AARHE: Phase 3: Revised NA's


  • I dont see transports as italys ‘great’ contribution for large quantities of stuff during the war.

    whats wrong with Infantry 2 for 5 bucks?

    of cheaper naval units -2 on cost for one ship per turn?


  • Like Tekky already told on the previous page. Italy has already the ability to purchase INF for 2IPC at their capital. So it would be 3 INF for 5 IPC. Isn’t that to much for Italy? Maybe 2 IPC discount on Navy vessels is indeed the way to go. They did, try to compete with France and Britain just before the war, to controll the Mediterranean…


  • Ok so its :

    once per turn, the italian player can build one ship that will cost 2 IPC less that the original cost.

    Ill go with that. The Italian navy was probably their great contribution in the war. Too bad they didnt really use it in the war…due largely to no oil avalible.


  • @Imperious:

    Ill go with that. The Italian navy was probably their great contribution in the war. Too bad they didnt really use it in the war…due largely to no oil avalible.

    I never really got it, why they didn’t use it more in the early days of the war, going straight for the British fleet in Alexandria. instead of letting the Royal Navy take the initiative… with that fairey swordfish attack on Taranto…


  • No oil… they never did anything because italy didnt want to attack the suez in mid 1940 with 300,000 men against 30,000 british at the egypt border. The oil would have bought them a ticket for the navy to set sail outside the medd.


  • Ok there it is. 2 IPC less. Is it all naval units or surface vessels?


  • yes but only one discount per turn.

    you buy 2 transports at the same time but only one that turn is costing 6.


  • Italy (Regia Marina Italiana)
    Once per turn, you may purchase and place one naval unit in Italy for 2 IPC less than cost.


  • thats it. i was hoping you would use that name. Lets have the most current rules posted please (after all recent changes)

    Now do we have anything left for Italy and her NA’s any changes?


  • Italy National Advantages  (Revised list)

    1. Piggyback Tech
    Italy shared the accomplishments of German scientists during WWII.
    On the turn after Germany obtains a given technology, Italy gets it as well.

    2. Gustav Line
    Hitler ordered a final defensive line south of Rome to protect the “soft underbelly” of Europe after Africa fell to the Allies. The Gustav Line, or the Winter Wall, held off many Allied amphibious landings. During any amphibious assault against Italy, all German and Italian ground units defend values increases by 1 there during the first cycle of combat.

    3. Desert Tracks
    Italian tanks were inferior to German and Allied ones. However, they were lighter and could travel the desert with ease. Italian tanks may blitz through Sahara. They must both enter and leave Sahara in the same turn. They may never capture the Sahara, and they may not retreat into this territory.

    4. Blackshirts
    Black divisions were paramilitary organizations that were used to spread terror across Southern Europe. Once per game, if your capital gets attacked by at least one ground unit, you may place 2 infantry there for free before the Conduct Combat Phase.

    5. Elevated Ground
    Southern and South-Eastern Europe was scattered with mountains and high elevations. This gave many advantages to artillery especially Italian mountain guns. Gebirgsjägers–mountain troops–were the only ones besides aircraft who can operate on these conditions. Your artillery in Southern Europe and the Balkans defend on a 3.

    7. Home Defence
    Every Italian or German INF unit in the first round defending in Original Italian territories see their defence increases by 1. (never higher than 3)

    8. Mediterranean Express
    This allows Italy to move 1 infantry to Libya during non-combat movement. You need to be in controll of Libya.

    9. Afrika Korps
    Place 1 INF, ART, ARM in Libya for free during your mobilize new units phase, if you controll it.

    10. Untrained Forces
    The first time Italian forces meet a given Allied nation in battle, the Italians choose the order of loss for the Allied forces (this is designed to foster a “Kasserine” style result in Italy’s first encounters with enemy forces).

    11. Frogmen
    The Decima Flottiglia MAS was an Italian commando frogman unit created during the Fascist government. This rule allows 1 infantry to attack 1 Allied surface naval unit that is adjacent to an Italian held territory-containing infantry (Italy specifies targets). Infantry rolls normal attack (1 in 6) and if successful sinks 1 allied ship. Such attack precedes normal attack round. Failure is loss of Italy infantry.

    12. Fascists friendship
    If you controll Malta and Gibraltar, Franco of Spain will join your side. All Spanish territory, troops and IPC go directly to Italy.

    13. Balkan support
    During WWII Hungary, Romania and in lesser amounts Bulgaria supported the Axis forces with man and material.
    Once during the game, if in controll of the Balkans, you may place 1INF, 1ART and 1ARM for free.

    14. Kesselring
    For every Italian transport in the Mediterranean, the germans can move one land unit for free in any NCM phase.


  • I have deleted #6, because it was the same as their newly created National Attack.  Also made some changes to the Gustav Line and Home defence, so that they can be used together if needed.


  • Ok fine then… do we now move to UK?


  • 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 tan territories hit air units on a roll of 1 or 2.

