• This war did not produce entire division level or corps/ army level formations of sniper units… that is way way too tactical and better fitted for AA minis.

    http://en.wikipedia.org/wiki/Alpini_Corps

    i think that is what they called them… ill pull out a book soon to confirm


  • @Imperious:

    This war did not produce entire division level or corps/ army level formations of sniper units… that is way way too tactical and better fitted for AA minis.

    I agree, 1 infantry piece represents x amount of infantry and snipers were incorporated in with the corps.

  • Moderator

    For the British I think that Commandos: Cost 5 3/1 Raiding ability (can attack adjacent IC areas and SBR same as bomber rules).
    For the Americans yes I would pick Marines: Cost 4 2/2 Sneak Attack on first round of combat, Amphibious Assaults make there attack 3.
    For the Russians Soviet Guards are already covered well in the NA’s. I would pick Siberian Shock Troops: Cost 5 IPC’s, 2/2 When Attacking an enemy in an occupied Red Territory it’s attack goes up to 3. When attacking an enemy in a non-red territory it gets a sneak attack for the first round of combat. 
    Fer the Germans I would actually choose Stormtroopers (an Armor for its “special”?): Cost 4 IPC’s. 3/2. When supported by an Artillery the units Attack goes to 4. The Unit gets to sneak attack on the first round of battle.
    For the Italians they get the Bersaglieri (to me a no-brainer): Costs 5 IPC’s. 3/2. Unit moves at 2. Sneak attacks when Defending.
    For the Japanese I would choose the SNLF: Cost 5 IPC’s. 3/3. Units sneak attack on the first turn Defending or Attacking. May be transported by Bomber and Dropped (1 per plane, AA fire that shoots it down destroys the SNLF, and the Bomber).

    GG


  • So the problem remains. When you achieve Jet Technology, you would upgarde your fighters but you wouldn’t upgrade your bombers…
    +++++ no you have a seperate piece… all your planes dont just “poof” and become jets. you have to build them individually

    Oh there was misunderstanding. I thought you wanted Jets to be an upgrade rather than a new unit.

    With the too many units problem…we could alternatively model upgrading and have a 1 turn delay before all planes become jet planes.

    Just an idea.

    We are getting quite a few units with naval fighter and dive bomber. And those two are more important for distinction?


  • I know it does look that way. too many air units… Perhaps we just give Germany the jets, with UK coming in latter… and for bombers we allow US to make heavy bombers and possibly germany… and forget the heavy jet bombers, and jet bombers… too many variables… what you think guys?

    so we are left with:

    fighters
    bombers
    and long range aircraft as an upgrade to all planes.

    naval fighters
    divebombers ( against land)

    plus what ever come out of german jets and possibe uk jet fighters

  • Moderator

    Perhaps a special Air unit per player? That will cut down on a lot of pieces and confusion and still gives a lot of play possibilities. And you can always have the tech tree come into play to counter the other “specials”. I am not sure you can build enough variables that are historical with d6…

    Are you saying you haven’t come up with the stats for said units?! Ok, I will keep them in mind…

    GG


  • I always liked the idea of having special units per player… Perhaps jet fighters for Germany, jet bombers for USA, flying boats for UK…

  • Moderator

    Jet Fighter (Germany): Cost 14, 4/3. Sneak Attack in Dogfighting for first round. May retreat combat at the beginning of any round (including the first one), to any Friendly Territory in Range.

    Heavy Bomber (US): Cost 17 (18?) IPC’s, 4/2. SBR, and rolls 2 Dice in Attack.

    Flying Boats (US and UK): Cost 14 IPC’s, 3/2. Naval Combat Advantage (sneak attack to represent black cats), can attack subs without radar. Convoy attack (if convoys are in the game).

    GG


  • hey i thought of a new way to do this:

    we are stuck in the linguistic’s but we can easily circumvent this consider:

    Advanced fighters
    Advanced bombers

    that way we can allow all a players fighters or bombers gain the new combat values. it can also be assumed that other prop fighter models are introduced… now it still looks historical but we get around the problem of all these air units.

    you can even have advanced fighters tech 1,2,3

    under 1 you can just get long range fighters, under 2 you get modified combat values, under three you add no AA guns can hit them and they can bypass say fighter escorts and directly attack bombers.   just some ideas

    ideas?

  • Moderator

    I would be up for an idea like that. I think in different ways this was assumed to be an idea that is active, I am not quite sure what your ideas for techs were… I would be willing to have only the standard units (+ Larrys new ones: Cruisers, Dive Bombers, and Mech. Infantry) and just have tech upgrades…

    GG


  • Yea i like that too… new pieces but some can be upgraded due to tech developments… we are not qualified into a specific “jet” or heavy bomber type of thing… its just one nation has better more advanced planes than another all due to tech level 1-3.


