• do you think this is a good idea? evcery nation has a reserve of gold aand oney right. well i think the counrties should be able to use it here is the extra ipc each nation would get in the beginig of the game based on their reserves.

    Japan: 4
    Iran: 1 or 2
    Us: 1 (even with india its a spender not a saver)
    Russia: 3 or 4
    Europe: 1 or 2


  • thats interesting and adds economic strategy to gameplay

    not sure you want too much of that in Axis and Allies
    which to me is about military
    depends on your tastes I guess


  • i don’t see how adding a few extr ipcs is get too economical but i agree with the comment you made tekkyy about how important economy should be. it is just easier to measure the economic asepct than the military. but i am currently doing the national advantages now and need to know the success rate of suce bombers in iraq. the reason is for persia with mordern kamiaze that can send one inf and roll a die to try to kill it even if it is paratropped. there is going to about four national advantges for each country i finshed the us’. i was lazy so i sorta copyed and pasted some of the rules.
    USA:
    1.) Heavy Bombers(http://axisandallies.metalsaber.com/freemaps/GulfWar/GulfWar.aspx)
    US bombers were able to deliver huge payloads to their intended targets.
    Bombers attack with 2 dice at 4 or less even on strategic bombing runs.

    2.) Long-Range Aircraft(http://axisandallies.metalsaber.com/freemaps/GulfWar/GulfWar.aspx)
    Employing the latest technology, the United States’ airforce could reach further than any other nation’s
    Fighters travel 6 spaces.  Bombers travel 8 spaces.

    3.) Advanced Infantry(orginal)
    the United States with the largest economy allows it to have the most advanced weaponry available. Your infantry attack on a 2 in the first cycle of all combat. Even if supported by artillery, their attack remains 2.

    4.) Stealth Fighters (http://axisandallies.metalsaber.com/freemaps/GulfWar/GulfWar.aspx)
    With its ability to hide from enemy radar, stealth fighters could easily hit their targets while avoiding aa fire.
    Stealth fighters are immune to AA fire. They hit at a 4 in attack and defense.


  • is that your website?

    I didn’t realise you were so hardcore like Imperioius Leader  8-)

    this is Imperious’s website

    http://www.advancedaxisandallies.com/


  • no tha is not my website that is just the web i useed for my information. i just wanted to cite my souces. actually the real owner is a memeber hear,rune blade. i don’t even know what a cookie does let alone how to run a website. :-)


  • Persia:
    1. national pride
    Many middle easterners were willing to join the war with what every weaponry available
    you do not have to have an ic to built infantry your original territories.

    2. modern kamikaze
    Persia can send any number of infantry to sacrifice itself to invade an adjacent territory and can roll on die and hit the specified unit at a 3 or less. regardless of the infantry hiting ir not they are dead.

    3. Oil
    forcing the Americans to switch to alternative energy has become a hassle on transportation. As long as you control Saudi Arabia American tanks cannot blitz and if you also control SZ34 eastern America loses 2 ipc for each of the following you control: Saudi Arabia, Israel, and Egypt

    Japan:

    1. the samurai code
      Believing in the honor of dieing in battle many Chinese and Japanese were willing to die for their country instead of surrender. All Japanese and Chinese infantry defend on a 3 after the 1st round of combat.

    2. American influence
    Over the years the American army has helped much of Japan. With the use of 5 ipc you know have the ability advanced infantry

    3. Pacific empire
    After the war starts Japan is put in control of the American pacific navy. You and America have joint control over any green navy units that end their turn in the Japan sea SZ60 including any loaded transports but not airplanes. If the American player does not object you can use the units as your own not letting them move them this turn.

    United States
    1.) Heavy Bombers
    US bombers were able to deliver huge payloads to their intended targets.
    Bombers attack with 2 dice at 4 or less even on strategic bombing runs.

    2.) Long-Range Aircraft
    Employing the latest technology, the United States’ airforce could reach further than any other nation’s
    Fighters travel 6 spaces. Bombers travel 8 spaces.

