@crockett36
This seems interesting. I’ll try it out.
Axis & Allies Global 1940 House Rules Expansion
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What if you went with the mines are activated at capitals, then move them in non combat to where you want and up to so many per territory like rule says. If not then go with 1 mine only per territory and D at a+1 if they can’t be moved. Can also raise price +1 or so if spamming happens.
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@gen-manstein
If it works with with TripleA, then lets try it.
Note: When mines are activated - originally these mines can no longer move. How does this work in TripleA if mines are activated in the Capital - before moving to the frontline?
How can we distinguish between mines that are dug in (armed) - and mines that are “unarmed” - and still able to move?
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@the-captain said in Axis & Allies Global 1940 House Rules Expansion:
@gen-manstein
If it works with with TripleA, then lets try it.
Note: When mines are activated - originally these mines can no longer move. How does this work in TripleA if mines are activated in the Capital - before moving to the frontline?
How can we distinguish between mines that are dug in (armed) - and mines that are “unarmed” - and still able to move?
Probably won’t work. You’ll have to put mine in capital activated and act as o normal piece in game. Just can only move NC.
It be like an aa gun. -
@gen-manstein It’ ll be pretty dangerous if we arm them and then try and move them :)
@The-Captain @GEN-MANSTEIN Yea, this is gonna be probably the most heavily edit use unit in the entire mod, so you can roll with your original rules if you want. The way I see them playing out, is like this:
1 Buy unarmed Mines, place in Capital =np
2 Move Mines in NCM to the Front or a holding area with the reserves = np
3 Arming the Mines.
Here is where we need to start using edit.
At the “Start” of the Place phase, you can arm as many mines as legally
determined by the rules. Place the armed Mines and remove the unarmed
Mines.4 Open “Comment Log” and state which Border Mines are defending. " 3 Armed
German Mines in Normandy are defending SZ 110"5 When the Enemy crosses the minefield.
Before CM, Attacker checks for any minefields in it’s path. Determines the
number of attacking Units vs the number of defending Mines and goes to
“Roll Dice”.
Since all Mines roll at 2, simply add number of Mines in “Number of Dice to
Roll”
and then edit the Kills and the detonated Mines off the map. Turn off edit and
begin your CM.6 NCM would be same procedure.
I do think for Game speed and playability I would adopt the “no mines fire in retreat” though. Here’s an example. There are 6 unarmed Mines in Normandy
3 Mines are Armed
2 inf, 1 commando, 3 arty cross minefield
1 inf steps on Mine and is killed
Units are removed an Combat begins
Edit
oops Only 3 dice would have rolls because only 3 Mines :)PSS
Step 3 can be eliminated -
Hey if you feel doing all that editing is no problem then go for it. I was looking at KISS.
My thoughts are just try and keep it simpler if possible.For being to strong active at capitals u can adjust pay and AD values. Base it on how many does each country actually buys and used each.
Maybe I don’t know what I’m doing. Lol
Best I butt out of this discussion based on I don’t know what u can and can’t in triple a.
As you know I play and test many different rules and pieces in games.You doing a great job barnee !!
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@the-captain Most of it can probably be done mentally as if you load transports you have to remove the transport in edit along with the units then edit the trprt back in. So State in comment log “3 inf, 1 commando, 3 arty attack Normandy-sz 110” without loading the trprts.
It’ll take a bit to get used too, but it should smooth out with use. Also the Mines themselves are A0 D0 units with the unarmed ones at M1. So don’t take them as hits in combat. If TTy conquered all Mines will die. After Combat before NCM, edit armed Mines back in.
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@gen-manstein no woories General. Your input is always welcome :)
Yea this mod is gonna play more like a tabletop game than a regular triplea mod
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Discord is a good place to play and test with other people.
SS OVER & OUT !
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Yea the biggest issue is triplea can’t distinguish which Border the Mines are defending. So there’s really no other way to do it. So whichever rules you wanna try first won’t matter much
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@barnee
Hi Barnee,In that case - when mines can defend a specific line/border - the rules concerning mines are according to the standard rules in the AAG40HRE.
I understand Manstein’s concern about game speed and KISS:+1:
So, Gentlemen - I would anyway suggest that we go with Barnee’s plan - and let’s see how it goes. :relaxed:
How does that sound?
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@the-captain said in Axis & Allies Global 1940 House Rules Expansion:
So, Gentlemen - I would anyway suggest that we go with Barnee’s plan - and let’s see how it goes. :relaxed:
How does that sound?
I think it sounds good until we come into contact with the Enemy :grinning:
Edit
Actually we’ll make a “Map Option” along SS’s line of thinking and people will have the option to play either way -
So for an alternative, we can have a A0 D0 M1 C1 unarmed Mine. Only place in capital.
Armed Mine A0 D2 M0 C1 can be placed anywhere there is an unarmed Mine and it’ll consume/arm the unarmed one.
It will defend against all comers. Make it a suicide Unit so it dies when it gets a hit. If TTy captured they’ll all be dead so no leftover Mines. A tradeoff but some may prefer it. I can think some more and maybe come up with some way to do it
@GEN-MANSTEIN @The-Captain Sound good for starters ?
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@barnee said in Axis & Allies Global 1940 House Rules Expansion:
So for an alternative, we can have a A0 D0 M1 C1 unarmed Mine. Only place in capital.
Armed Mine A0 D2 M0 C1 can be placed anywhere there is an unarmed Mine and it’ll consume/arm the unarmed one.
It will defend against all comers. Make it a suicide Unit so it dies when it gets a hit. If TTy captured they’ll all be dead so no leftover Mines. A tradeoff but some may prefer it. I can think some more and maybe come up with some way to do it
@GEN-MANSTEIN @The-Captain Sound good for starters ?
Up too you guys. Sounds good.
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I managed to reduce edit use a little. You have to buy 2 unarmed landmines for 1 pu. Armed landmines are also 2 for a buck.
If you want to arm the landmines in the capital same turn you bought them, then place them in the first Place phase. Otherwise place them normally. You will also need to have bought armed mines that turn as well. Place them in the second Place phase. You only have to place 1 of either if you want.
That will arm the unarmed mines and auto remove them. You can replace 1 mine at a time. Don’t have to do 2. If you have unplaced armed mines, They will carry over to next Place phase.
Armed mines can be placed anywhere there is an unarmed mine. You will have to follow the edit steps for combat. Save a little time anyway.
@The-Captain I’m guessing unarmed mines can use Rail ? Just curious, as Rail movement is gonna work the same way as Paras air movement.
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@barnee said in Axis & Allies Global 1940 House Rules Expansion:
@the-captain … If TTy conquered all Mines will die. After Combat before NCM, edit armed Mines back in.
I forgot, I’ll need to make a “Allied to Everyone” player so the overrun Mines can be edited back in without causing conflict. These Allied Mines will have country roundels like the Paras for identification.
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Sounds good - let’s do it:+1:
Mines can use Rail capacity:+1:
Great work - I’ve just informed our Veteran Play Group (Table Top) - they look forward to play TripleA with the AAG40HRE:relaxed:
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@barnee I realize that this is a work in progress but do you have any idea or guess when it might be available for download from the maps section of Triple A? Thanks.
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@roybot Hopefully Version 1 will be up today. Just waiting for the pull request to get merged. You can use the DL in the first post and try it now if you want.
oops I was thinking of other thread
https://www.axisandallies.org/forums/topic/36998/g-40-expansion-for-triplea
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@The-Captain can recaptured original majors that are now minors be upgraded to Heavy Industry ?
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@barnee yes:+1: