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fox19
04-13-2004, 01:13 AM
It's been done before, but here is my take. I borrowed the idea for disrupted Superfortress bombing raids from the boards. I think elbowmaster put that idea forward I’m not sure. Anyway, here they are with out further a due. Let me know what you think.

Russian National Advantages

1. Russian Winter
-Once per game the Russian player may declare Russian winter during Russia’s Combat Movement Phase. During the Combat Phase, all Axis units in the following territories defend on 1 for the first cycle of combat: Karelia, Russia, Caucus, West Russia, Byelorussia, and Ukraine S.S.R.
2. Non-Aggression Treaty
-Japan Must control China, Sinkang, India, and Persia before it can attack Russia or Russia attack Japan.
3. Mobile Industry
-Same as rulebook.
4. Conscripts
-At the beginning of Russia’s purchase phase, roll 1d3. Russia receives that number of 0/1, movement 1 infantry units. The Russian player may place these units in any original Russian territory. Place a Russian control marker under each unit to denote it as a conscript.
5. Lend-Lease
-During Russia’s Collect Income Phase, the Russian Player may roll 1d6. Collect that number of IPCs from the U.S. player.
6. Trans-Siberian Railway
-Same as rulebook

German National Advantages

1. U-Boat Interdiction
-At the end of Germany’s Collect Income phase, roll 1d6 for every three u-boats the German player controls. The Allies pay that number of IPCs to the bank, divided how they choose.
2. Mechanized Infantry
-All German infantry can move two spaces.
3. Panzerblitz
-Same as rulebook.

4. Wolf Packs
-Same as rulebook.
5. Dive-bombers
-All German fighters attack at 4 during the first cycle of combat. If German player has “Jet Fighters”, dive-bombers attack on 5 during the first cycle of combat.
6. Fortress Europe
-Same as rulebook.

United Kingdom National Advantages

1. Radar
-Same as rulebook
2. Joint Strike
-Same as rulebook
3. Evacuation
-At the end of any Axis combat move, the UK player may retreat all UK units in one UK-controlled territory under attack one space to any adjacent friendly territory. The Axis player rolls 1d3, the UK player loses units equal to that number of his or her choice.
4. Mid-East oil
-At the end of the UK’s Collect Income phase, if the UK controls Egypt, Tran-Jordan, and Persia, the UK collects an additional 3 IPCs.
5. Colonial Levies
-At the start of the game, the UK must place 1 infantry in two of the following territories: Kenya, Rhodesia, Italian East Africa, or Trans-Jordan.
6. Colonial Garrison
-Same as rulebook.

Japanese National Advantages

1. Tokyo Express
-Same as rulebook.
2. Kamikaze
-At the beginning of Japan’s Combat Movement, the Japanese Player may declare any fighters “Kamikaze”. Place a Japanese control marker under all “Kamikaze” fighters to denote “Kamikaze” status. During the Opening Fire Phase of a Combat Sequence, each “Kamikaze” fighter targets a specific defending naval unit. If the “Kamikaze” fighter hits, remove that naval unit. “Kamikaze” fighter’s hit on 1-2. Destroy all “Kamikaze” fighters at the end of the Opening Fire Phase.
3. Naval Maneuver
-Once per game, at the end of Japan’s Collect Income Phase, the Japanese Player may declare “Naval Maneuver”. The Japanese player places all Japanese naval units in one sea zone on a marshalling card, then puts the matching token in the sea zone. At the beginning of the Japanese Player’s next Purchase Phase, he or she must place all of the naval units in any unoccupied sea zone up to two spaces from the unit’s original sea zone. During the turns after “Naval Maneuver” declaration and before placement, all units in the “Naval Maneuver” can be subjected to attack.
4. Lightning Attacks
-Same as rulebook.
5. Dug-in Defenders
-Same as rulebook.
6. Banzai Attacks
-Same as rulebook.

United States National Advantages

1. Island Bases
-Same as rulebook.
2. Chinese Divisions
-Same as rulebook.
3. Marines
-Same as rulebook.
4. Liberty Ships
-US transports may carry up to TWO infantry units PLUS any other land unit. This only applies to US units; Liberty Ships cannot carry mixed forces beyond regular transport capacity. Example (all US units): I+I+I, I+I+T, I+I+Art, I+I+AA.
5. Fast Carriers
-Same as rulebook.
6. Super fortress
-US bombers require two hits to destroy them during a Strategic Bombing Raid. The first hit disrupts the bombing raid, thus stopping the bomber from rolling IPC damage; the second hit destroys the bomber outright.

