighter
Fifth colum:
You convert one neutral one level toward your side each turn.
Operation Isabella
Spain is an immediate ally to germany as long as the axis first control the suez and gibralter.
for UK
Saturation bombing
SBR attacks against German targets can exceed the value of the territories value.
Germany National Advantages (Revised list)
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 Wallâ€. 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 the Axis 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 adjacent to Germany, 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 10 additional IPC per turn. (but the original value for any strategic attacks & original value under Allied occupation).
10. Defend the homeland
Once per game the German player may call up to six infantry when the territory of Germany itself is under attack. (money for these units paid for on the following turn even if your getting them this turn).
11. Commerce Raiders: your transports can now make attacks against unescorted enemy transports. They attack at 1.
12. Hitler youth: Any time the allies control any territory adjacent to Germany you recieve one free infantry per turn
13. Alpen festung: The German player is allowed to create a “national redoubt” if the territory of Germany has been attacked by allied forces. Under combat German units can retreat to this protected area even if all adjacent areas of the map are controlled by allied forces. (use switzerland as this new area). Furthermore the Germans get to keep the income of germany even if its subsequently captured by the allies. The allies do not gain in the income if this option is used. The Allies must make a further attack and all alied attacks must score two hits just to remove one unit. Hits are allocated one unit at a time.
14. SS Panzers:
Designate one tank unit and it attacks at a 5 and defends at 5.
15. London blitz:
German fighters (use divebombers if playing with optional units) may now participate in SBR attacks on England. They cause damage only on rolls of 1-3 with damage equal to what was rolled.
16. Pocket battleship
designate one destroyer which can now take two hits and conduct shore bombardment. In other respects it performs like a Battleship Jr.
17. Z-plan
The German player rolls three D6. The result equals the total of free IPC that must be spent on naval units this turn. Additional IPC may be allocated from your normal income to complete purchases.
18. Blitzkreig
If you have at least once each of the following you may roll one additional dice hitting at 3 in combat: one Infantry, Artilillery,Tank, and Fighter
19. Fifth colum:
You convert one neutral one level toward your side each turn.
20. Operation Isabella
Spain is an immediate ally to germany as long as the axis first control the suez and gibralter.
21.German Infrastructure
At the start of WW II Germany had the best road and rail network of Europe. During the Non Combat Move phase all German ground units in Germany itself gain a plus 1 movement modifier.
22. German Propaganda
The Germans were masters of propaganda, spearheaded by Goebels. Through out the war, the Germans tried to convince all people in the Reich (including all occupied territories) that communism was the real enemy and tried to convince them to volunteer for the army and fight a noble war…
Once during the game the German player may place 1 free INF in all continental Europe territories under German control
also add this as possible optional rule?
Generals:
Each nation can allocate one leader for a combat modifier which gives all units it is with a +1 combat modifier for either attack or defence. If the combat lasts only one round this leader is committed to remain in the territory until that nations following turn. Otherwise the leader can be simply placed in any other controlled territory and used for operations on the following turn. If a leader is “stuck†in a territory and the forces he is with are destroyed in the first round then the general is killed in battle. Only one General can affect a single combat and the general can lead allied troops in battle, except of course no western Allied /Soviet forces can occupy or be modified together. Generals only work to command and modify land forces.
this is the current list we need to sort it out and cut the fat off. please provide comments on which should go and why. we need the list down to about 15-16 NA
6. Afrika Corps
Looking over this sagain…Just in case its used in a weird sense. How about if “Axis controls Libya, Germany and Southern Europe (or Italy)”.
8. SS Panzer
Do we want to give all Heavy Tanks opening-fire ability, or only SS Panzer should have it?
12. Hitler Youth
For the cutting down I would remove this one. Already have two INF NAs.
13. Alpen festung
The Allies attack again? immediately or later? The Allies do not HAVE to attack again right? I think air units shouldn’t be able to retreat to this new area. And all non-INF land units needs to be converted to INF.
14. SS Panzers
redundant
16. Pocket Battleship
“Battleship Jr” ?
Designate one tank unit and it attacks at a 5 and defends at 5.
21. German Infrastructure
As with the way your justification text put, as with the Russian rail…there needs to be some way to destroy it. Maybe it is destroyed by SBR attack larger than a certain no. of IPC in one turn?
22. German Propaganda
Specify the territories involved.
General
Don’t really like having the General for all players.
6. Afrika Corps
Looking over this sagain…Just in case its used in a weird sense. How about if “Axis controls Libya, Germany and Southern Europe (or Italy)”.
++++ok ill fix it.
8. SS Panzer
Do we want to give all Heavy Tanks opening-fire ability, or only SS Panzer should have it?
++++naw just SS panzer. having heavy tanks is alot of firepower in itself.
12. Hitler Youth
For the cutting down I would remove this one. Already have two INF NAs.
++++ ok its gone
13. Alpen festung
The Allies attack again? immediately or later? The Allies do not HAVE to attack again right? I think air units shouldn’t be able to retreat to this new area. And all non-INF land units needs to be converted to INF.
Yes conversion is good idea because its basically underground fighting in the mountains. The option is only performed if the allies attack germany. The german player has this option if he feels he will lose germany then he may retreat to the national redoubt. Its purpose is to prolong and tie up the allies to prevent them from fighting Japan long enough in close games so the axis can win.
14. SS Panzers
redundant
++++ right remove
16. Pocket Battleship
“Battleship Jr” ?
Designate one tank unit and it attacks at a 5 and defends at 5.
