AARHE: Phase 3: Revised NA's


  • Hey you can help right now. look at our current list and see what you dont like and why

    also once we are done we are going thru the list one more time ( all 6 nations) so see what you can add to what we got allready.

    we will add your contribution to the list of contributors… but it should be something good.

    Tekkyy: Death head 420 should be added if he wasnt allready.


  • so most US infantry divisions are mechanized right?
    what about US paratrooper divisions? shall they move at 2 as well?

    16. Mechanized infantry
    Later in the war, the United States Army used large numbers of M3 Half-track vehicles to give their infantry mobility.
    Starting from turn 3, all your INF (infantry) move 2 and may blitz.

    @captaincanuck:

    Hi guys, just wondering when U.S. NA’s willl be finished and when all NA’s will be posted. I would also like too know if any changes could be suggested after all NA’s are posted because I just started following you guys. I hope I can help in some way.

    sure, help with US NA for now
    this is the last nation for the first pass
    soon we’ll be going through the whole thing again

    @Imperious:

    Tekkyy: Death head 420 should be added if he wasnt allready.

    yep Death Head 420 is on the list


  • Yea Tekkyy that mech one is great!

    perfect solution.


  • OK how bout one for marines and another for strategic bombers?

    Marines

    Allow infantry on the first round landed on small islands to get a +1 boost on the first round?

    Strategic Bombers

    High altitude bombers attack at 5 defend at 2 and cannot be hit by AA guns? ( representing B-29’s superfortress)


  • That Mech is great. Marines should also be in. But I don’t know about that Strategic Bombers, we have already 4. Superfortresses… That means 2 for the same not? Maybe merge them together.


  • 2. U.S. Marines
    In World War II, the Marines played a central role in the Pacific War; the Corps expanded from two brigades to two corps with six divisions, and five air wings with 132 squadrons. In addition, 20 defense battalions and a parachute battalion were set up.[24] The battles of Guadalcanal, Tarawa, Saipan, Iwo Jima, and Okinawa saw fierce fighting between U.S. Marines and the Imperial Japanese Army.
    Your infantry, landed on small islands receive a +1 increment for the first round only.

    Added a little historical flavor to it.


  • either make it “Islands” (OOB/LHTR definition)
    or list the territory for the Marines NA

    yeah probably amend 4. Superfortresses to have the AA immunity
    note defending FTR (fighter) acts as ID (infrastructure defense) in Combat Move phase
    shall Superfortresses be immune to that as well?


  • Yes to last post.

    superfortresses NA should be not possible to shoot down by AA. They flew at high altitude.

    WE also have to look at how we allocate NA’s i understand its random but how many and how many each turn?


  • 2. U.S. Marines
    In World War II, the Marines played a central role in the Pacific War; the Corps expanded from two brigades to two corps with six divisions, and five air wings with 132 squadrons. In addition, 20 defense battalions and a parachute battalion were set up. The battles of Guadalcanal, Tarawa, Saipan, Iwo Jima, and Okinawa saw fierce fighting between U.S. Marines and the Imperial Japanese Army.
    Your infantry, landed on Pacific Islands, Malta and French Madagascar, receive a +1 increment for the first round only.


  • Make them card driven.

    At the start of the game one free pick. Player may pick its wanted NA. From turn 2, players pick 1 card randomly each turn.


  • 7. U.S. Code breaking intelligence
    During World War II, the U.S. utilized a great military intelligence advantage over the Japanese, in both their radar capabilities and code breaking. The radar on Midway gave position, bearing, and altitude. Intelligence experts discovered that the Japanese planned to attack an unknown site referred to as “AF.” To test the theory that Midway was the target, a disinformation message regarding Midway’s freshwater supply was sent out over open communication channels. The Japanese intercepted the message and redistributed it in their JN 25 code, saying that “AF” needed freshwater.
    U.S. navy units have a +1 increament for the first round only, when attacked by the Japanese.


  • Micoom:

    add those to the file…

    Make them card driven.