    3.) Advanced Infantry
    the United States with the largest economy allows it to have the most advanced weaponry available. Your infantry attack on a 2 in the first cycle of all combat. Even if supported by artillery, their attack remains 2.

    Russia:
    1. Russian Winter
    Russia’s greatest ally was its winter cold.
    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.

    2. samurai code
    Believing in the honor of dieing in battle many Chinese and Japanese were willing to die for their country instead of surrender. All Japanese and Chinese infantry defend on a 3 after the 1st round of combat.

    3. Trans-Siberian Railway
    The Trans-Siberian Railway spanned 10,000 kilometers from Moscow to Vladivostok, the longest main line in the world.
    In the noncombat move phase, your infantry, antiaircraft guns, and artillery may move 2 territories per turn only among these territories: Russia, Novosibirsk, Yakut S.S.R., and Buryatia S.S.R.

    anyideas for euope naional advtages?


  • @cyan:

    anyideas for euope naional advtages?

    yeah
    we are building the national advantages for AARHE
    its not in the draft

    its in this thread
    http://www.axisandallies.org/forums/index.php?topic=6385.msg128498#msg128498


  • ok you can download the file again. i’ve linked this page http://www.harrisgamedesign.com/phpBB2/viewtopic.php?t=917 in case any one wants to see what was wriiten there. also if you have any ideas for counting the artillery for intialsetup please tell me.
    http://www.speedyshare.com/737398585.html


  • europe is finished.
    Europe:

    1. Russian paranoia
      fear of a nuclear armageddon during the cold war European radar was designed to detect any air movement.  European owned antiaircraft guns in tan territories hit air units on a 2.
    2. France assassination.
      Now that France has been taken over by the oppressed Muslim population you may pay 8 ipc and roll one dice in the begging of your turn. If you roll a one France now becomes under your control. If any attack on France has occurred already you may not do this.
    3. Nato bases
      Turkey and Africa served a drop off point for Nato troops. It only costs 8 ipc to build a factory in South Africa, and Turkey.

  • okay addintial rules to the Out of the box rules are subs can blockade
    for every Enemy SUB within 1 SZ of (ie. directly adjacent to) an IC owned by that respective country, subtract 2IPC from their collected income… If a SUB became submerged during this TURN’s Conduct Combat Phase, it does not do ANY economic damage.

    when indochina and persia are attacked for the 1st time they recieve 3 free inf. if israel is attacked e. us recive 1 free inf and persia recives 2 free inf.

    i’m not sure about this one but it adds some balence. any terroty europe or america takes must have 1 unit it at the end of each round. or the terroy is restored to its orginial owner. the same also applies to any terroty with an ic in it for all the nations.


  • okay i have finshed all the unit placements here it is. http://rapidshare.com/files/4033709/economy.xls


  • hello i took a really long brak from this. i storta played around with oil but decided agianst it.(after i did almost all the caulculations.  :-( ) but ohwell here are the victory cities. i’l post a revision of the setup  very soon. i decided an islamic alliance as an enemy was unlikely, so I divided it among russia and china. I have to double cheeck figs then everything should be done.  I also uptaded the IPc value of each nation  for the 2007 figures( barely a difference) VItory conditions can erither be 10 or 11 vc. capitals are in italics.

    Allies : 7
    US: 3
    DC ( EUS)
    Los angles (WUS)
    Mecca ( saudia arabia)

    Europe: 2
    London ( UK)
    Berlin ( Germany)

    Japan: 2
    Tokoyo ( japan)
    Seoul ( south korea)

    Axis: 7
    China: 4 Beijing (manchuria)
    Shanghia (Kwantung)
    Urumqi (Sinkiang)
    Jakarta (Boreno)

    Russia: 3 Moscow ( Russia)
    St. Petersburg (karelia)
    Tehran (Persia)


  • Production:
    Japan total: 28
    china total: 30
    USA total: 42
    Russia total: 28
    Europe total: 38


  • okay New and revised list. http://rapidshare.com/files/14191050/economy2.xls.html
    edit: gave wrong link but right now


  • @cyan:

    okay New and revised list. http://rapidshare.com/files/14191050/economy2.xls.html
    edit: gave wrong link but right now

    any questions or  suggestions to make this better?