Alternate Technology Development Chart

1. Jet fighters
-Attack 4, Defense 5
2. Rockets
-Same as rulebook.
3. Supersubs
-Same as rulebook.
4. Long Range Aircraft
-Same as rulebook.
5. Radar
-AA hits on 1-2
6. Heavy Bombers
-Two d6 on Strategic Bombing Raids only .

Darken
04-13-2004, 03:22 AM
Why not make only five advantages per nation? If you roll a "6" then you don't get an advantage (or you get two).

DY
04-13-2004, 03:50 AM
Very intersting.

I agree with all the techs except HB. Leave HB alone. I also think super subs should be looked at a bit more.

Liberty Ships seem too good. Fast Carriers are stil a joke. Get rid of them.

I still think Japan's NAs are a little weak. Although dug-in defenders have historical significance, the way I look at it is that if J ever needs to use them, then it's probably game over anyway. I'd scrap these and give J an offensive or economic NA.

I think your changes to the USSR's NAs are brilliant. The winter rule is so much better than the official version.

[ April 13, 2004, 08:01 AM: Message edited by: DY ]

DocD
04-13-2004, 06:02 AM
Very Good! I like all except Liberty ships--too good, Conscripts--too weak, Non-aggression--asking for Japan to do too much.
Otherwise, very impressive. I will surely use them.

holywolfman
04-13-2004, 10:03 AM
Some good thoughts here! I (too) would like to see some more changes for Japan...Kaiten Torpedoes (a joke)...Kamakaze (as Officially written: is weak!)

-Nick- smile.gif

[ April 13, 2004, 01:03 PM: Message edited by: holywolfman ]

Zero Pilot
04-13-2004, 03:19 PM
Some good thoughts there. But I agree with DY, the US Liberty ships in particular seems to stand out as just a bit too much of an advantage. Same with the 2 hit bomber (interesting implimentation though). I like the sounds of the rest of it overall. Colonial levies may be a bit weak, and it would be nice to beef up the wolfpack option. If you play with the current rules anyway, whereby destroyers don't spot subs for aircraft (dumb, which I think should and will be changed as a house rule anyway) at least fix it that situation for the wolfpack NA and super subs. ~ZP

fox19
04-13-2004, 05:37 PM
Ok, first I would like to say thanks to everyone for your feedback. I will try to address as many specifics as I can. I will start by offering up a few more alternate rules that could be used in place of the others I have proposed.

DY: I was actually thinking the same thing about Japan's NAs. How about switching out Dug-in-Defenders for this. Asian Co-Prosperity Sphere: At the end of Japan's Collect Income Phase, if Japan controls French Indo-china, East Indies, Borneo, and the Philippians Japan collects an additional 4 IPCs.

Now, this next one may be a bit more controversial. Instead of Lightning Attacks, how about this, Shokaku Carriers: Japanese carriers may carry up to 3 Japanese fighters per carrier. I don't know if this is very accurate historically, but this is one way, theoretically, to help offset US Liberty Ships. The prospect of facing down hordes of fighters on defense could make island hopping a lot less attractive.

Here are some other options for German NAs. Dump Wolf Packs for this, Looting: When Germany takes a non-gray territory for the first time, it immediately collects IPCs equal to that territory's IPC value from it's owner. Too, strong? Or, and I think this is kind of weak, German Science: Tech dice for Rockets and Jet Fighters cost 4 IPCs instead of 5.

Now for the UK. Instead of Colonial Levies, how about Veteran Pilots: All starting UK fighters attack at 4 and defend at 5. Subsequent UK fighter units attack at 3 and defend at 4 and if the UK gets Jet fighters, the Vetran Pilots, if the are still around, attack at 5 and defend at 6. Place a UK control marker under the starting fighters to denote Veteran status. Or Convoys: At the beginning of the game, the UK player may select up to two sea zones adjacent to Great Britain, but not adjacent to each other and designate them as Convoy Centers. Roll 1d3 for each Convoy Center, at the end of the UK's Collect Income Phase, if there is at least one UK naval unit in the Convoy Center, the UK collect that number of additional IPCs. Place a UK control marker in the sea zone(s) to denote Convoy Center Status.