    At the start of the game one free pick. Player may pick its wanted NA. From turn 2, players pick 1 card randomly each turn.

    This would be what should be done… except i also feel that some of these should occur as they historically did… perhaps for each nation 2-3 of their NA’s offur at specific turns?  Also some predetermined total should be used… one per turn but for how many turns… if the game lasts 10 turns we cant have 10 NA’s

    perhaps a cap of 6 total for each nation? 1 they start with, 1 they get automatically - as per history), and 4 they draw randomly?


  • Actually the selection progress was briefly covered before…

    Basically he national unit is standard.
    During the first 2 rounds each player randomly selected an NA.
    (Card, dice, whatever)

    We could make it more NAs if you want.

    Each player gets 3 National Advantages, the first item and 2 more randomly selected items. For the first 2 rounds, at the beginning of each round every player randomly selected a National Advantage. (Draw a chip or card from a bag). The randomly selected National Advantage comes into effect immediately when the player reveals it any time in the game.


  • @Imperious:

    perhaps a cap of 6 total for each nation? 1 they start with, 1 they get automatically - as per history), and 4 they draw randomly?

    yeah, definitely need a cap
    otherwise all NA comes into play eventually and it can become predictable


  • Yes, you’re right, the first NA (old National attack/unit rule) is standard. A cap of max 6 sounds also OK. Randomly driven is easy to fix, but History driven will be a challenge…


  • United States National Advantages  (Revised list)

    1.Essex Aircraft Carrier
    The United States Navy’s Essex-class fast aircraft carriers constituted the Twentieth Century’s largest class of heavy warships, with 24 ships built.
    The use of the fast carriers as an offensive weapon in World War II changed the face of naval strategy.
    Once per turn, 1 CV (Aircraft Carrier) can be purchased and placed at Eastern United States for 14 IPC.

    2. U.S. Marines
    In World War II, the Marines played a central role in the Pacific War; the Corps expanded from two brigades to two corps with six divisions, and five air wings with 132 squadrons. In addition, 20 defense battalions and a parachute battalion were set up. The battles of Guadalcanal, Tarawa, Saipan, Iwo Jima, and Okinawa saw fierce fighting between U.S. Marines and the Imperial Japanese Army.
    Your infantry, landed on Pacific Islands, Malta and French Madagascar, receive a +1 increment for the first round only.

    3.  Liberty Ship Program
    In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
    Your transports now cost 6 IPC’s.

    4.  Superfortresses
    The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
    Your bombers roll one additional die each when conducting a strategic bombing raid. They defend on a 2, and are imune to AA or ID fire. (Heavy Bomber Tech required)

    5. Great Wall of China
    During the Second Sino-Japanese War, the Chinese National Revolutionary Army fell back to the Great Wall.
    Your infantry on China and Sinkiang defend on a 3.

    6. Naval Industry
    After Pearl Harbor, the US tried to rebuild its Pacific Fleet.
    All Naval units cost one less IPC for the entire game.

    7. U.S. Code breaking intelligence
    During World War II, the U.S. utilized a great military intelligence advantage over the Japanese, in both their radar capabilities and code breaking. The radar on Midway gave position, bearing, and altitude. Intelligence experts discovered that the Japanese planned to attack an unknown site referred to as “AF.” To test the theory that Midway was the target, a disinformation message regarding Midway’s freshwater supply was sent out over open communication channels. The Japanese intercepted the message and redistributed it in their JN 25 code, saying that “AF” needed freshwater.
    U.S. navy units have a +1 increament for the first round only, when attacked by the Japanese.

    8. Filipino Guerrillas
    The HUKBALAHAP helped pave the way for the US invasion of Leyte.
    Once per game, if the Allies control the Philippine Islands, you may place two of your infantry there for free during the mobilize new units phase of your turn.

    10. Pacific Divisions
    When the US entered WWII they quickly formed loads of divisions and immidiatly started preparations to take the war to Japan.
    Place 1 free INF/TURN during the Mobilize Units Phase in either Sink, Chi, Kwa, Phi, Alsk or Haw if you control it.

