AARHE: Phase 3: Revised NA's


  • @tekkyy:

    Naval Tradition:
    Historically did UK sailers performs more self-scarfice of this kind than US or German sailers?

    I’m a bit embarrassed by this one, since nearly all of the examples I was going to site were from the wrong war.!  oops. :oops: I guess this one can be ditched…


  • @polywog:

    The more I think about this one, the less I think it might be specifically a UK advantage - especially when compared to some of the late war US capital ships which were essentially floating AA platforms.

    Yeah. Really it just depends on how things turn out.
    There is little reason why Japanese fleet couldnt do the same (adding more flak guns to their fleet), if they wanted to.


  • I think we should just right now address the UK NA’s that were posted and edit those/ remove those

    Then we can add stuff.


  • Yeah I’ve already commented on the UK list of NAs.
    See what you think and revise your list where appropriate.

    @tekkyy:


  • United Kingdom National Advantages

    1. Radar
    Britain’s radar alerted it to the threat of German planes crossing the channel.
    UK owned antiaircraft guns in England and East Canada hit air units on a roll of 1 or 2.

    2. Enigma Decoded
    Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
    Once per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly sea zone being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a sea zone being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a non-combat move. If your units survive, they remain in the space to which they were moved.

    3. French Resistance
    France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
    Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn.

    4. Colonial Garrison
    World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
    You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

    5. The Royal Navy
    Place 1 free Destroyer off the coast of Eastern Canada, Egypt, South Africa, India, Australia or UK if you own the land territory, during the Mobilize Units Phase of this turn only. You may place the destroyer even if the sea zone is enemy-occupied.
    -Your destroyers cost 1IPC less.

    6. Allied Resistance
    France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
    Once per game, if the Allies control Western Europe, Eastern Europe, and/or Norway, you may place two of your infantry there for free during the mobilize new units phase of your turn.

    7. Colonial Garrison
    World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
    You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

    8. Flying Boats
    The Lend-Lease Act gave Britain PBY Catalina flying boats, which were handy because they could help spot submarines in the water.
    Your bombers can add a +2 modifier for sub search.

    9. Battlecruisers
    The HMS Hood, an Admiral class battlecruiser, had the firepower of a battleship while still having the speed and armor of a regular cruiser.
    Your battleships may move 3 spaces.

    +++++ why do you want to remove it? In the German case it was removed to get the number under 15

    10.Chindits
    One British infantry in Asia can be allocated as Chindits per turn. These units attack at 2 and defend at 2 and have a unique movement of 4 spaces. They can move 2 spaces in the combat movement phase and fight and also move two additional spaces in non-combat. They may even move thru themy positions and attack interior units and sabatoge them with the ability to move back to your own lines during NCM.

    11. Burma Road
    UK can send 3 IPC of aid per turn resulting in the creation of one infantry in china. The UK player must have control of India plus at least one of the following must be controlled for the allies: Sinkiang,China, Manchuria,Kwangtung, or French Indo-China.

    ok this is updated list we still need about 5 more .


  • @Imperious:

    +++++ why do you want to remove it? In the German case it was removed to get the number under 15

    It was also the difficulty in choose whether to have a powerful destroyer…or a fast battleship…or a 2-hit destroyer.
    And then the optional unit CA (Cruiser).
    Come to think of it we made CA take 2-hits…but didn’t Battlecruiser do good against weaker ships but not as well against Battleships because it had cruiser armour?

    ok this is updated list we still need about 5 more .

    By the way we can forgo same number per nation.
    It turns out USSR had 14 not 16. We did make Germany 16 though. But Italy wasn’t 16, too hard.


  • +++++ why do you want to remove it? In the German case it was removed to get the number under 15
    It was also the difficulty in choose whether to have a powerful destroyer…or a fast battleship…or a 2-hit destroyer.
    And then the optional unit CA (Cruiser).
    Come to think of it we made CA take 2-hits…but didn’t Battlecruiser do good against weaker ships but not as well against Battleships because it had cruiser armour?

