@bigwatcher Thank you! I purchased the BBR Anniversary map and play with it exclusively.

Posts made by userx
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RE: AA50 on Steroids!
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RE: AA50 on Steroids!
As an AA50 player, love this. I would also like a down link if available.
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RE: [Anniversary] Alternative Setup with Factories in Both India and Australia
I should also add that for a “bid”, we give the US “improved shipyards” and that seems to balance things out.
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RE: [Anniversary] Alternative Setup with Factories in Both India and Australia
We play the 1942 scenario with a starting industry in India and we give Japan 15 IPC worth of starting units in Japan (I typically pick a transport and two artillery). It’s really changed the game (in a good way). We’ve played 5-6 games with this house rule and Japan has a real fight and no longer just walks all over the Pacific. I typically play the Axis in our group and I love the additional challenge. We are thinking about adding a starting industry in Australia as well and would also give Japan an additional 15 IPC of starting units in Japan if we try this.
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[Anniversary] Progressive Tech Tree with 20 researchable techs
FEEDBACK WELCOMED
Hello everyone. I’ve been lurking here for years and wanted to reach out and get some feedback from our house rules on new tech development house rules for use on our Anniversary map. We went out to solve 2 problems, 1) the randomness of tech breakthroughs and 2) the game changing ability of certain techs. We wanted a system where you picked what tech your research with some sort of progressive path to a breakthrough. We have 20 techs that can be researched (at 1 per turn) in 4 categories, land warfare, air warfare, naval warfare and “special”.
Most of the tech breakthroughs provide advantages only in the first round of combat and we think provide some flavour to the game but I wouldn’t mind getting some more eye on this to see if anything stands out as too powerful or not worth the 4 + IPC investment.
We’ve played 3 games now with the progressive research model and it’s been fun.
I should add that while we play on the Anniversary map (neither of us have room for Global unfortunately), we use the following rules from other games or house rules.
- Tanks cost 6 IPC
- Industry have built in AAA
- AAA unit from 1942.2
- SBR Escorts and Interception
- BB has built in AAA, rolls 1 dice at 1
Last note is we wanted to increase abilities without adding new units to the game. The map just gets too crowded once you start including new units.
Would welcome any thoughts you have. Thanks in advance!!
**** New Tech Research Rules ****
To make an investment in a technology, the player spends 4 IPC to start a project, limited to starting 1 project per turn, however doesn’t announce with projects they are starting, places a country roundle on the progress tracker starting at Phase 1. Players can only have 1 ongoing project per category (Land, Air, Naval, Special). During the research phase, the player rolls 1 free dice for each research project and may purchase as many additional dice rolls as they want for each of the research projects prior to rolling (see additional dice cost below). The player needs to roll the number on the progress chart and if achieved, the country roundle is placed in the “breakthrough” box. If roll is not successful, the country roundle is moved up one and each subsequent turn achieving a ‘breakthrough’ becomes easier. If the player gets to Phase 3 without achieving a breakthrough, the roundle is moved to the DELAYED box and the technology is achieved in the research phase of the next turn. Having a tech in DELAYED does not block a new project in the same category from being started.
While the progress of each step is announced, including a breakthrough, the player does not reveal the technology breakthrough until the technology is used. For tracking purposes, keep your breakthroughs in the “secret” box until it is used then move to “revealed’.
Land Warfare
Heavy Tanks, tanks attack at 4 and target select land units on a roll of 1 during the first round of combat.
Heavy Tank Destroyers, tanks defend at 4 and target select land units on a roll of 1 during the first round of combat.
Mechanized Warfare, Inf/Art/AAA paired with tank move 2, Inf/Art can blitz with tank.
Advanced Artillery, infantry paired with artillery defend at 3 during the first round of combat.
Elite Infantry, attacking infantry roll 2 dice in the first round of combat. Only 1 roll gets the attack combined arms bonus when paired with artillery.