    11. Carpetbombing
    This strategy was used during World War II, mainly by the British and the United States of America to try to weaken German artillery support and cities which held factories for creation of munitions.
    Each bomber can for one round bomb enemy land units hitting at a 2. It must first survive enemy ID rolls.

    12.  Chinese Divisions
    The Chinese had three hundred divisions in 1942. President Roosevelt spent much of the war trying to get Chiang Kai-Shek to do something with them.
    During you’re mobilize new units phase, you may place one of your infantry for free in one of the following territories if you control it: China, Sinkiang, or Kwangtung. This free unit is in addition to the group of units you just purchased.

    13. Iowa Class Battleships
    The Iowa’s were thus designed as fast escorts for aircraft carriers, rather than as a classical battleship. Speed was the essence of their design, topping thirty knots on calm waters. They owed it to their extremely powerful machines (more than 50% better than on the previous South Dakota) and the length of their hull (for hydrodynamic reasons, the longer the ship, the faster she can go). The guns had the same caliber as those of their predecessors (16-Inch) but it was a new more powerful model. They were also valuable antiaircraft platforms, especially in the era of the Kamikaze.
    Your Battleships may move 3 spaces and have a +1 AA gun fire.

    14. Communist Guerillas
    Communist guerrillas remained the only really effective force against the Japanese in Occupied China.
    Starting on the first US turn, the US player rolls one die per turn and notes the results as follows:
    1= One Japanese Infantry is destroyed and removed from the map.
    2=  The US player can select the territory of China, Sinkiang or Kwantung and force all Japanese units that move into this territory to stop or force units moving out to be reduced to a movement of one.
    3= The Japanes players loses 2 IPC
    4= The Japanese player loses 1 IPC
    5= No effect
    6= Communist Guerillas neutralized (no roll next turn)

    15. Chinese warlords
    Majority of Chinese forces in WWII belonged to warlords who were most interested in their own power. Some of them defected to the Japanese Empire but later just as easily rejoined the Nationalist government.
    Axis do not collect income from China, Kwantung, Manchuria or Sinkiang in Collect Income phase if the territory is not occupied with at least one land unit.

    16. Mechanized infantry
    Later in the war, the United States Army used large numbers of M3 Half-track vehicles to give their infantry mobility.
    Starting from turn 3, all your INF (infantry) move 2 and may blitz.


  • added some historical text to some. Also changed the Superfortress NA. Is that ok? Otherwise it was the same as the TECH…


  • Yea … i like those new NA’s from Harris site… well try to allow them to be used for AARHE… i think his name is templeton.


  • Yes, maybe we can use some of them, I like the German and Japanese… Let start by posting all NA’s for all nations one again, and make our final list! Here comes Russia


  • Soviet National Advantages

    1. T-34 Tank
    The T-34 was a Soviet medium tank produced from 1941 to 1958. It is widely regarded to have been the world’s best tank when the Soviet Union entered the Second World War, and although its armour and armament were surpassed by later tanks of the era, it is credited as the war’s most effective, efficient and influential design. It was the mainstay of Soviet armoured forces throughout World War II, and widely exported afterwards. It was also the most-produced tank of the war, and the second most-produced tank of all time, after its successor, the T-54/55 series. The T-34 was still in service with twenty-seven countries as late as 1996!!
    Once per turn, two ARM (tank) can be purchased and placed in Russia for 8 IPC.

    2. Rasputista
    With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance. Twice during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, movement (both combat and non-combat) for land units is limited to one space in any original Soviet territory and West Russia., Belorussia and Ukraine.

    3. Salvage
    After the battle of Kursk in 1943, the Germans left the shells of their wrecked tanks behind. The Soviets found interesting uses for them. If you win a battle against the German player and at least one German ARM (tank) is destroyed, you may place one free ARM in that territory.

    4. Guard Tank Regiments
    The Soviet Union used heavy tank regiments as guards of Moscow. These were elite tank formations, invulnerable to any standard anti-tank weapons available of that time.
    Your ARM (tank) in cities (Leningrad, Moscow and Stalingrad) has its defence increased by 1.

    5. Conscripts
    The Red Army won many battles with their raw manpower, by using untrained infantry and many times unequipped. During your Mobilize New Units phase, you may place 1 INF (infantry) for free in any Soviet territory if you control it. This free unit is in addition to the group of units you just purchased.

    6. Katyusha Rockets
    Katyusha multiple rocket launchers are a type of rocket artillery built and fielded by the Soviet Union beginning in the Second World War. Compared to other types of artillery, multiple rocket launchers are able to deliver a devastating amount of explosives to an area target more quickly but with lower accuracy and longer reloading time.
    The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy. Your ART (artillery) attacks on a 3, for the first cycle of combat only.

    7. Shock Troops
    During World War II the Red Army of the Soviet Union deployed many formations which contained the word shock in the title, for example many of the units which spearheaded the Soviet counterattacks on the Eastern Front from the Battle of Stalingrad to the Battle of Berlin were in Soviet Shock Armies.
    1 INF (infantry) has its attack increased by 1 in the first cycle of combat. No more than 3 INF can get this bonus per turn.

    8. Mobile Industry
    In response to the threat from the Russian front, the Soviets moved their factories east. They produced 5,000 tanks east of the Urals in 1942. Your industrial complexes each may move 1 territory during your non combat move phase. It may be used in the same turn to place units (up to a maximum of the new territory’s value). They cannot move during the combat move phase. If an opponent captures them, that opponent cannot move them. You may mobilize at an IC if you controlled both the IC and its new territory at the start of your turn.

    9. Russian Winter
    Russia’s greatest ally was its winter cold. Germany’s invasion stopped dead as the snows came down. Once per the game in your collect income phase, you may declare a severe winter. Until the start of your next turn, your infantry in red territories defend on a 3.

    10. Red Guard
    After the Russian revolution, the Red Guard—composed of armed workers and politicized soldiers and sailors–had become the Army Reserve and the base for the formation of regular military detachments. Once per game, if your capital gets attacked by at least one ground unit, you may put 1 INF (infantry) there for each industrial complex you control, before the Conduct Combat Phase.

    11. Commissars (NKVD)
    Spreading Stalin’s slogan “not one step back,” Russian commissars shot soldiers who flee from battle. If you get attacked during any Axis player’s turn, you may sacrifice (destroy) any number of INF (infantry) you own. For each infantry sacrificed, 2 other INF you own defend on a 3 this turn.

    12. Soviet Militia
    If German units attack any of the three major Soviet cities of Leningrad, Moscow or Stalingrad the Soviet player may immediately raise INF (infantry) equal to VCP value of the city. The money is deducted from the Soviet players next turn of income even though the Infantry is placed in the first round of combat. Each of the three Soviet Cities can be activated only once per game and the infantry raised can be used just as any other unit.

    13. Partisans
    Starting with the 2nd turn of any Axis invasion of the Soviet Union the Soviet player rolls one die per turn and notes the results as follows:
    1= One German Infantry is destroyed and removed from the eastern front.
    2=  The Soviet player can select one territory  that’s original Soviet controlled and force all Axis units that move into this territory to stop or force units moving out to be reduced to a movement of one.
    3= The German players loses 2 IPC
    4= The German player loses 1 IPC
    5= No effect
    6= Partisans neutralized (no roll next turn)

    14. Scorched Earth
    When Germany attacked the Soviet Union in 1941, Joseph Stalin ordered both soldiers and civilians to initiate a scorched earth policy to deny the invaders basic supplies as they moved eastward.
    When the German player conquers any Soviet territory, that territory has no value until the next round of play. The German player may not add a control marker on the just captured red territory, hence may not increase the National Production Chart correspondingly. If the territory is liberated during Russians turn, then the territory regains its value.

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