German Forces:
Unit Type Movement Attack Defense Notes
Tiger Tank 2 9 9 Takes 2 hits, attacks are preemptive against enemy Tanks first
Panzer tank 3 6 7
Panzer Grenadier
(Mechanized Infantry) 3 4 6
Tank Destroyer 2 7 8 All hits go against enemy armor first
Volks- Grenadier 1 2 4
Fallscirm- Jager (airborne) 1 5 5
Artillery 1 4 4 1 Hex range
Heavy Artillery 1 6 4 2 Hex range
Neberwerfer Rocket 1 + + +/1 Hex range, each enemy rolls one d6 1=hit, 2-3= unit shocked.
Fighters any 6 8
Jet Fighter any 6x2 10 No interception
Bomber any 8 2 Preemptive attack, ground forces cannot fire back (except Artillery)
Jet Bomber any 6 9 No interception
Allied Forces:
Unit Type Movement Attack Defense Notes
Tank 3 4 3
Mechanized Infantry 2 3 3
Tank Destroyer 3 4 3 All hits go against enemy armor first
Anti -Tank Gun 1 3 2 All hits go against enemy armor first
Airborne 1 2 2
Artillery 1 2 2 1 Hex range
Heavy Artillery 1 4 2 2 Hex range
Fighters any 2 3
Bomber any 3 2 Preemptive attack, ground forces cannot fire back (except Artillery)
all combat is one round duration. all air combat occurs first. if any extra planes are availible they can go against land targets. only artillery can hit planes.
Artillery Guns Anti-Air Defense
Artillery (both regular and heavy Artillery) units may fire at each air unit entering or flying across the air space of its territory during attacking combat movement. Each defending artillery unit rolls against each plane and a result of a 1 on a D12 results in a hit. The maximum number of Artillery units that can roll against planes in this fashion is limited to two. Note: each plane is rolled separately by type and can only be attacked preemptively. Example: 2 Allied Bombers and 2 Fighters attack a hex with German forces including one Artillery unit. The two Bombers are rolled together, yielding results of 3 and 5 (both misses). Next two fighters are rolled with results of 1 and 2 (one hit). One fighter is destroyed with the remaining planes able to perform their combat mission. Remember: each defending Artillery unit has one first shot attack at each air unit. Losses are removed immediately before the air units’ fire back. Attacks by the surviving planes can then proceed in the normal fashion.
I will adjust values for d12 dice. Note: allies not finished.
still need some good supply rules but i need more information on the OOB supply rules. might just use them.
each ammo chit allows one combat action
each fuel drum chit allows one hex of units to move full movement
germany starts with x number of chits in each catagory
allies do not have a limit but some limit on combat actions.
use OOB air power rules but add some rules for jet power say one plane for germany is jet.
also need some optional rocket rules V weapons:
V-2 Rockets
Allow the German player to conduct one V-2 attack per turn. This may be in addition to a similar event from an action card. The attack can be conducted into any Allied hex and each ground unit rolls with 1-2 counted as a hit, 3-4 unit is “suppressed†and cannot move that turn , and 5-6 no effect. The German player has six such attacks per game. Attacks can also be conducted against Allied fuel depots again hitting on a 1-2.
Jet Power
Allow the German player to substitute up to two of his daily air power allocations for one Jet fighter (Me-262) and one Jet Bomber (Ar-234) each turn till the end of the game. They can “save†this allotment until a specific turn and launch the balance of what was withheld until a turn of their choosing. Air Interception missions cannot be performed against Jet planes. They also cannot conduct Paratrooper drops. During aerial combat each Jet Fighter rolls twice against enemy planes. Secondly, allow the Allied player one Jet Fighter (Gloucester Meteor) each turn which performs like any other fighter except it can also avoid all enemy air interceptions.
using jet power may involve using additional air units for allies.