Air Warfare
Heavy Bombers, bombers add 3 IPC damage during strategic bombing raids. Heavy bombers hit by AAA fire are removed from play AFTER they roll for bombing damage.
Escort Fighters, fighter units starting in the same territory with a bomber may move up to 6 and escort the bomber to target during strategic bombing mission
Advanced Aircraft, land based fighters attack at 4 first round of combat. Land based fighter escorts/interceptors roll at 2 during air combat round of Strategic Bombing raid. Bombers roll 2 dice in the first round of combat, picking the best result.
Jet Fighters, defending land based fighters have a hit priority aircraft and roll 2 dice during the first round of combat and roll 2 dice at 2 to hit during Strategic Bombing phase.
Advanced Radar and ATC, Industrial complex AAA rolls hit on a 2 or less during Strategic Bombing. Up to 2 land based fighters may scramble from land territory to defend in land or sea combat in adjacent land or sea zones including strategic bombing (copied from Sired Blood’s rules)
Naval Warfare
Heavy Battleship, take 3 hits to sink, roll 2 dice first round of combat including shore bombardment. Considered fully operational with 1 hit, half attack/defend/AAA with 2 hits. Battleship AAA defences roll 2 dice.
Advanced Carrier, Carriers take 2 hits to sink & can carry 3 fighters. Carrier based fighters ‘target select’ naval or air units on a roll of 1 during naval combat.
Advanced Submarines, subs attack at 3 first round of combat, each sub in excess of enemy destroyers in a naval battle may sneak attack/submerge.
Heavy Transports, transports may now carry 3 units. If 3 units are carried, 1 must be an infantry.
Naval Logistics, all naval surface combat units (Battleships, Carriers, Cruisers, Destroyers) move 3.
Special Tech
Improved Shipyards (standard rules)
Increase Factory Production, factories on territory IPC 2 or less produce 1 extra unit, factories on territory IPC 3 or more produce 2 extra units. Factories now cost 10.
War Economy, during the collect income phase, players get 1 additional IPC for each 10 IPC it has on the income tracker + results from IPC modifier roll below.
Roll 6 = 4 IPC
Roll 5 = 3 IPC
Roll 3-4 = 2 IPC
Roll 1-2 = 1 IPCFull Mobilization, repair factory 1 IPC per 2 points of damage. At the start of the ‘Purchase Units’ phase, the player rolls 1d6. A roll of 1-4 grants 1 free infantry unit, roll of 5-6 grants 2 free infantry units. These units are placed during the ‘Mobilize New Units’ phase using standard placement rules.
Mass Production, players may purchase multiple units of the same type at a discount.
Tanks (6 IPC), purchase set of 3 tanks for 16 IPC (-2)
Artillery, purchase set of 3 artillery for 10 IPC (-2)
AAA Artillery, purchase set of 2 AAA guns for 8 IPC (-2)
Fighter, purchase 2 fighters 17, IPC (-3)
Bombers, purchase 2 bombers for 20 IPC (-4)**** End ****
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RE: Some house rules for A&A 1942.2, would love feedback
Baron, really good point about lower value Ftr actually weakening the ability for Allies (US) to bring combat points into combat against Germany. We overlooked this. Your suggestion of countering this by increasing the carrier carrying capacity is good. I also think your idea of med. bomber with a 2A rather than 3A + Cruiser AAA capability should correct this imbalance?
What we are trying to achieve with multiple air unit types was largely to provide some flavour and variety to the game and a touch of what we experienced playing Hearts of Iron back in the day.
Fighters being more the air superiority air unit while tac bombers being the ground/naval attack. Note that while I didn’t mention specifically above, Tac bombers maintain their combined arms bonuses hence are the best ground attack when paired up.
As for two other bomber type, wanted to depict the multi-purpose med. bomber (think 2 engine German bombers) as well as a more dedicated 4 engined heavy strategic bomber for SBR but weak at ground/naval attack.
