• name
    or Assault Infantry? (Airborne Assault Infantry + Amphibious Assault Infantry…both WWII terms I think)

    too much value
    not just value, but don’t want all-rounder
    don’t need the move 2, defender retreat is allowed by default
    as for panzerbiltz-like ability/mobility…needs justification

    attacks 3 on first round 2 all other rounds and defends at 2
    costs 5 IPC and moves 2 spaces.

    attacks 3 on first round if paradropped, 2 all other rounds and defends at 1
    costs 5 IPC and moves 1 spaces

    fine with 5 IPC 2/2…slightly prefer 4 IPC 2/1

    can be optional
    new units (non-OOB) are optional already

    Transport plane:
    no attack
    no defence value
    cost is 8 IP
    can carry one paratrooper for drop into enemy territory (done only in combat move) moves 4 in this case
    or carry 2 regular infantry as friendly transport (done only in non-combat move) moves 6 in this case

    moves 4 in NCM, 6 if unloaded
    but is specified under NCM rule…
    all air units move +2 in NCM —> all unloaded (bombs or inf)  air units move +2 in NCM

    2 inf is a lot of weight

  • Moderator

    Cool a couple of great twists I like some of these ideas.

    Lets see Here,

    @Imperious:

    OK here is another refined idea:
    Paratroopers:

    attack 3 (first round) on all other rounds or types of combat it attacks at 2
    defend at 2
    moves 1 space ( only if used as regular infantry) otherwise it cannot move ( it fights to the death)
    One paratrooper can be carried by transport plane and dropped into enemy territory
    each paratrooper costs 5 IP

    Definitely Attack 2* Def. 2.
    I feel a first round three is to strong and makes the unit too powerful, Now they are a of destroyer and tank strength. Too strong on the board for what they are. I see where your going with the confusion factor so how bout this–
    *Movement of one space is good but if they don’t para drop they attack at 1 like normal Inf. that is how you are using them.
    If para dropped attack on 2.
    Transport part is cool
    Cost should be 4. They have the potential of being a 2-2 like arty. It’s harder to produce a Tiger 1 then a Fallschirmjager  so 5 is too high. Also the extra dollar goes to the extra training and equipment they require.

    @Imperious:

    Transport plane:
    no attack
    no defence value
    cost is 8 IP
    can carry one paratrooper for drop into enemy territory (done only in combat move) moves 4 in this case
    or carry 2 regular infantry as friendly transport (done only in non-combat move) moves 6 in this case

    I like em Except 2 things.  Why no Def. value? I understand why the plane itself should have no def. value, it makes sense. But the only time the plane will ever roll a die is defending while it’s on the ground. But I bet That the Airbase they are parked on has something there that can shoot. So I think a def. of a 1 is appropriate, and  Since the trry departs after AA shoots they will never engage enemy units.
    The extra NC movement is way too much and is a huge tactical advantage for the allies.

    Tekkyy, why defend at 1? They’ll be just as stubborn as any other Grunt with what ever they have. They already have to fight to the death.

    Whats this Defender retreats default stuff. Crazyness, Airplanes maybe but nothing else. Any way whole other topic.


  • I like em Except 2 things.  Why no Def. value? I understand why the plane itself should have no def. value, it makes sense. But the only time the plane will ever roll a die is defending while it’s on the ground. But I bet That the Airbase they are parked on has something there that can shoot. So I think a def. of a 1 is appropriate, and  Since the trry departs after AA shoots they will never engage enemy units.
    The extra NC movement is way too much and is a huge tactical advantage for the allies.

    ++== OK a few comments…

    The plane should not have any defence value against other air planes. I dont want these empty planes becoming a fodder for fighter loses.

    no defence value stops it dead in its tracks. I guess a value of one works for defending with other land units.

    On airborne i see why you want a 5 IPC value due to extra training. I think your correct!

    The attack at 2/2 moving at 1 as paratroopers is good but i think they should keep this value due to their training. I dont like units changing values depending on how they are used.

    The attack on a 3 during the first round is adequate considering you have the value at 5 IPC. Otherwise why would i buy these? Id rather have a tank at 3/3 for 5 IPC

    I know its marginal but the 3 on the first attack is needed to balance the 5 IPC cost.

    what you think?


  • @Deaths:

    Definitely Attack 2* Def. 2.

    I am quite flexible. It all depends what the unit represents and cost. And that has been changing in our discussion.

