Why call it tactical bombers rather then figther bombers?
Posts made by Mr Andersson
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RE: TACs overrated ?
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RE: U.S. Immediate 40
I have play tested a revised artillery unit with improved defence capabillity. When an infantry defends along with an artillery, the infantry’s defens increases to 3. Artillery do still support infantry on attack. Remember that the artillery unit we have today were made when the armour unit still defended on a 2, in A&A Europe.
Artillery was mostly a defensive unit during WWII and proved to be the basic weapon of fighting tanks. However, in A&A, it is usually only used as an offensive unit, mainly to give large infantry formations more punch, not for anti-tank defences or counter-battery fire upon enemy artillery. The task of destroying enemy tanks and artillery batteries can also fall to attack aircraft, but unless they are already on patrol overhead, they are usually not quick enough to save friendly forces from damage. More often, ground-based counter-battery fire would suppress the enemy artillery batteries and force them to move, while aircraft would follow up later with a strike to destroy the rest of the enemy artillery.
Once Germany had been thrown on to the defensive in WWII the burden of combat shifted away from aircraft and tanks to the infantry and artillery. This were not because the former were not needed but rather their short supply forced reliance on the latter. However Germany had a shortage of artillery and therefore carried severe penalties. The inabillity to conduct effective large-scale counter-battery operations,as well as the loss of air superiority, was primary cause of German failure in both the West and the East. The early hopes of victory through mobility were replaced by an insatiable demand for the firepower of artillery.
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RE: Technology
The Ultimate Breakthrough Chart
All of these technologies represents scientific breakthroughs that had or could have had a major impact on the course of the war. Using this single breakthrough chart, one can choose any technology you wish to research. To develop improved military technology, you buy researchers that give you a chance for a scientific breakthrough. Each researcher token costs 8 IPCs and will grant you one die that provides a chance for a breakthrough. For each researcher you have, roll one die. You can only receive one technological advance each turn.
Success: If you roll at least one “6,” you have successfully made a technological breakthrough for the chosen development. Discard all your researcher tokens. Your development becomes effective during Phase 6: Mobilize New Units of your turn.
Failure: If you do not roll a “6,” your research has failed. Keep all your researcher tokens and continue to the Purchase Units phase of the turn.
1. Super Submarines
Your submarines are now super submarines. They attack and defend on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines, unless an enemy destroyer is present.2. Rockets
Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase, each of your antiaircraft guns can make a rocket strike against an enemy industrial complex within 3 spaces of it, to attack enemy production. In each turn, only one antiaircraft gun per territory may launch rockets, and each industrial complex can be attacked by only one rocket launcher. On a rocket strike, roll two dice, take the better result to determine the damage done to the industrial complex, i.e. the number of IPCs destroyed by that rocket. There is no defense against this attack.3. Radar
You now have radar technology that facilitate offensive fighter control. Your fighters on any territory of your control containing an antiaircraft gun, may now defend adjacent territories or sea zones. They can join other defending units or be alone and act immediately in these battles. Any fighthers that you choose to defend in an adjacent territory or sea zone cannot participate in another battle and move back to the territory of origin after the attacker completes the combat phase and before the attacker starts the non-combat phase. If the territory of origin has been captured then the fighter may move up to one space or else be lost.4. Jet Power
Your fighters (not bombers) do now have jet power. Their attack value increases to 4.5. Long-Range Aircraft
Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters’ and bombers’ range increases to 6 and 8 respectively.6. Heavy Bombers
Your bombers are now heavy bombers. You roll two dice for each bomber when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single die. -
RE: THE ULTIMATE BREAKTHROUGH CHART
I like the new Radar technology because the mechanic does reflect how radar actually works. It partly nullify the advantage in concentration that normally lies with an attacker. The precept that attack was everything, that permeated German arms, had prevented them from exploiting their inventions in this field. They knew of the R.A.F. radar system, but did not realized the degree of its efficiency.
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RE: THE ULTIMATE BREAKTHROUGH CHART
Jet Fighters
About the special move as an interceptor – Jet fighters performed well in high altitudes much better than piston-engine-driven propellers (other high-altitude fighters). It is no surprise that the Me 262 (Germanys best jet fighter) was primarily designed as a bomber-destroyer! Me 262 was easily the fastest fighter in the world: with guns and unguided R4M rockets, this fighter of the future had the potential to knock down Flying Fortresses almost impunity. Too late and not always used in the best way, the ME 262 frightened the Allies but could not alter the outcome of the war!
Jet Fighters
Your fighters are now jet fighters. Their defense increases to 5, and they cannot be hit by antiaircraft gun fire. Moreover they may intercept bombers in a SBR.Bomber Interception: This battle last for one cycle of combat only. The defender declares intercepting fighters before any defending AA guns fire. Intercepting fighters attack on a 3 were as the bomber defend on a 1, after any AA fire. Any fighters used in a interceptor role may not also defend in a regular land attack against that same territory on the same turn.
:? If we keep AA-guns hit on a 2 for Radar the I personally dont think one need this ability for Jets. Think tactics, should there really be two techs to counter Heavy bombers. And would not Jets be too good and dominate all other techs if we keep bomber interception ability with first strike ability, hence need to be defend on 5 and intercept bombers. However I think all techs should be offensive some how, so I prefer the ability were jets cannot be hit by antiaircraft fire. Moreover, should jets be an enormous threat to navy, as will be with first strike ability. I guess that is the reason why Larry Harris gave them a 4 attack ability in A&A AE.
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RE: THE ULTIMATE BREAKTHROUGH CHART
Super Submarines
The reason why aircraft cannot attack alone submarines. It was the aircraft that proved the greatest nuisance to surfaced submarines. Night-running on the surface even to charge batteries, became prohibitively dangerous and the submarines developed the snort. The snort made the submarines slow since the submarine needed to stay submerged and on station high surface speeds could not be used. Efficiency fell off rapidly. Desperately some submarines carried enhanced AA armament, electing to fight it out on the surface. This suited the aircraft very well, which discourage the practice.Ultimately the type XXI and XXIII submarine was introduced by Germany. These types of submarines travelled faster underwater than surfaced. The former had a 16-kt submerged speed, underwater fire control and acoustic torpedoes, tuned to home on the fast running propellers. A combination of active and passive sonar enabled them to attack without raising a tell-tale periscope. Fortunately for the Allies the war ended before the type became fully operational.
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RE: The Ultimate Breakthrough Chart
@Imperious:
make some NA’s for the Pacific game. Larry is considering using them.
Also don’t forget a nice list of Italian NA’s for AAE40!
Do what you can.
I will Sir, but need to think a bit :wink:
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RE: National Advantages for Axis & Allies 1942 Ed.
A few liberties taken with my ruleset perhaps?
http://www.axisandallies.org/forums/index.php?topic=14737.0
No matter, some comments……
Comments noted!
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RE: National Advantages for Axis & Allies 1942 Ed.
When i say nothing new it’s because those national advantage are available in others axis & allies games and even in the world at war games.
Maybe it’s new for A&A 1942 but there’s no originality.I don’t think so dude, and if you read about them anywere else it is because its one of my older versions for A&A Revised. Actually I was the first one to revise the Lightening Assault NA for Japan to Yamato Battleships (not Larry Harris), and that was long ago. By the way NAs are only an optional rule in A&A Revised not in A&A AE or any other games. If you actually red the NAs of mine, you would find out a different game mechanic for them than in other variants (except for mine). I am Game Master, B Andersson.
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The Ultimate Breakthrough Chart
The Ultimate Breakthrough Chart
All of these technologies represents scientific breakthroughs that had or could have had a major impact on the course of the war. Using this single breakthrough chart, one can choose any technology you wish to research. To develop improved military technology, you buy researchers that give you a chance for a scientific breakthrough. Each researcher token costs 8 IPCs and will grant you one die that provides a chance for a breakthrough. For each researcher you have, roll one die. You can only receive one technological advance each turn.
Success: If you roll at least one “6,” you have successfully made a technological breakthrough for the chosen development. Discard all your researcher tokens. Your development becomes effective during Phase 6: Mobilize New Units of your turn.
Failure: If you do not roll a “6,” your research has failed. Keep all your researcher tokens and continue to the Purchase Units phase of the turn.
1. Super Submarines
Your submarines are now super submarines. They attack and defend on a 3 and may not be attacked by enemy aircraft when alone or in company with other submarines, unless an enemy destroyer is present.2. Rockets
Your antiaircraft guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase, each of your antiaircraft guns can make a rocket strike against an enemy industrial complex within 3 spaces of it, to attack enemy production. In each turn, only one antiaircraft gun per territory may launch rockets, and each industrial complex can be attacked by only one rocket launcher. On a rocket strike, roll two dice, take the better result to determine the damage done to the industrial complex, i.e. the number of IPCs destroyed by that rocket. There is no defense against this attack.3. Radar
You now have radar technology that facilitate offensive fighter control. Your fighters on any territory of your control containing an antiaircraft gun, may now defend adjacent territories or sea zones. They can join other defending units or be alone and act immediately in these battles. Any fighthers that you choose to defend in an adjacent territory or sea zone cannot participate in another battle and move back to the territory of origin after the attacker completes the combat phase and before the attacker starts the non-combat phase. If the territory of origin has been captured then the fighter may move up to one space or else be lost.4. Jet Power
Your fighters (not bombers) do now have jet power. Their attack value increases to 4.5. Long-Range Aircraft
Your fighters are now long-range fighters, and your bombers are now long-range bombers. Your fighters’ and bombers’ range increases to 6 and 8 respectively.6. Heavy Bombers
Your bombers are now heavy bombers. You roll two dice for each bomber when you attack or make a strategic bombing raid. On defense, your bombers still roll only a single die. -
RE: THE ULTIMATE BREAKTHROUGH CHART
@Imperious:
3. Super Submarines
Your submarines are now super submarines. The attack value of your submarines is now 3 instead of 2. The defense value of your submarines remains at 1.Alternately you can do this:
if you have 2+ subs in an area they attack at 3
planes cannot attack these subs anymore (even with DD or CA)
These should also trump the ASW capabilities of Destroyers and Cruisers. Meaning they don’t negate the first strike capabilities.
To me this has alot more dynamic capabilities than just ‘boosting’ the attack value to 3.
the others look fine.
Interesting idea, I have played with similar thoughts for a while but it is simple. Would not a sub that is immune to air (if no destroyer is present) be a game breaker? Have you play teseted it? I have changed it so it now boosts defens too. By the way did you see my change for the Radar tech, and what do you think?
Don’t you think these would be the ultimate techs, and that all other ideas in A&A AE are more like NAs. However I would like you to help me play test these NAs and the mechanics for development and deployment. I am not sure about Super Submarines, Jet Power and Radar. What do you say?
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RE: National Advantages for Axis & Allies 1942 Ed.
Nothing new!
Well take a look again, and you find out :wink:
I have marked new NAs with NEW -
RE: More Defensive Artillery
@Imperious:
AAE40 has tanks at 3-3-2-6 8/6= 4/3
so…. the artillery costing 4 and moving 1… should be a 5/4 or 6/4 to maintain the same ratio of value to cost.
so you got either 5 or 6 points to play with and you have to account for the +1 for infantry which is not possible to account for.
so how bout artillery is a three on attack as long as it has infantry supporting it?
the game has too many defending values on land to overcome and this makes the artillery the ‘battlefield shaper’
Artillery is always fired first to start the battle and soften up the defenders. The defender uses it as well, but setting up massive artillery is not the point of defense.
Well that new 6 IPC tank wont be in AA42, right! By the way your counting does not include the fact 6 IPCs of infantry can take two hits. A artillery and infantry combo cost 7 IPCs and have 4/4 and can take two hits vs a tank for 6 IPCs 3/3 move two. No boy, this will be another infantry push machanic, don’t you think. Otherwise one need combined arms for tanks and fighters, like my national advantage for Blitzkrieg. As I said before try it, then talk. I will try the tank at 6 IPCs, but some how it will need some changes in the start up for the units on the board.
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RE: More Defensive Artillery
I dunno… 3 for inf on the defense? :|
My initial impression: sounds kind of too lethal, too easy.I guess I’d rather see a Fortress piece or something to signify elaborate strategic defenses reflecting what arty + inf can do… but make it rare or special investment rather than make every arty + inf combo automatically get it.
Still, worth playtesting and definitely food for thought.
Well, ask your self if not a tank is superior to an artillery. I never buy artillery if I can afford to buy a tank instead, due to its mobility and defensive capabillity. By making the artillery unit a little bit more defensive, but still not better than a infantry, I would buy them more often. Such a defensive artillery unit would favor a more offensive play by all players, because a infantry/artillery combo would be a better buy than just two infantry units. Such a combo would cost 1 IPC more than two infantry, but increases the combat capability with 1 more hitpower in defens and 2 more hitpower in offense. The fact that the attack and defens bonus only last as long as there are any infantry to be matched with the artillery wont make it to a game breaker. One will most likely buy 2 infantry per artillery unit. The artillery conquers, the infantry occupies.
My suggestion for a revised artillery unit is certaintly balanced and not a game breaker; when an infantry defends along with an artillery, the infantry’s defens increases to 3. It is easy and simple, and is also more historical correct. Try it, and you will find out your self, but please let me know what think about it after a few rounds of playtesting. Remember that the artillery unit we have today were made when the armour unit still defended on a 2, in A&A Europe.
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National Advantages for Axis & Allies 1942 Ed.
National Advantages for A&A 1942 Version 1.1
By B. Andersson, Stockholm 2009
Veteran players may wish to vary the play experience and a less experienced team of players need a bonus to weight a victory towards the Axis or Allies. The following optional rules set out national advantages for each power in the game, simulating the historic strategies or benefits. A power may not share its national advantages with friendly powers. These national advantages do also apply to A&A Revised, but should not be used in combination with any weapons development (only A&A Revised).
If you want to use these optional rules, decide on the number of national advantages each power will get. Each player chooses that many advantages for his or her power. If you prefer, you can roll randomly that number of times for each power.
Soviet Union National Advantages
1. Partisan Resistance
When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
Once per turn you may end a battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense, in any territory with existing Soviet control symbols shown on the game board (or red territory if you play A&A Revised). These units are locked in combat and can not move out of this territory before the opposing force is destroyed.2. Red Army Conscription
The Soviet Unions most valuable asset was its vast manpower reserves, conscription got untrained and many times unequipped infantry to the front lines.
Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only, provided that only infantry are bought.3. Scorched Earth
Whilst withdrawing from the front, the Soviets came to fight a war were they destroyed anything that might be useful to the Germans.
You may remove your industrial complexes during your mobilize new units phase in order to prevent them from being captured by an opponent.4. T-34 Tanks
Soviet tank development was lead to a medium tank destined to become a war winner. It formed the bulk of Soviet tank strength and was more cost-effective than contemporary German tanks.
Once per turn you can build a maximum of two tanks for 4 IPCs each.5. Lend-Lease
With the Ukraine lost and factories moving east, the Soviet Union could neither feed nor rebuild itself. The Allies came to its rescue.
During your mobilize new units phase, you can convert one U.K. and one U.S. land unit into Soviet units if they are in a red territory. Remove the affected units from play and replace them with the same units of your own color.6. 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.Germany National Advantages
1. Jet Fighters
The jet fighter Me 262 gave German pilots a subperb fighting machine for which the Allies had no equal, significantly faster than conventional propeller-driven aircraft. Had it been built earlier, it could have had a major impact on the course of the war.