Argothair, thanks for the feedback. Re Island restriction for industry, yes, Japan in the early game and US in the mid game. I typically play the Axis and everytime I built a Japanese factory in the East Indies it felt like cheating. India never has a chance.
I’ve got a game coming up in a couple weeks, we’ll try some of these new ideas. Thanks guys.
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RE: Some house rules for A&A 1942.2, would love feedback
@Baron:
Hi All
Naval Units
Cruiser Class AA Capability. Cruiser class naval units have built in defensive AA capability. Cruiser class units have a preemptive roll up to 3 dice @2 to hit against attacking aircraft prior to the start of regular combat.
Destroyer Transport Duty: Destroyers that have not moved during the Combat Phase may transport 1 infantry class unit during the non-combat phase.
Hi userx, welcome on board.
Is it a typo or are you playing D12 digit?
Do you really give Cruiser up to three rolls @2?It seems very OP. Some Radar Tech allows AAA to rise to three rolls @2, but not Cruiser.
Many discuss on how many roll should Cruiser get.
My line of thinking is to keep the same number as AAA.
However, my AAA usually (in similar low cost planes) are much cheaper cost 3: up to two rolls @1 against up to two planes max, but each combat round.Destroyers moving Infantry in NCM is pretty inspired by a japanese NA: Tokyo Express.
It seems too much considering how Destroyers are already useful.
I rather prefer Black_Elk HR which gives this ability to Battleship unit.That way, it is not abuse because 20 IPCs is high investment. It only makes BB a bit more interesting and versatile while not being OP.
Thanks for the feedback Baron, yes, the " @2 " is a typo. Maybe a little wishful thinking :) Intention is to keep same abilities as AAA gun. I will edit the post.
As for DD transport ability, yes Tokyo Express as well as the German invasion of Norway. BB eh?
Re your reply below on our air unit changes. Let me comment separately once I’ve fully read/understood in detail.
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Some house rules for A&A 1942.2, would love feedback
Hi All
Wanted to share some house rules that we play A&A 1942 second edition with. Would love any feedback. Here it goes.
Special Seazone Restrictions
Gibraltar; Surface naval units may only pass between seazones 13 and 14 if their side controls Gibraltar
Baltic, Sea zone 5: Surface naval units may only pass between seazones 5 and 6 if their side controls Northwestern Europe
Turkish Straits, Seazone 16: Surface naval units may only pass between seazones 15 and 16 if their side controls 4 or more territories bordering neutral Turkey
Facilities
Industrial Complex: No new industrial complexes may be placed on a single seazone island territory.
Naval Units
Cruiser Class AA Capability. Cruiser class naval units have built in defensive AA capability. Cruiser class units have a preemptive roll up to 3 dice @1 to hit against attacking aircraft prior to the start of regular combat.
Destroyer Transport Duty: Destroyers that have not moved during the Combat Phase may transport 1 infantry class unit during the non-combat phase.
Air Units
Probably the biggest changes we’ve made is changing cost and values of default air units and introducing Tac Bombers from Europe/Pacific/Global as well as introduce a new unit, Medium Bomber (got the pieces from Historical Board Gaming) that is a versatile bomber that can perform ground/naval attacks as well as SBR. The changes in price and values was influenced in large part by Baron Munchhausen.
Special abilities are all default so I don’t specifically state below however, Fighter units have a hit priority of other air units when attacking or defending, Med Bomber can SBR and Strategic Bombers get +2 damage against industrial complex during SBR. We use option interception rules for SBR
Fighter: A2 D3 M4 Cost:7 Hit priority Air Units
Tac Bomber: A3 D2 M4 Cost:8
Med. Bomber: A3 D2 M6 Cost:10 Can SBR
Strategic Bomber: A2 D1 M8 Cost:12 +2 SBR damageThe game still leans towards Axis victory. Going to try balancing a little with starting Russia with a Med. Bomber (the Moscow bomber idea that I’ve read about here) as well as try Younggrasshopper’s house rule of ‘Round the Clock Bombing’
Would love feedback, especially on our cost/values of air units.