    @Deaths:

    Tekkyy, why defend at 1? They’ll be just as stubborn as any other Grunt with what ever they have. They already have to fight to the death.

    Just throwing ideas around. Like maybe they are trained for all out attack.
    That way players put down troops to defend a newly capture territory.
    Rather then using the paratroopers to defend it.
    Thats all.

    @Deaths:

    Whats this Defender retreats default stuff. Crazyness, Airplanes maybe but nothing else. Any way whole other topic.

    Ignore that part. Its our AARHE rules. And yes AARHE is no ordinary house rule.
    Same to our NC movement rules.

    @Imperious:

    The plane should not have any defence value against other air planes. I dont want these empty planes becoming a fodder for fighter loses.
    no defence value stops it dead in its tracks. I guess a value of one works for defending with other land units.

    Opposite.

    Firstly, for Deaths Head 420 (standard axis & allies revised)…Transport plane attack 0 defend 1. Simple.

    Now for AARHE, combat value 0/0. Defend at 1 is saying they get to drop bombs. They are not bombers. Only cheap transport planes of 4-8 IPC.
    Dogfighting value 0/1. They have still have machine guns.

    @Imperious:

    On airborne i see why you want a 5 IPC value due to extra training. I think your correct!

    Thats replying Deaths head 420 right?
    Well he said
    “It’s harder to produce a Tiger 1 then a Fallschirmjager  so 5 is too high”

    Anyway, 4 IPC or 5 IPC I don’t care. Depends on combat value. To stop going around in circles…we could try to leave IPC cost to last.

    @Imperious:

    The attack at 2/2 moving at 1 as paratroopers is good but i think they should keep this value due to their training. I dont like units changing values depending on how they are used.

    Yeah we’ll say they are assault infantry. So attack 2 all the time. Whether paradropped or not

    @Imperious:

    The attack on a 3 during the first round is adequate considering you have the value at 5 IPC. Otherwise why would i buy these? Id rather have a tank at 3/3 for 5 IPC

    But you can’t compare with tanks.
    The value is airbone assault. You can’t paradrop tanks.

    Ok one argument against attack 3 on on 1st cycle…paratroopers are dropped onto a safe location. As well as locations left open by defender because its not reachable normally. In this model less so as surprise and rapid engagement.

    Further value in AARHE. (The stronger attack is useful in AARHE amphibious assault, since tank and artillery do not unload in 1st cycle.)

    So simply…

    Partrooper (PARA) / Airbone Assault Infantry / Assault Infantry
    Cost: 4 IPC
    Combat: 2/2
    Move: 1

    Transport Plane / Cargo Plane
    Cost: 8 IPC
    Combat: 0/1 (in AARHE, combat 0/0 dogfight 0/1)
    Move: 4
    Carry 1 paratrooper in combat move. Carry 2 paratrooper/infantry in non-combat move.
    (in AARHE, possibly carry 6 IPC)


  • Partrooper (PARA) / Airbone Assault Infantry / Assault Infantry
    Cost: 4 IPC
    Combat: 2/2
    Move: 1

    Transport Plane / Cargo Plane
    Cost: 8 IPC
    Combat: 0/1 (in AARHE, combat 0/0 dogfight 0/1)
    Move: 4
    Carry 1 paratrooper in combat move. Carry 2 paratrooper/infantry in non-combat move.
    (in AARHE, possibly carry 6 IPC)

    ++++++ok these are fine values. lets add them to the rules.


  • And I think its compliant to your view too Deaths Head 420?

  • Moderator

    Beautiful I love it. I didn’t realize you guys were using a diff set of rules then me, my bad. Other then that part of confusion on my part. These rules work good@Imperious:

    Partrooper (PARA) / Airbone Assault Infantry / Assault Infantry
    Cost: 4 IPC
    Combat: 2/2
    Move: 1

    Transport Plane / Cargo Plane
    Cost: 8 IPC
    Combat: 0/1 (in AARHE, combat 0/0 dogfight 0/1)
    Move: 4
    Carry 1 paratrooper in combat move. Carry 2 paratrooper/infantry in non-combat move.
    (in AARHE, possibly carry 6 IPC)

    Wow I feel like i actually helped with something people on the site might actually use in a game.
    Don’t forget that the trry has too leave after Def. AA fires or before first round of combat if there is none. This is to prevent the Air fodder Problem. And a few other stipulations that need to be agreed on that have been previously posted earlier on this thread, Although I think we are all pretty much on the same page with this one now.