Your fighters defends on a 5.2. Atlantic Wall
The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.
During any amphibious assault against Western Europe, Germany and Norway, all your infantry and artillery defend on a 3 during the first cycle of combat.3. Tiger Tanks
The massively powerful King Tiger was virtually impervious to Allied tank guns and capable of dominating the battlefield.
If you attack with a tank, any enemy tanks defends on a 2.4. Wolf Packs
Wolf Packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there was another nearby.
Your submarines attack on a 3 if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this National Advantage. The submarines may come from different sea zones, but they must attack the same sea zone.5. Blitzkrieg
German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
When your tanks attack along with fighters, the tanks and fighters attack on a 4 or less. This pairing is on a one-to-one basis.6. V2 Rockets
Guided missiles were one of Germany’s most important scientific achievements during World War II.
You have one free rocket attack per turn against an industrial complex, fired from one of your antiaircraft guns with a range of 3. Roll one die to determine how many IPC’s the enemy must surrender to the bank.United Kingdom National Advantages
1. Radar
Britain’s radar alerted it to the threat of German planes crossing the channel.
Your antiaircraft guns now fire hits on a 1 or 2 instead of just a 1.2. Joint Strike
The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
Once during the game at the start of a round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-
U.S. die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.3. Fighter Command
A radar and fighter control system was essensial for the Royal Air Force to win the Battle of Britain.
Your fighters on any territory of UK control containing an AA gun, and not under attack, may now defend adjacent territories or sea zones. They act immediately in these battles and must land in the territory the fighter is taking off from, provided they were not removed as a casualty.4. Commonwealth Troops
The British Commonwealth Troops served in all theatres in World War II - from Europe to North Africa to South-East Asia.
During your mobilize new units phase, you may place one of your infantry you just purchased in any territory with existing UK control symbols shown on the game board (or tan territory if you play A&A Revised) with an income value higher than 1 IPC if you control it. If the teritory contains an industrial complex, you can mobilize nomore units than the income value of that territory.5. British Commandos
In World War II the Royal Navy Commandos spearheaded British amphibious assaults in Europe and Asia. These commandos were vital in any major amphibious as well as smaller operations.
Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.6. Colonial Garrison
World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
You begin the game with one additional industrial complex in in any territory with existing UK control symbols shown on the game board (or tan territory if you play A&A Revised) with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.Japan National Advantages
1. Tokyo Express
The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Destroyers are still allowed to conduct combat when transporting and unloading.2. Kamikaze Attacks
A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
During Japan’s turn, at the start of any sea combat in sea zones 58, 59, 60 or 61, the Japanese player can attack one Allied surface sea unit (not a submarine) with Kamikaze. This attack occurs before the first round of combat, and any casualty is removed before the battle begins (if a battleship is hit once, turn it on its side - if two 1’s are rolled, the battleship is removed from play). If a carrier is selected as the target, any fighters aboard that carrier are assumed to have been launched before the kamikaze attack and may defend in the air normally in the ensuing battle, whether or not the carrier is sunk. The aircraft used for the Kamikaze planes are not represented on the board. To make the attack, the Japanese player indicates which ship is being targeted and rolls two dice. For each “1” rolled a hit is scored. Only one Kamikaze attack may be made per turn.3. Long Lance Torpedoes
The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
During the first cycle of combat only, your destroyers and submarines attack and defend on a 3. In succeeding cycles of combat, your destroyers and submarines fire as normal.4. Yamato Class Battleships
Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
Your battleships each fire twice (roll two dice, imply shore bombardment).5. Fukkaku Defenses
The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tacic called Fukkaku included bunkers and pillboxes connected by tunnels.
All your infantry on islands defend on a 3.6. Banzai Attacks
_A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”_
When you move only infantry into a contested space during the combat move phase, you may at that time declare the intended attack to be a banzai attack (for an amphibious assault you may also include offshore bombardment support). If you do so, all those infantry attack on a 2 for the first round only. You may not withdraw from any banzai attack, regardless of whether it is amphibious or not.United States National Advantages
1. War Economy
The U.S. mobilized its economy for war on a scale never before seen. Every resource of the country was tapped for the war effort. Rationing, war bonds and Rosie the Riveter became iconic parts of the American culture.