Thanks for reading.
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RE: Stats for New Units from Historical Boardgaming?
Thanks
Good place to start though a little light. I’m looking for something a bit more complete, like the Historical Board Gaming charts, historicalboardgaming.com/assets/images/HBG/HBG Rules/HBG D12-20 Chart.pdf
Thanks
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Stats for New Units from Historical Boardgaming?
Hello All
Hoping someone might be able to help. Purchased some new units from Historical Boardgaming website to add some flavour to my A&A 1942 2e however, they didn’t come with stats, specifically, suggested attack, defence, cost. So I’ve got some new SP artillery, tank destroyers, even Me262s <– super cool - but I have no idea how I should integrate these. I found a list on the HB website but hey are for different types of dice. I found some threads here in regards to SP artillery/anti-tank but didn’t seem to have consensus on stats. Has anyone put together a comprehensive list of stats and special abilities for these new units?
Thanks in advance
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RE: House rule for Anti-air artillery (AAA) A&A Spring 1942 2e - Opinions Plz
@Baron:
Hello Everyone
This is my first post and I’ve been lurking for a while. Been a fan of A&A since childhood and my bro-in-law and I have recently started playing A&A Spring 1942 2 Edition. Love the new map and new units (though we might build an anniversary edition for Italy and tech), however, we cannot seem to find benefit with the new AAA unit and both feel that it’s a waste of a piece. After several games we decided to come up with our own rule for the piece and chose to make it a defensive artillery whereby pairing 1-to-1 with an infantry would raise the defence of the infantry to 3. We only played one game with this rule but so far so go. Japan build a few to help defend some islands, Germany built a couple for added defence of Western Europe, however, Russia was building 1 or 2 every turn along with infantry (they were losing). Couple of questions:
Do others strongly feel that the AAA unit is a waste of plastic as is?
If so, have you come up with other ideas for the unit that have been play tested?We would love to hear from others.
Thank you!
I would rather prefer to limit them to their role of AA gun but, specialy for Germany, it seems they used a lot their 88mm AAA as antitank gun (El Alamein battle, i.e.).
I suggest that you can choose either to use them as a usual AntiAircraftArt @1 or a
AntiArmorArtillery that roll every round of battle @1 but destroy an Arm on a hit. And nothing else, neither Inf nor Art.
Is it too unbalancing?I like that because you are correct, in Real Live, AA was just high-velocity ammo pointed at the sky, point it at a tank life the Germans did, it became an effective anti-tank.
I like the idea of taking out tank and/or armor for the pre-combat AA roll.
I don’t know if it would be unbalanced but I think I will try this next game
Thank you
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RE: House rule for Anti-air artillery (AAA) A&A Spring 1942 2e - Opinions Plz
Thanks for the feedback! Would love to hear more opinions
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House rule for Anti-air artillery (AAA) A&A Spring 1942 2e - Opinions Plz
Hello Everyone
This is my first post and I’ve been lurking for a while. Been a fan of A&A since childhood and my bro-in-law and I have recently started playing A&A Spring 1942 2 Edition. Love the new map and new units (though we might build an anniversary edition for Italy and tech), however, we cannot seem to find benefit with the new AAA unit and both feel that it’s a waste of a piece. After several games we decided to come up with our own rule for the piece and chose to make it a defensive artillery whereby pairing 1-to-1 with an infantry would raise the defence of the infantry to 3. We only played one game with this rule but so far so go. Japan build a few to help defend some islands, Germany built a couple for added defence of Western Europe, however, Russia was building 1 or 2 every turn along with infantry (they were losing). Couple of questions:
Do others strongly feel that the AAA unit is a waste of plastic as is?
If so, have you come up with other ideas for the unit that have been play tested?We would love to hear from others.
Thank you!