Finally, you get in this single post the whole picture of my main houserules.
The lower costs are still under revision in my other thread.
There is some other threads to get more details on specific point.
Hope you will see how Submarine, Plane, Destroyer and Transport units get improved interactions.
Feel free to ask questions.
Feel free to comment.
Baron.
Here is all the main A&A units roster with a summary of their special abilities (which some are house ruled):
Anti-Aircraft Artillery A0 D0 NCM1 Cost 3, 1 hit,
1 @1 preemptive against up to 1 plane, able to fire against plane each combat round.
Infantry A1-2 D2 M1 Cost 3
Get +1A if paired 1:1 with Artillery
Mechanized Infantry A1-2 D2 M2 Cost 4,
Get +1 if paired 1:1 with Artillery
Can Blitz when paired 1:1 with a Tank
Artillery A2 D2 M1 Cost 4
Gives +1A to 1 Infantry or 1 Mechanized Infantry
Submarines A2 D1 M2 Cost 5
Surprise Strike,
Submerge (instead of rolling to hit a target)
No hostile sea-zone (except when ASV is present),
Cannot hit airplanes,
Must be taken as the last casualty amongst warships, (said otherwise, Submarines can only be picked as casualty when their is no more surface warships illegible.)
Allowed to retreat separately from other units, (said otherwise, other units can retreat while the submarines stay in combat zone to finish off the enemy’s ships.)
Can hit transport before warships (even when there is other escorting warships, but it is the owner’s choice to pick or not a transport as casualty).
(Added to recreate opportunity for an Atlantic Battle in 1942.2 and also to reduce the effectiveness of Submarine on offense against Destroyer and costlier warships.)
Can be hit by planes, doesn’t require an ASV.
Tank A3 D3 M2 Cost 6
Can Blitz or allow MechInf to blitz on 1 on 1 basis.
Destroyer A2 D2 M2 Cost 7
Anti-Sub Vessel on 1 DD:1 Sub basis, block surprise strike Edit: and submerge but cannot cancel Sub submerge (which mostly happen for defending subs in regular phase after the attacker rolls).
Transport A0 D1 M2 Cost 8, 1 hit, taken as last casualty,
Exception: can be picked as a casualty anytime when an enemy’s submarine hit has to be allocated (owner’s choice to pick or not transport as casualty, as usual).
Fighter A3 D4 M4 Cost 8
hits enemy’s planes on “1” or “2” roll, or even “3” roll for up to 3 Fg units if an operational Air Base is present.
Gives +1 Attack or +1 Defense to 1 Tactical Bomber if paired 1:1 with.
SBR/TcBR Attack @2, Defend @2, or even defend @3 for up to 3 Fgs if an operational Air Base is present.
Can hit submarines without ASV.
Tactical Bomber A3-4 D3-4 M4 Cost 8
hits enemy’s planes on a “1” roll,
Gets A4 or D4 when paired 1:1 to a Fighter unit or when there is no enemy’s aircraft.
SBR/TcBR attack @1,
Allowed to do escort mission of StB without doing TcBR on AB or NB,
Cannot do interception mission on defense,
TcBR damage: 1D6.
Can hit submarines without ASV.
Cruiser A3 D3 M2 Cost 9
Shore bombardment @3
(G40 Escort Carrier) A0 D1 M2 Cost 9, 1 hit / (1942 Escort Carrier) A1 D1 M2 Cost 9, 1 hit
carry 1 Fighter or 1 Tactical Bomber,
Anti-Sub Vessel, working the same as a Destroyer, added for completeness
Strategic Bomber (Medium Bomber) A4 D1 M6 Cost 10
on attack, hits enemy’s planes on a “1” roll,
SBR/TcBR Attack @1,
SBR/TcBR damage: 1D6+2 on Industrial Complex, Air Base or Naval Base.
Can hit submarines without ASV.
(High Altitude Strategic Bomber) (Heavy Bomber)
Re: Rethinking Air Units
http://www.axisandallies.org/forums/index.php?topic=34502.msg1331015#msg1331015
Attack 4, SBR @1
Defense 1
Move 7
1 hit
Cost 12
on attack, hits enemy’s planes on a “1” roll,
Strategical Bombing Raid (SBR*)/ TBR : Attack @1
SBR/TBR damage: 2D6 on Industrial Complex, Air Base or Naval Base
If destroyed by IC’s, AB’s or NB’s AA gun, reduced SBR damage: 1D6-1
No damage if destroyed by Fighter interceptor.
Can hit submarines without Anti-Sub Vessel.
1942 Carrier A1 D2 M2 Cost 12, 1 hit
carry 2 planes (Fg or TcB)
G40 Carrier A0 D2 M2 Cost 14, 2 hits
carry 2 planes (Fg or TcB)
Battleship A4 D4 M2 Cost 16, 2 hits
Shore bombardment @4
If you want to increase battle between planes, allow 1 single Fg or TcB to land in a just conquered territory, as long as it have another extra movement point for landing.
For my part, I would allow 3 types of defensive maneuvers for aircraft:
-
aerial retreat for attacking planes (all can retreat while letting ground units pursuing battle), this is similar to air retreat from amphibious assault
-
a limited aerial withdrawal of 1 space anytime after first combat round for 1 defending plane 1 StB or 1 TcB or 1 Fg and
-
a limited landing in a just conquered territory: 1 plane (either Fighter or Tactical Bomber), as long as it can provide 1 extra movement point for this special landing.
What do you think about all this?
Playable? Funny? Still somewhat able to depict historical situations?
A last ground unit to complete my roster and get a whole picture of the main weapons of WWII:
@Baron:
Here is a much more A&A paradigm rules version for a single type of Mobile Artillery unit (SPA / SPG /TD) that I revised from my previous post:
MECHANIZED ARTILLERY (Assault Gun)
Attack: 2
Defense: 2
Move: 2
Cost: 5
Can blitz when at least a Tank is present in a group of units.
It means that any number of MechArt can blitz when a Tank is blitzing. In addition, this Tank can be already paired to a MechInf while blitzing.
Infantry Support: Give +1A to a paired Infantry or Mechanized Infantry.
Tank Hunter as a Tank Support ability: Get +1A/D when paired to a Tank.
This unit on attack cannot give and get both bonus as Inf support & Tank support when teamed up with both MI and Tk.
You must choose which bonus is use, and can change during the battle round, switching from one to the other according to which unit the MechArt is paired to.
I think it could be better balance and nearer A&A pairing bonus.
Some may prefer give +1 on Defense only when paired to a Tank but this unit will be much more appealing if it get +1A also.
I think it will be nearer the historical records about all kind of Mechanized Artillery.
Germany for instance built a lot of them and even much more than Tanks during WWII, specially StuGIII type.
And during the game, it will be a way to get an optimized built by having a Mechanized Artillery paired to an already existing Tank.
It will follow the same progression than WWII, this unit getting more and more popular as the war evolved.
In itself it will be weaker (A2D2C5) but cheaper than medium Tank (A3D3C6).
But was useful for both Infantry unit and Tank as support unit.
And dangerous against Tank, hence gaining the bonus on A/D making them as valuable than a regular Tank but keeping the need to buy Tank to get Mechanized Artillery such a useful unit on offense and defense.
I also learned that during WWII both Artillery division (supporting Inf) and Panzer division were having struggle with the Army Chief Command over StuG being part of their unit instead of the other.
Even this aspect can be depicted by the dual bonus for being paired to Inf and MechInf or with Armor.