• TripleA '12

    GERMANY cont…

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    GERMANY cont…

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    GERMANY cont…

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  • TripleA '12

    GERMANY cont…  Sorry for the number of posts!

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  • Customizer

    I just took a quick look at your practical tech cards.  I’m going to need to print these up.  Anyway, I noticed the hit points are very high, even with infantry hitting on a 3 or less.  I assume you mean to use 12 sided dice with this game?

    I once expanded the Weapons Development chart to 20 different technology choices you could go for.  Also, some of the ones that I came up with depended on others as well.  A couple of them were a little futuristic for WW2 technology –- like Stealth Technology:  all attacking planes get one free combat roll and defending casualties don’t fire back — but most of them I think were suited to the time period.  I’m not sure where my old notes are, but I think I can remember most of them if you are interested.

  • TripleA '12

    Sure thing knp7765, that would be cool. I like your stealth fighter idea. Yes, my game uses the D12 system - sorry for not mentioning it earlier. Some of my ideas for the Industrial tech tree would be:

    Improved Industrial Efficiency 1 - Roll 2 D6 and keep the best result. Add that many IPCs to your hand. (just like the old War Bonds)

    (which would lead to)

    Improved Industrial Efficiency 2 - Roll 2 D6 and combine the totals. Add that many IPCs to your hand.

    Full Build Capacity - Your Minor Industrial Complexes may now be upgraded at no cost. New Minor ICs may be built on ANY territory.

    Just a couple of ideas. I’m open to different names for them and so on. I’ll post the rest of the Unit Tech Cards soon.

  • TripleA '12

    UNITED STATES:

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  • TripleA '12

    UNITED STATES Cont…

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    UNITED STATES Cont…

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  • TripleA '12

    UNITED STATES Cont…

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  • TripleA '12

    SOVIET UNION:

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  • TripleA '12

    SOVIET UNION Cont…

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  • TripleA '12

    SOVIET UNION Cont…

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  • TripleA '12

    SOVIET UNION Cont…

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  • TripleA '12

    SOVIET UNION Cont…

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  • TripleA '12

    ITALY:

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  • TripleA '12

    ITALY Cont…

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    ITALY Cont…

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    ITALY Cont…

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  • Customizer

    Okay, I looked through some boxes and managed to find my old notes from when I came up with new tech ideas for Axis & Allies.  Remember, I came up with these for the old Classic game.  I got some 20 sided dice to research these techs and some of them require you to use the 20 sided dice to employ them.  Another idea would be to add breakthrough charts so you could still stay with the 6 sided dice.
    #7 - Heavy Tanks = Tanks attack at 4.
    #8 - Long Range Artillery = One free artillery barrage from an AA gun per territory per round, range of 3.
    #9 - Paratroopers = Bombers used as troop transports.  Each bomber can carry 2 infantry, 1 armor or 1 AA gun.
    #10 - Radiation Protection Gear = Allows your troops to ignore radiation fallout zones.
    #11 - Chemical Warfare = NERVE GAS!  A successful strike decreases ALL defending units’ capabilities by 1 in targeted territory.
    #12 - Nuclear Warheads = A roll of 6 destroys all units in targeted territory and that territory can not be entered for 1 full round (unless you also have #10)
    #13 - Piracy/Salvage = Rebuild your forces!  When you attack a territory or sea zone and win the battle, whatever MACHINE units (NOT Infantry) your enemy lost in the battle you can recover and turn them into your own units.
    #14 - Brilliant Propoganda = When attacking a territory, roll a 20 sided dice and call evens or odds.  If it rolls as you called it, any enemy INFANTRY units in that territory are persuaded to join your side and will now fight with you in the battle.  DOES NOT WORK ON CAPITALS.
    #15 - Troop Transports = Allows infantry to move 2 spaces.  (Obviously this is now Mechanized Infantry so this one will be scrapped now).
    #16 - ICBM capability = This weapon can only be used with Special Weapon #2 “Rockets”.  Range is increased from 3 to unlimited.
    #17 - Stealth Technology = All attacking fighters get the same “surprise strike” capability as submarines.
    #18 - Increased Anti-Aircraft Protection = All AA Guns roll 2 dice.  (I imagine this is equivalent to the current “Radar” tech.  The difference being you roll 2 dice trying to get '1s" and with Radar you roll 1 dice for a 2 or less.)
    #19 - Increased Naval Engine Efficiency = All Naval vessels can move 3 spaces instead of 2.  I guess going from a Naval Base would increase movement to 4?  Too much?
    #20 - Minefields = For each roll of 3 (Not 3 or less, JUST 3 ), an attacking land unit is destroyed and removed from play.  Like AA Guns for Land Units.

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