    OK your right lets remove it.

    Quote
    ok this is updated list we still need about 5 more .
    By the way we can forgo same number per nation.
    It turns out USSR had 14 not 16. We did make Germany 16 though. But Italy wasn’t 16, too hard.

    yes but if we get about 16 for UK then we can trim the fat off. Just need a large pool of ideas.


  • @Imperious:

    +++++ why do you want to remove it? In the German case it was removed to get the number under 15
    It was also the difficulty in choose whether to have a powerful destroyer…or a fast battleship…or a 2-hit destroyer.
    And then the optional unit CA (Cruiser).
    Come to think of it we made CA take 2-hits…but didn’t Battlecruiser do good against weaker ships but not as well against Battleships because it had cruiser armour?

    OK your right lets remove it.

    Or we could make the Cruiser unit a one hit piece, and the cost dropping from 15 to 12IPC??  Then both the German and this UK NA can be in?


  • @Imperious:

    yes but if we get about 16 for UK then we can trim the fat off. Just need a large pool of ideas.

    yes of course we still need more ideas for UK
    but doesn’t matter about same number for each nation

    @Micoom:

    Or we could make the Cruiser unit a one hit piece, and the cost dropping from 15 to 12IPC?? Then both the German and this UK NA can be in?

    Its good to think out of the box. But then what happens to destroyers?

    SS (submarine)     8 IPC, 2/2, move 2
    DD (destroyer)     12 IPC, 2/2, move 3
    CA (cruiser)         15 IPC, 3/3, move 3
    CV (carrier)          16 IPC, 1/3, move 3
    BB (battleship)     20 IPC, 4/4, move 2


  • SS (submarine)    8 IPC, 2/2, move 2
    DD (destroyer)    8 IPC, 2/2, move 3
    CA (cruiser)        12 IPC, 3/3, move 3
    CV (carrier)          16 IPC, 1/3, move 3 (2 hits)
    BB (battleship)    20 IPC, 4/4, move 2 (2 hits)

    Do it like this. I think a 12 IPC 2/2 DD was to expensive anyway.  And by make the Navy units cheaper, we create more Sea battles. This because they will be purchased more often. And it also gives us more room in the NA’s… Agree?


  • 12. Home Guard
    Once during the Game if the UK is attacked by land units, you may place 3 INF for free there. Before Conduct Combat Phase.

    13. Escaped Armies
    After Germany invaded most of Europe, several Army divisions of namely Poland, France and Greece escaped to fight another day, while their goverments capitulated. Once during the game you may place 3 INF for free, of which 2 INF in the UK and 1 INF in Egypt. (if in controll of those territories)

    14. Pathfinder Force (source: http://en.wikipedia.org/wiki/Pathfinder_(RAF) )
    In August 1942 the RAF founded the Pathfinder Force (PFF) to get better results with strategic bombing raids. Equipping them with the newest technologies and materials. Your Bombers gain a +1 IPC hit on Strategic bombing raids. Example: when throwing a 3, it counts as a 4.


  • yes of course how can we forget Home Guard


  • 15. Tank busters
    In the dessert war, the British equipped their Hawker Hurricane fighters with dive bombs and later rockets to attack and destroy enemy armor. These proved to be highly effective.
    Your FIG receive a plus 1 increment in the first round of Ground combat. ( This does not count for Air combat)


  • United Kingdom National Advantages (Revised list)

    1. Radar
    Britain’s radar alerted it to the threat of German planes crossing the channel.
    UK owned antiaircraft guns in England and East Canada hit air units on a roll of 1 or 2.

    2. Enigma Decoded
    Working in a secret facility in Bletchley Park, Alan Turing’s cryptographers broke the codes of the Nazi Enigma machines. They could then send false messages back.
    Once per game, when Germany finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly sea zone being attacked by Germany (Germany moving sea units to an empty sea zone does not count). Alternatively, you may move any number of your units from a sea zone being attacked by Germany into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a non-combat move. If your units survive, they remain in the space to which they were moved.