++++ huh? a tank? this idea is basically to create the graf spee problem its something that was better than a cruiser. It could only be allowed if not using the optional units.
21. German Infrastructure
As with the way your justification text put, as with the Russian rail…there needs to be some way to destroy it. Maybe it is destroyed by SBR attack larger than a certain no. of IPC in one turn?
+++++ ok rephrase it in a manner that you think is good.
22. German Propaganda
Specify the territories involved.
it says in territories under german occupation … this is a micoon NA BTW.
General
Don’t really like having the General for all players.
+++++ ok we can leave it out but it was an optional rule anyway.
@Imperious:
16. Pocket Battleship
“Battleship Jr” ?
Designate one tank unit and it attacks at a 5 and defends at 5.++++ huh? a tank? this idea is basically to create the graf spee problem its something that was better than a cruiser. It could only be allowed if not using the optional units.
I think, this one should go. I like the idea, but like you already say, with the Cruiser already available as an optional unit, i don’t see this NA being any good.
@Imperious:
21. German Infrastructure
As with the way your justification text put, as with the Russian rail…there needs to be some way to destroy it. Maybe it is destroyed by SBR attack larger than a certain no. of IPC in one turn?
If any SBR attack on Germany, then only half of the stationed ground units get a +1 movement modifier. If SBR attack is higher then the territorial income value, then no movement modifier.
@Imperious:
22. German Propaganda
Specify the territories involved.
Maybe reduce it to the territories of Western Europe, Scandinavian and Balkans?? Otherwise maybe to strong…
top level
so we remove 12 and 14, we still have 20 NAs
lets aim to most NAs representing historical achievement but also a few NAs for the historically planned (like Operation Isabella)
16. Pocket Battleship
That sentence was my mistake in the cut and paste. Don’t worry.
But I guess we could remove this one for the cut down.
21. German Infrastructure
I am not saying anything needs to be rephrase.
Yeah Micoom’s suggestion is the idea/direction.
22. German Propaganda
I meant specify “continental Europe”.
We have 3 INF NAs. But thats ok because this one is active. The other two are passive.
Blitzrieg
At the moment its just “combined arms”. There is a more little in Blitzrieg.
I can’t think of how to model it yet. See what you guys think.
Germany National Advantages (Revised list)
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 Wallâ€. 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 the Axis 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 adjacent to Germany, 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 10 additional IPC per turn. (but the original value for any strategic attacks & original value under Allied occupation).
10. Defend the homeland
Once per game the German player may call up to six infantry when the territory of Germany itself is under attack. (money for these units paid for on the following turn even if your getting them this turn).
11. Commerce Raiders: your transports can now make attacks against unescorted enemy transports. They attack at 1.
13. Alpen festung: The German player is allowed to create a “national redoubt” if the territory of Germany has been attacked by allied forces. Under combat German units can retreat to this protected area even if all adjacent areas of the map are controlled by allied forces. (use switzerland as this new area). All retreating units are converted to infantry to resemble a true ‘guerrilla’ campaign fought in the mountains of the alps.Furthermore the Germans get to keep the income of germany even if Germany is subsequently captured by the allies. The allies do not gain in the income if this option is used. The Allies must make a further attack and all alied attacks must score two hits just to remove one unit. Hits are allocated one unit at a time.
15. London blitz:
German fighters (use divebombers if playing with optional units) may now participate in SBR attacks on England. They cause damage only on rolls of 1-3 with damage equal to what was rolled.
16. Pocket battleship
designate one destroyer which can now take two hits and conduct shore bombardment. In other respects it performs like a Battleship.
( Note:This NA is not to be used if using the optional units under AARHE)
17. Z-plan
The German player rolls three D6. The result equals the total of free IPC that must be spent on naval units this turn. Additional IPC may be allocated from your normal income to complete purchases.
18. Blitzkreig
If you have at least once each of the following you may roll one additional dice hitting at 3 in combat: one Infantry, Artilillery,Tank, and Fighter
19. Fifth colum:
You convert one neutral one level toward your side each turn.
20. Operation Isabella
Spain is an immediate ally to germany as long as the axis first control the suez and gibralter.
21.German Infrastructure
At the start of WW II Germany had the best road and rail network of Europe. During the Non Combat Move phase all German ground units in Germany itself gain a plus 1 movement modifier.
22. German Propaganda
The Germans were masters of propaganda, spearheaded by Goebels. Through out the war, the Germans tried to convince all people in the Reich (including all occupied territories) that communism was the real enemy and tried to convince them to volunteer for the army and fight a noble war…
Once during the game the German player may place 1 free INF in up to three German occupied (grey) territories currently under German control.
here is the current fixed list. need additional corrections.
i have a bonus NA aftewr reading a book called “luftwaffe over America” by Manfred Griehl
Germany can allocate one bomber as a super-long range bomber with a movement of 10. It cannot be built until the german player has completed Jet power and long range aircraft Technology. The Bomber cannot be shot down by AA rolls nor other aircraft. It rolls for SBR attacks in the normal fashion in all other respects.
Hey, didn’t German production remain at high levels despite Allied Strategic bombing due to putting the industry underground, then key resources were targeted. This has 2 components: 1. reduced effect of strategic bombing and 2. concentration on oil resources reducing effective fighting power of units.
Underground factories is a tech development which performs as you have stated. Look it up on the rules file under tekkys name.
@Armchair:
Hey, didn’t German production remain at high levels despite Allied Strategic bombing due to putting the industry underground
Yep.
Besides the Underground Industry tech, there is a economic/total war NA for Germany too.