    2. Joint Strike
    The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
    Once during the game at the start of a round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and non combat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move; conduct combat, and non-combat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

    3. 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.

    4. Commonwealth Troops (replace Mideast Oil)
    The British Commonwealth Troops served in all theatres in World War II - from Europe to North Africa to South-East Asia.
    During your mobilize new units phase, you may place one of your infantry for free in any tan territory with an income value higher than 1 IPC if you control it. If the territory contains an industrial complex, you can mobilize no more units than the income value of that territory.

    5. 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.

    6. 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.)

    7. 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.


  • 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 tan territories hit air units on a 2.

    2. Joint Strike
    The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
    Once during the game at the start of a round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and non combat move phases. On those phases of the U.S. turn, the U.S. player may use your units in his/her combat move; conduct combat, and non-combat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. dice are rolled. Weapons developments or national advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

    3. 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.

    4. Commonwealth Troops
    The British Commonwealth Troops served in all theatres in World War II–from Europe to North Africa to South-East Asia and the Pacific.
    During your mobilize new units phase, you may place one of your infantry for free in any tan territory with an income value higher than 1 IPC if you control it.

    5. 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.

    6. 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.)

    7. Mideast Oil
    The United Kingdom’s 1920 division of the Middle East tapped into the power from the sands. The Germans tried to get that power for themselves.
    If an air unit you own lands in Anglo-Egypt, Trans-Jordan, Persia, or the Caucasus during your noncombat move phase, it may then move an additional number of spaces equal to its normal movement.

    8. Flying Boats
    The Lend-Lease Act gave Britain PBY Catalina flying boats, which were handy because of their ability to land on water.
    Your bombers may land on water.

    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. Escort Carriers
    To counter the U-Boat menace, the Allies created auxiliary carriers which can bombard ships while having air cover.
    Your destroyers may carry 1 fighter each (put them on the same sea zone as the destroyer).

    11.Chindits
    this is skechy but essentially like paratroopers… except they can move after they attack… thus they can jump in and out

    12. Burma Road
    UK can send 3 IPC of aid per turn resulting in the creation of one infantry in china. At least one Chinese territory must be controlled for the allies.


  • Radar
    Territory United Kingdom and East Canada only.

    Joint Strike
    Redundant by AARHE.

    Commonwealth Troops
    Probably not needed. in AARHE UK can now raise troops in Canada, South Africa, Australia, India, and Persia.

    Mideast Oil
    Need to be updated to AARHE NCM air movement. Don’t want it to be too powerful.
    In Non-combat Move phase your air units landing on Anglo-Egypt, Trans-Jordon, Persia or Caucasus may move again up to half of its movement points.

    Flying Boats
    Too powerful. And these bombers would still need supply.
    Probably match 1-to-1 with DD/CA (destroyer/cruiser).

    Battlecruisers
    Probably remove it. For the same reason we remove the German NA “Pocket Battleship”.

    Escort Carriers
    Both destroyer and cruiser. NAV instead of FTR if the optional unit NAV is selected.

    Chindits
    Yeah its sketchy.

    Burman Road
    Specifically Sinkiang, China, Manchuria, Kwangtung or French Indo-China. Need control of India.


  • Tekky you need to please update your files that are under your signature. I had 3 people make maps using your signature thinking those map files were current. They are not In every case the files under http://www.axisandallies.org/forums/index.php?topic=8670.0 are new files with repairs.

    Please update them and the ruleset thats current and email.


  • I don’t know what you mean. The thread in my signature does not include any maps at all.
    Your thread is the one that releases maps.

    But anyway I’ve included both threads in my signature now.

    By the way could you…
    *put a date before each URL in your thread’s first post
    *change thread name to "AARHE: maps and player aids
    *sticky it


  • OK fine.


  • If you don’t mind, I’d like to toss in a few ideas for the UK - feel free to use/lose any of them:

    Total Mobilization:
    Citizens of the UK mobilized totally for war: victory gardens, scrap drives and extreme rationing provided the UK with extra material required to sustain them. Each turn, the UK collects an additional 2 IPC’s during the collect income phase.

    Flak Battleships:
    Capital ships of the Royal Navy underwent aggressive refit to equip them with strong anti-air defense. Prior to combat involving UK battleships and enemy air units, each battleship may roll one die against each enemy fighter. Like a land-based AA gun, each roll of a 1 is a hit.

    Naval Tradition:
    Crews of the Royal Navy displayed countless feats of bravery and sacrifice in the face of disaster; trading their own lives for effective fire control and counter flooding. When any surface ship (BB, CV, DD, TRN) is hit in combat, roll 1 die. On a roll of a 6, the ship “survives” the hit and remains in combat.


  • Flak Battleships:
    In AARHE each naval unit gets an anti-air value. Thats the number of anti-air dice it gets. (To represent different naval units having different number of flak guns.)
    So we could give all UK naval units +1 anti-air value.

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

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