  • Normally i would but i have too much on my plate as it is.

    eventually ill have a look.


  • Destroyers
    Destroyers also have the function to act as AA guns against Missile Strikes and Cruise Missiles Destroyers defend against these attacks at a 1 for each missile fired into a sea zone that contains destroyers.  Only one destroyer can defend in each sea zone against missile attacks.

    Dog Fighting
    Fighters can also be used to attack enemy fighters.  During the Combat Movement Phase, the attacker states which of their fighter(s) are going to dog fight against the enemy’s aircraft.  If all of the attacker’s fighters are not used the minimal number of fighter the attacker uses must equal or exceed the defender’s total aircraft that are in the defending territory.  This rule also applies to the defending aircraft and is reapplied between each round of combat.  If the defender or attacker wishes to send more aircraft than a necessary they may.  When it comes time for the Combat Phase, attacking fighters attack at a 2 or less and defending fighters defend at a 2 or less.  This battle continues until air superiority is reached or the attacker withdrawals from the air.  All dog fights are resolved during land combat.  The survivor of the dog fight can still partake in the ground attack.

    Bombers
    They defend on a 1 during all combat including dog fighting.  Bombers can not participate in a dog fight as the attacker.  During strategic bombing bombers may be escorted (see more at scramble against bombers).  Bombers can carry 1 infantry unit into battle or in non-combat move phase.  If so the bomber cannot attack during this phase.

    Scramble (against missiles)
    Fighters may defend against missiles that enter its territory on a 2 or less this includes combat and non combat movement.  This missile does not have to stop in that particular territory.  This combat only lasts 1 round.  Fighters cannot scramble if they participate in a dogfight.  They can not opt out of a dogfight either.

    Scramble (against bombers)
    Fighters may defend against bombers(s) at a 2 or less.  The attacker may escort the bomber(s) with fighters.  If the attacker chooses do this it becomes just like a dog fight but only lasts for 1 round and the defender is not restricted to how many fighters will scramble.  If a dog fight is occurring in the territory the bomber(s) stop at, they just “tag” along.  They leave after the first round (when they strategic bomb) of combat and do not count towards the dog fight count.

    Close Air Support
    Fighters now get a sneak attack at 3(4 for defenders)  or less like submarines as long as there are no enemy fighters in the territory. This only works in land combat.

    Missile Strike
    AA guns fire 1 missile at 3 spaces or less and can target a specific unit or IPCs.  AA guns in a territory defend as appropriate.  Missile hits at 3 or less.  Destroyers defend against missiles at a 1.

    Nation specific:
    Cruise Missiles (US and Russia) [Japan may buy this tech for 10 ipcs]  – Battleships can now fire 2 cruise missiles up to 3 spaces at a 4 or less.  If cruise missiles are used, the battleship cannot take part in combat.  A cruise missile can attack a specific unit or target IPC production.  AA guns in a territory defend as appropriate.  Destroyers defend at 1 for sea units.

    Heavy Bombers (US and Russia) [china and Europe may but this tech for 15 ipcs] – Bombers now attack with two dice at 4 or less.


  • Those are the rule changes. if  you are familar with runeblades’s 1989 nato vs. warsaw version then you can see alot of simmilarity.


  • maybe you can use the dog fighting idea for AARHE.


  • Only one destroyer can defend in each sea zone against missile attacks.

    See how its a bit weird.
    If you forgo the one-AA-per-territory-can-fire rule and unlimited-fire-per-AA rule of OOB…it’ll make a world of difference.

    maybe you can use the dog fighting idea for AARHE.

    We do have a dogfighting rule in AARHE.
    In earlier forms, not dissimilar to your rule.

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