    3. French Resistance
    France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
    Once per game, if the Allies control Western Europe, you may place three of your infantry there for free during the mobilize new units phase of your turn.

    4. Colonial Garrison
    World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
    You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

    5. The Royal Navy
    Place 1 free Destroyer off the coast of Eastern Canada, Egypt, South Africa, India, Australia or UK if you own the land territory, during the Mobilize Units Phase of this turn only. You may place the destroyer even if the sea zone is enemy-occupied.
    -Your destroyers cost 1IPC less.

    6. Allied Resistance
    France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
    Once per game, if the Allies control Western Europe, Eastern Europe, and/or Norway, you may place two of your infantry there for free during the mobilize new units phase of your turn.

    7. Colonial Garrison
    World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
    You begin the game with one additional industrial complex in any tan territory with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.)

    8. Flying Boats
    The Lend-Lease Act gave Britain PBY Catalina flying boats, which were handy because they could help spot submarines in the water.
    Your bombers can add a +2 modifier for sub search.

    9. Battlecruisers
    The HMS Hood, an Admiral class battlecruiser, had the firepower of a battleship while still having the speed and armor of a regular cruiser.
    Your battleships may move 3 spaces.

    10.Chindits
    One British infantry in Asia can be allocated as Chindits per turn. These units attack at 2 and defend at 2 and have a unique movement of 4 spaces. They can move 2 spaces in the combat movement phase and fight and also move two additional spaces in non-combat. They may even move thru themy positions and attack interior units and sabatoge them with the ability to move back to your own lines during NCM.

    11. Burma Road
    UK can send 3 IPC of aid per turn resulting in the creation of one infantry in china. The UK player must have control of India plus at least one of the following must be controlled for the allies: Sinkiang,China, Manchuria,Kwangtung, or French Indo-China.

    12. Home Guard
    Once during the Game if the UK is attacked by land units, you may place 3 INF for free there. Before Conduct Combat Phase.

    13. Escaped Armies
    After Germany invaded most of Europe, several Army divisions of namely Poland, France and Greece escaped to fight another day, while their goverments capitulated. Once during the game you may place 3 INF for free, of which 2 INF in the UK and 1 INF in Egypt. (if in controll of those territories)

    14. Pathfinder Force
    In August 1942 the RAF founded the Pathfinder Force (PFF) to get better results with strategic bombing raids. Equipping them with the newest technologies and materials. Your Bombers gain a +1 IPC hit on Strategic bombing raids. Example: when throwing a 3, it counts as a 4.

    15. Tank busters
    In the dessert war, the British equipped their Hawker Hurricane fighters with dive bombs and later rockets to attack and destroy enemy armor. These proved to be highly effective.
    Your FIG receive a plus 1 increment in the first round of Ground combat. ( This does not count for Air combat)


  • So we have both Escaped Armies and Allied Resistance.

    How about changing Escape Armies to model Eastern Europe free forces, and Allied Resistance to model Western Europe free forces?


  • Yea they need more defination. They are the same thing allmost. Post how you want to word them with your changes.


  • Why are they the same thing? Allied Resistance, is only valid when you have conquered territory. Escaped Armies is valid on home territories… Only thing is that they are both for 3 free INF…  So I think they will work…


  • Ok its the same thing except on where you place the armies.

    thats not enough differentiation of ideas.

    Its like saying two battleships were sunk. one capsided and the other listed. They both sunk… need something more specific and unique for one of them.


  • Sorry, but no. With one you first have to trigger something (conquer territories) with the other you receive the goodies right away….  So I still think different enough.

    Allied Resistance is about man that want to get back at Germany after their nation is libirated by the Allies. and Escaped Armies is about man that keep fighting after their nations defeat… That is different imo.

    What should change then?


  • OK everything looks fine but id take one out and come up with yet another creative idea for england. perhaps home guard, or special canadian troops that appear for free each turn… something that is specifically BRITISH or supported from BRITISH colonies. Perhaps Indian troops?  something…

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