During your collect income phase, roll one die and collect that many additional IPC’s.2. 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 your 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.3. Airborne Rangers
The Rangers specialized in airborne, light-infantry and direct action operations to lead the way for the army.
Each of your bombers can act as a transport for one infantry, but it must stop in the first hostile territory it enters, ending its combat movement. Both units must begin their movement in the same territory. The infantry is dropped after any antiaircraft fire is resolved, so if the bomber is hit, the infantry it carries is also destroyed. The bomber may still attack during the conduct combat phase, but it cannot make a strategic bombing run in a turn that it transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat. However no retreat is possible if no land units attacked from an adjacent territory, and bombers cannot be used to move infantry in noncombat movement.4. Mechanized Army
With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
Your infantry and artillery have a move of 2 during noncombat move phase. The combat move of your infantry and artillery remains at 1.5. Long-Range Fighters
The twin-boomed P-38 long range enabled it to escort bombers deep inside enemy territory.
Your fighters´ range increases to 6.6. 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. -
National Advantages for Axis & Allies 1942 Ed.
National Advantages for A&A 1942 Version 1.1
By B. Andersson, Stockholm 2009
Veteran players may wish to vary the play experience and a less experienced team of players need a bonus to weight a victory towards the Axis or Allies. The following optional rules set out national advantages for each power in the game, simulating the historic strategies or benefits. A power may not share its national advantages with friendly powers. These national advantages do also apply to A&A Revised, but should not be used in combination with any weapons development (only A&A Revised).
If you want to use these optional rules, decide on the number of national advantages each power will get. Each player chooses that many advantages for his or her power. If you prefer, you can roll randomly that number of times for each power.
Soviet Union National Advantages
1. Partisan Resistance NEW
When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
Once per turn you may end a battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense, in any territory with existing Soviet control symbols shown on the game board (or red territory if you play A&A Revised). These units are locked in combat and can not move out of this territory before the opposing force is destroyed.2. Red Army Conscription NEW
The Soviet Unions most valuable asset was its vast manpower reserves, conscription got untrained and many times unequipped infantry to the front lines.
Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only, provided that only infantry are bought.3. Scorched Earth NEW
Whilst withdrawing from the front, the Soviets came to fight a war were they destroyed anything that might be useful to the Germans.
You may remove your industrial complexes during your mobilize new units phase in order to prevent them from being captured by an opponent.4. T-34 Tanks NEW
Soviet tank development was lead to a medium tank destined to become a war winner. It formed the bulk of Soviet tank strength and was more cost-effective than contemporary German tanks.
Once per turn you can build a maximum of two tanks for 4 IPCs each.5. Lend-Lease
With the Ukraine lost and factories moving east, the Soviet Union could neither feed nor rebuild itself. The Allies came to its rescue.
During your mobilize new units phase, you can convert one U.K. and one U.S. land unit into Soviet units if they are in a red territory. Remove the affected units from play and replace them with the same units of your own color.6. 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.Germany National Advantages
1. Jet Fighters NEW
The jet fighter Me 262 gave German pilots a subperb fighting machine for which the Allies had no equal, significantly faster than conventional propeller-driven aircraft. Had it been built earlier, it could have had a major impact on the course of the war.
Your fighters defends on a 5.2. Atlantic Wall NEW
The Germans fortified the European Atlantic coast with massive defensive systems from Norway to Spain.
During any amphibious assault against Western Europe, Germany and Norway, all your infantry and artillery defend on a 3 during the first cycle of combat.3. Tiger Tanks NEW
The massively powerful King Tiger was virtually impervious to Allied tank guns and capable of dominating the battlefield.
If you attack with a tank, any enemy tanks defends on a 2.4. Wolf Packs
Wolf Packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there was another nearby.