  • How about a more maneuverable, plane, making it harder to hit? Outnumbered British spitfires were much more maneuverable than the Luftwaffe, and the Luftwaffe suffered many casualties because of this. How about an early warning system. Allowing a fighter to reinforce an adjacent friendly territory being attacked and landing back in the territory from which it came?

    P.S., we should make a topic for finalizations of phases, to keep everyone up to speed. It should only contain completed phases, like the turn sequence, time factor, etc. We should also keep comments to a minimum so it will be easier to see the final product of a given phase, you know what I mean?

    Just throwing out some ideas so we could probably use them or work off them!

    RD


  • yes great Tekky is doing just that so you can see where we are… give it a day or so.

  • Moderator

  • Moderator

    I have a “specialist” unit for Germany… How about making there Artillery “mobile” and it can target tanks as if they were “Aircraft” (88’s) but can only fire at one or the other… I think that the Allies would find it harder to just land in France on T2 or 3 because they can if a more historical blocker was in the way…

    GG


  • @Imperious:

    we are stuck in the linguistic’s but we can easily circumvent this consider:
    Advanced fighters
    Advanced bombers

    Yeah so basically Jet, Long Range Aircraft, Heavy Bombers are all upgrades not new units.
    But its no longer called “Jet” for example.

    I am ok with that. That solves the too many air units problem.

    @rawdawg:

    How about an early warning system. Allowing a fighter to reinforce an adjacent friendly territory being attacked and landing back in the territory from which it came?

    Yep we have this.
    Its called Defensive Air Support.
    When its not your turn your planes can actually combat in an adjacent territory or sea zone INSTEAD of the territory it is in.

    P.S., we should make a topic for finalizations of phases, to keep everyone up to speed. It should only contain completed phases, like the turn sequence, time factor, etc. We should also keep comments to a minimum so it will be easier to see the final product of a given phase, you know what I mean?

    We have that. For phase 1 we have a “AARHE: Phase 1: Final Draft” thread.
    For phase 2, which is incomplete, we have a “AARHE: Phase 2: Draft” thread which will be renamed to “AARHE: Phase 2: Final Draft” or something when we move onto phase 3.

  • 2007 AAR League

    Perhaps this should be seperated into two topics - aircraft and land?

    I’d like to see the creation of convoy units, which would subtract IPC’s from their controlling country if destroyed. What about partisans, such as the FFF?

    I find it interesting that the map is being preserved (as much as possible) to retain A&A appeal, but the basic unit system is being changed quite radically.


  • Most of the unit changes are to accommodate the said map.

  • 2007 AAR League

    I think this would be part of phase two, but there may be overlap into phase three.

    Espionage ~ Throughout WW2 spies were utilized to weaken enemy positions. A well-known example of this is the insertion of English speaking Germans in American uniforms behind Allied lines during the Ardennes offensive.

    New Unit: Spy – Costs 10 IPCs, does not take part in combat. Spies can move into territories occupied by enemy forces as long as a Counter-Espionage Force is not present. Has a movement of 1.

    Spies can conduct a single act of espionage per turn, chosen from the options listed below. Acts of espionage, unless otherwise listed, must be done in a territory controlled by an opponent.

    Industrial Espionage – Reduce the opposing nation’s total IPCs by 1/2 of the spy’s current territory’s production value, rounded down. For example; Japan has 30 IPCs saved, and a USSR spy conducts industrial espionage in Manchuria. Japan loses 1 IPC, bringing it’s total to 29.

    Gather Technological Intelligence - Chose a technology your opponent has more research completed in than you. You gain one research point towards the completion of that technology.

    Incite Rebellion – Receive X free infantry, where X is one third of the nations production value plus one (if the territory was originally owned by your nation but captured, you receive two thirds instead of one third) rounded down. If no enemy units are present in the territory you gain control of it. If enemy units are present combat takes place, with you as the attacker. The infantry attack in the opening fire step, as they would have surprised the defending forces.

    Confuse Defenders - Two units from the same territory chosen by you attack each other. A single round of combat takes place, with both units using their offensive value. After casualties are removed the remaining units end combat, having realized their error.

    Assassinate Government Personnel - Roll one D6. If you roll a six, the territory the spy is currently in will not contribute to the nation’s IPC count during the next collect income phase.

    Counter-Intelligence – The spy gains the ability of a Counter-Espionage Force, allowing it to attack enemy spies. However, the spy can still not partake in regular combat. Note: a spy does not need to be in an enemy territory to sue this ability.

    New Unit: Counter-Espionage Force – Costs 4 IPCs, attacks on a 1 and defends on a 2. Has a movement of 1.

    A Counter-Espionage Force is capable of detecting spies. If it enters a territory containing a spy, all units within the territory will instantly attack the enemy spy. When attacking a spy the Counter-Espionage Force attacks on a 4 or less.


  • That is seriously in the section under “optional rules”

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