I’ve struck deals that the allies can’t invade Germany through use of the Baltic. They can go into the Baltic and invade any country that boarders that sea….w/ the exception of Germany.
maybe more of a house rule for me instead of striking deals.
I’ve struck deals that the allies can’t invade Germany through use of the Baltic. They can go into the Baltic and invade any country that boarders that sea….w/ the exception of Germany.
maybe more of a house rule for me instead of striking deals.
I like the idea but… any good axis and alllies player monitors their opponents purchases and will say - HEY! WTF! You can’t buy that! And this is done…
Also… why would I ever transport fake units over, when I can transport real ones? especially if they cost money!
I’m out.
As far as transport them over…… If per say Britain…I’d say just placing them on your country alone would make Germany think invasion was coming and they might not send as many troops over against Russia that turn. I would not transport them over though. I’d just use them to hopefully ease the troop flow against russia.
As far as the purchasing part goes…it’s not fool proof.
General Patton led a fake division made up of Rubber/inflatable tanks prior to D-day in order to fool the Germans.
my thought……
Lets say you are allowed to have up to 4 fake units on the board… at the cost of 1 IPC per unit.
You can have them be anything except for infantry and naval units. Mix and match… 2 fake tanks…2 fake fighters…whatever.
They can’t attack, they can’t defend, can move 1 space per turn.
1. you can make a small army look bigger
2. Placed in an empty territory making the enemy “attack” a place that isn’t occupied keeping your real army intact for next turn?
3. Make the enemy beef up there defenses thinking an attack is imminent instead of attacking?
The AA gun is still an AA gun when defending against A/C and Strato-bombing.
Some do use the paratroopers rule also. A bomber carries 1 paratrooper into a space and releases him. There are a few “variants” on this rule.
Some only allow your paratrooper to be dropped into a completely un-occupied zone not behind enemy lines (I’m not a fan of this as dropping behind the lines causes panic for a turn) or as a combat mission.
AA guns still get to fire at these as normal if flown over. Most rules don’t allow the bomber to attack since it would be a troop transport. (which I agree)
I use it to help beef up Africa as the Germans “if” I have no other mission for the bomber.
S@dirk2243:
One idea i’ve had w/ this……(it was originally called lend/lease) “implying they’d re-pay for it” but never did…
I’d say split the bill…
for example, Russia wants a tank from U.S.
Russia pays 2 IPC, and the U.S. picks up the rest of the bill and then builds it on U.S. turn…then ships it over.Russia wants a plane from U.K.
Russia pays 4-6 IPC, and U.K. picks up the rest, builds it and ships it over.So, you mean that russia pays 2 IPC for the tank and the USA the other 4??
BTW, good idea. We can make this for both sides,but we need something for Japan. they dont get easily connected with the european axis.
Well, the actual price can be decided upon by the allied players. Or even split by U.S.A. and U.K. They can pay full price for the tank, ship it over……then Russia can pay a said amount to them once delivered.
What you could do to make this more of a convoy system…is the cash that Russia pays back goes onto that transport and then goes back to the home country and if that transport is sunk enroute back…then the home country is force to foot the entire bill, unless the transport makes it back without being sunk.
I use SPG (self Propelled guns) but not quite like artillery……more of a separate entity of a tank. (Production of German Stugs soon outdid productions of tanks)
my SPG rules
I have 2 different SPG’s…Light and heavy…or early war / late war (think Stug w/ short barrel vs Stug w/ long barrel 75mm)
Light SPG cost 4, att-2, def-2. Special ability can target enemy vehicles first when defending
Heavy SPG cost 5, att-2, def-3. Special ability is target enemy vehicles first when defending
(thank you to Imperious Leader for introducing me to GHQ website for this one)
One idea i’ve had w/ this……(it was originally called lend/lease) “implying they’d re-pay for it” but never did…
I’d say split the bill…
for example, Russia wants a tank from U.S.
Russia pays 2 IPC, and the U.S. picks up the rest of the bill and then builds it on U.S. turn…then ships it over.
Russia wants a plane from U.K.
Russia pays 4-6 IPC, and U.K. picks up the rest, builds it and ships it over.
This way it is a cheaper product for Russia but completely paid for by the allies…or Russia has to pay a portion for it once it is delivered?
Sea units seem totally useless, noone is ever buying CCs or BBs, scarcely a sub is ever bought, only a few DDs are bought early on the game, so I would like to suggest some revising that would actually put sea units in the game.
- Offshore bombardement: CCs and BBs AND DDs to be always able to perform OB, regardless of an amphibious assault (or the number of units assaulting). This will give a “stand-alone” attack quality to those sea units. Plus, in case of a Amphibious Assault, units killed by OB do not participate in defence, which will give a “co-op” attack quality to them as well.
- Two-hit to kill: Besides the BB, the CC should also be a 2-hit to kill unit, but it will be repaired at the begining of the player turn (unlike the BB).
- Sub fodder: Defending players can CHOOSE if they want to take their subs as casualties to attacking airplanes regardless whether an attacking DD is present. Subs still cannot attack air, and still cannot submerge if an enemy DD is present.This rule will allow fleets to aquire a counter-airforce fodder unit, since the DDs are too expensive and otherwise useless to be counter-air fodder.
- Airplanes defending SZ: All land-based airplanes can defend their adjacent SZ, the defending player choosing which planes defend where after Combat Move phase. This way defending fleets can take a defence bonus while building-up close to their bases.
I think we would see a lot more ships like this, from both Allies and the Axis (except from Russia of course).
Since this is house rules and I’m cool w/ cheaper ships but some of the things I’d consider here
Ships bombarding either….
1. Defending units get to return fire against attacking land units. Ships would “honestly” never destroy an entire army in a country, no way. It’s just not realistic
2. I let my defending artillery counter fire against enemy naval units or defend against the enemy landing units…(defender chooses)
I’m not a fan of Subs not getting to defending against A/C… They had AA guns mounted on them for that purpose…I let them take 1 shot before submerging on a dice roll of “1” (this makes them not complete cannon fodder against A/C)
I’d also have my cruisers and carriers roll on a damage chart to see if they can take a second hit or not (like u suggest) After taking a hit they roll a dice to see if they are still alive or sunk.
Roll 1-2: propulsion damage…can only move 1 space per turn
Roll 3-4: sunk
Roll 5-6: main gun damage, can only attack/defend on a dice roll of “1” (for carriers it is deck damage, can’t land/launch A/C)
Then must return to a friendly Factory adjacent space to be repaired for damage to be removed.
I do like the cheaper ship idea though…