Your submarines attack on a 3 if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. Wolf Packs do not improve defending submarines. Enemy destroyers do not affect this National Advantage. The submarines may come from different sea zones, but they must attack the same sea zone.5. Blitzkrieg NEW
German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
When your tanks attack along with fighters, the tanks and fighters attack on a 4 or less. This pairing is on a one-to-one basis.6. V2 Rockets NEW
Guided missiles were one of Germany’s most important scientific achievements during World War II.
You have one free rocket attack per turn against an industrial complex, fired from one of your antiaircraft guns with a range of 3. Roll one die to determine how many IPC’s the enemy must surrender to the bank.United Kingdom National Advantages
1. Radar
Britain’s radar alerted it to the threat of German planes crossing the channel.
Your antiaircraft guns now fire hits on a 1 or 2 instead of just a 1.2. Joint Strike
The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
Once during the game at the start of a round (before the Russian turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties and on who takes possession of any captured territories, or the opposing player gets to choose. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-
U.S. die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.3. Fighter Command NEW
A radar and fighter control system was essensial for the Royal Air Force to win the Battle of Britain.
Your fighters on any territory of UK control containing an AA gun, and not under attack, may now defend adjacent territories or sea zones. They act immediately in these battles and must land in the territory the fighter is taking off from, provided they were not removed as a casualty.4. Commonwealth Troops NEW
The British Commonwealth Troops served in all theatres in World War II - from Europe to North Africa to South-East Asia.
During your mobilize new units phase, you may place one of your infantry you just purchased in any territory with existing UK control symbols shown on the game board (or tan territory if you play A&A Revised) with an income value higher than 1 IPC if you control it. If the teritory contains an industrial complex, you can mobilize nomore units than the income value of that territory.5. British Commandos NEW
In World War II the Royal Navy Commandos spearheaded British amphibious assaults in Europe and Asia. These commandos were vital in any major amphibious as well as smaller operations.
Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.6. Colonial Garrison
World War II represents the height of the United Kingdom’s colonial empire. Two decades later the Commonwealth was a shadow of its world-spanning former self.
You begin the game with one additional industrial complex in in any territory with existing UK control symbols shown on the game board (or tan territory if you play A&A Revised) with an income value of at least 1. (You still can’t have more than one industrial complex in a territory.Japan National Advantages
1. Tokyo Express
The Japanese High Command used destroyer convoys to ferry infantry. Allied forces at Guadalcanal dubbed this the “Tokyo Express”.
Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules for loading and offloading units as transports do. Destroyers are still allowed to conduct combat when transporting and unloading.2. Kamikaze Attacks
A terrifying development was the Japanese suicide tactics as a desperate means of slowing the Allied advance. The Japanese used pilots who only knew how to take off and dive into their target with an aircraft full of explosives.
During Japan’s turn, at the start of any sea combat in sea zones 58, 59, 60 or 61, the Japanese player can attack one Allied surface sea unit (not a submarine) with Kamikaze. This attack occurs before the first round of combat, and any casualty is removed before the battle begins (if a battleship is hit once, turn it on its side - if two 1’s are rolled, the battleship is removed from play). If a carrier is selected as the target, any fighters aboard that carrier are assumed to have been launched before the kamikaze attack and may defend in the air normally in the ensuing battle, whether or not the carrier is sunk. The aircraft used for the Kamikaze planes are not represented on the board. To make the attack, the Japanese player indicates which ship is being targeted and rolls two dice. For each “1” rolled a hit is scored. Only one Kamikaze attack may be made per turn.3. Long Lance Torpedoes NEW
The Japanese Navy possessed superior torpedoes in comparison with its Western counterparts, possessing an unequaled combination of speed, range, and hitting power.
During the first cycle of combat only, your destroyers and submarines attack and defend on a 3. In succeeding cycles of combat, your destroyers and submarines fire as normal.4. Yamato Class Battleships NEW
Dreadnoughts or leviathans like Yamato and Musashi were the largest and most powerful battleships the world has ever seen.