  • we will add you to the list of contributors for AARHE


  • yep


  • Here’s the specification of my houses rules units.

    1. Light bomber

    I interchange the attack capability of the fighter and the light bomber.
    Against warship: Fighter attack at 3 or less and the light bomber at 2 or less.
    Against ground unit: Fighter attack at 2 or less and light bomber attack at 3 or less.

    • Fighter always defend at 4 and the light bomber defend at 2.

    I have 3 type of tank.

    Ligh armor Att:2 Defend 2 Move 2
    Medium armor: Att:3 Defend:3 Move:2 (May retreat after the first round of combat)
    Heavy armor: Att: 4 Def: 4 move:1 ( May retreat after the first round of combat)

    I’m realy proud of my naval unit.
    Cruiser and heavy cruiser, destroyer and escort.
    Carrier and escort carrier.
    transport troop, convoy and tanker…
    Tanker!?! Yes…
    Simple rules: The tanker have no attack capability but when you join the tanker to your fleet, you can move to 3 sea zones.

    You can sink a tanker with any naval unit. Tanker can defend at 1 against naval warship but not again submarine.
    When you like to play with submarine, It’s always a pleaser to hunt and sink lonely transport and tanker.

    Alan.


  • cost?


  • Each country has their onw cost to reflect the economic situation.
    For example: US fighter (9 IPC) US Light bomber ( 11) German fighter (10) and
    light bomber (12) same situation for naval units and transport.

    The cost for the tanker is 4 for eveyone.
    I used C In C metal pieces to represent my A&A fleet.

    Alan.

  • Moderator

    Well thanks allot . I appreciate it but you don’t have 2,  :-D but cool. anything else I can help with?  :evil:

    Also I have tried to access these rules and my puter won’t download them or it doesn’t recognize the program or maybe I am just plain dumb at computers. please help Interested in these new rules. :roll:


  • email me and ill get them to you. You have microsoft word/office right?

    do you have PDF reader. goto adobe and download it.

    Yes we need more help . We are working on new NA’s for Germany, Italy, Britain, japan and USA.

    make some original ones and post them.

    also what would you do with the following:

    Cruisers?

    Mech Infantry?

    New prices for destroyers, carriers and battleships … the prices would be cheaper in all cases. How would you make them?


  • so wait! (responding to 1st page) air craft carriers can carry 3 plane squdrons?


  • I am not sure what you mean? 3 planes per carrier?

    Under AARHE If using the optional units then you replace fighters from carriers (as per original set up) with naval fighters which are kept seperate. Land Fighters can no longer be used back and forth from carriers and land, while naval fighters cannot end their turn on a land space ( if the carrier is sunk the planes are gone).

    In terms of shared duty…

    naval fighters can attack land targets, but again must end movement on carrier.

    Land fighters can attack naval targets but they cannot land on carriers.

    So both can do everything except one cant touch land and the other cant touch a carrier. This is due to different skills required and different duties for naval fighters are controlled by the navy and land fighters by the air force.


  • The proportions aren’t prefectly realistic of course.
    Most incorrect being Carrier / Planes combination.

    1 carrier piece carries 2 fighter pieces.
    But in reality one fleet carrier can only take 50-100 planes.

    Japan only had 10 aircraft carriers at beginning of WWII.
    The game represents that with 3 carrier pieces.
    So each carrier piece is like 3 aircraft carriers, carrying maximum of 300 planes (which isn’t 6 air divisions).

    this is from tekkyy on the 1st page


  • Ahh but by reading that i too am in the dark. I dont think he actually said carriers should carry 3 fighters.

    he is saying a carrier is a group of 3-5 carriers. japan starts with 2 id take it to mean he meant 5 carriers.


  • naval fighters cannot end their turn on a land space ( if the carrier is sunk the planes are gone).

    Actually, we didn’t go that far with NAV (Naval Fighters).
    That are still allowed to operate on land.

    *they are weaker than normal fighters in both dogfighting and normal combat (so you wouldn’t go head-on against normal fighters)
    *they have reduced movement (so its only practical to use them with aircraft carriers)

    Thats to model carrier capable planes sacrificing features, for carrier capability.
    But there is little reason why a naval fighter pilot can land on a carrier but not on a full-size airfield.


  • OK thats fine. your correct Tekkyy

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