Your battleships each fire twice (roll two dice, imply shore bombardment).5. Fukkaku Defenses
The Japanese introduced the tactic of endurance engagements intended to inflict maximum casualties. This tacic called Fukkaku included bunkers and pillboxes connected by tunnels.
All your infantry on islands defend on a 3.6. Banzai Attacks
A fearsome rallying cry of the Imperial Japanese Army, “Banzai!” meant, “May you live ten thousand years.”
When you move only infantry into a contested space during the combat move phase, you may at that time declare the intended attack to be a banzai attack (for an amphibious assault you may also include offshore bombardment support). If you do so, all those infantry attack on a 2 for the first round only. You may not withdraw from any banzai attack, regardless of whether it is amphibious or not.United States National Advantages
1. War Economy NEW
The U.S. mobilized its economy for war on a scale never before seen. Every resource of the country was tapped for the war effort. Rationing, war bonds and Rosie the Riveter became iconic parts of the American culture.
During your collect income phase, roll one die and collect that many additional IPC’s.2. 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 your 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.3. Airborne Rangers NEW
The Rangers specialized in airborne, light-infantry and direct action operations to lead the way for the army.
Each of your bombers can act as a transport for one infantry, but it must stop in the first hostile territory it enters, ending its combat movement. Both units must begin their movement in the same territory. The infantry is dropped after any antiaircraft fire is resolved, so if the bomber is hit, the infantry it carries is also destroyed. The bomber may still attack during the conduct combat phase, but it cannot make a strategic bombing run in a turn that it transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat. However no retreat is possible if no land units attacked from an adjacent territory, and bombers cannot be used to move infantry in noncombat movement.4. Mechanized Army NEW
With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
Your infantry and artillery have a move of 2 during noncombat move phase. The combat move of your infantry and artillery remains at 1.5. Long-Range Fighters NEW
The twin-boomed P-38 long range enabled it to escort bombers deep inside enemy territory.
Your fighters´ range increases to 6.6. Superfortresses NEW
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. -
RE: National Advantages for A&A Europe Version 1.3
Do you want to know what Larry Harris, creator of the Axis & Allies game system, think about this chart of National Advantages. Then click on the following link and you will be directed to his website Harris Game Design: http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=5&t=405
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More Defensive Artillery
I have play tested a revised artillery unit with improved defence capabillity. When an infantry defends along with an artillery, the infantry’s defens increases to 3* (not the artillery). Artillery do still support infantry on attack. Remember that the artillery unit we have today were made when the armour unit still defended on a 2, in A&A Europe.
Artillery was mostly a defensive unit during WWII and proved to be the basic weapon of fighting tanks. However, in A&A, it is usually only used as an offensive unit, mainly to give large infantry formations more punch, not for anti-tank defences or counter-battery fire upon enemy artillery. The task of destroying enemy tanks and artillery batteries can also fall to attack aircraft, but unless they are already on patrol overhead, they are usually not quick enough to save friendly forces from damage. More often, ground-based counter-battery fire would suppress the enemy artillery batteries and force them to move, while aircraft would follow up later with a strike to destroy the rest of the enemy artillery.
Once Germany had been thrown on to the defensive in WWII the burden of combat shifted away from aircraft and tanks to the infantry and artillery. This were not because the former were not needed but rather their short supply forced reliance on the latter. However Germany had a shortage of artillery and therefore carried severe penalties. The inabillity to conduct effective large-scale counter-battery operations,as well as the loss of air superiority, was primary cause of German failure in both the West and the East. The early hopes of victory through mobility were replaced by an insatiable demand for the firepower of artillery.
- The cause for infantry to get the increased defens value is because it is easier to keep count that way, since one normally have more infantry units than artillery units. More over it is easier to remember a rule that is consistent with the unit’s other special abillities.
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RE: AIR SUPREMACY
Do you want to know what Larry Harris think about this rule, click on the following link and you will be directed to his website Harris Game Design:http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=12&t=1828