Ok, I know that the Liberty Ship ability is big, but I like it, how about increasing the cost of US transports to 9 IPCs. Makes using tans as cannon fodder more costly, but get the USA into the game. Or switch out Liberty Ships for Paratroopers: During the US's Combat Movement Phase, US infantry units may board US bombers in the same territory, one infantry unit per bomber. These bombers are now declared air transport, and they must be used to transport the infantry units aboard into combat. The air transports move as normal, up to their normal movement limits. During the Combat Sequence, the air transports are subject to AA fire and may be taken as casualties. Any air transports take, as casualties during OFP are lost and the infantry units along with them. After the Opening Fire Phase, the US player places all surviving infantry units on the battle board and removes all air transports from the battle board to the territory under attack. Air transports do not take part in the battle and cannot be chosen as casualties for the rest of the Combat Sequence. They basically act like transports in an amphibious assault.

I don't care for Fast Carries too much either. How about Doolitle (is that spelled right?) Raiders: US fighters may launch Strategic-bombing raids from US carries. Each fighter rolls 1d3 for IPC damage. Again, too weak? Or, and maybe this is redundant, Total War Economy: at the end of the US's Collect Income Phase roll 1d3 and collect that number of additional IPCs. Or this, Effective Recruitment: At the end of the US's Placement Phase, roll 1d6; 1-3 place 1 infantry unit in Eastern USA, 4-6 nothing. Again, redundant?

Ok, now for my favorite, Russia, here are few more options for their NAs Scorched Earth: When Russia loses ANY territory; the Russian player may reduce that territory’s IPC value by 1. That territory's controller can restore IPC values during their Purchase Phase by paying 3 IPCs to restore 1 IPC value, per turn. I read about this kind of rule a long time ago on a web site, it think the Ultimate Axis and Allies web page was the name of that site. I cannot take credit for this rule. But it is really fun

And, this is may be too much, Russian Annexation: Whenever Russia takes ANY territory in combat, regardless of its original controller; Russia takes control of that territory. I think Drax put this idea up on the boards a while back. Definitely not a team player option but Uncle Joe was no team player anyhow.

Ok, what do all of you think? I can't test any of this out until the weekend, so tweaking is most definitely in order. Thanks for all of your help.

Oh, one last thing, how about super subs having 3 attack and cant be attacked by fighters with out destroyers in the water? And, I think German Mechanized Infantry helps compensate for US Liberty Ships, being able to shift troops enmass from the Eastern front to West Europe should balance that, along with the LSs being more expensive.

fox19
04-13-2004, 06:36 PM
Just noticed a BIG flaw in the Vetran Pilots advantage. VPs with "Jet Fighters" should attack at 5 and DEFEND at 5, not 6. Nothing should hit on defense every time!

fox19
04-14-2004, 01:12 AM
One more US advantage, "Torpedo Fighters".

Torpedo Fighters: During the US player's Combat Movement Phase, the US player may designate up to 1 US fighter launched from each US carrier and taking part in naval combat as "Torpedo Fighters". "Torpedo Fighters" attack during the Opening Fire Phase of the first cycle of the Combat Sequence and attack on 3. Any all casualties from "Torpedo Fighters" must be chosen from defending naval units only. After the first cycle, attacking "Torpedo Fighters" hit on 1-2 in all subsequent combat cycles. Place a US control marker under each fighter declared as a "Torpedo Fighter" to denote its status.

DY
04-14-2004, 02:54 AM
1d3 = 1d6 where 1&2 = 1, 3&4=2, 5&6 = 3

The thing is the Japanses should be the ones to have the torpedo planes IMHO as their torpedoes were faster and more reliable than the US ones. It would actually be a useful NA for Japan.

Personally I think Shokaku Carriers is also really interesting. Not sure if it's too strong though.

Love Russian Annexation. I don't like scorched earth -- to hard to keep track of. Possibly dump you Non-Agression treaty for the official one. I'd say scrap mobile industry for Annexation. I personally think conscripts are strong. They are free fodder!

I think Germany needs some bonus on developing jets and rockets also. What about something like:

If Germany makes at least one tech roll for either Jet Power or Super Subs, then he may roll 1 additional dice for no cost. Not sure which German NA to dump for this.

This means that only paying for 1 dice is your best bet economically, but if you really need that tech now and choose to roll more dice, the effect is weakened.

I like Doolittle, but it's too weak. How about each CV may launch max 1 fgt to conduct a full-strength SBR against a Japanese held IC only, but that fgt cannot land on a CV that turn (ie you'll probably need to land in China).

The rest seem too weak or strong.
I think the UK was fine in your original post. I don't like veteran pilots -- to hard to keep track of and in reality you'll only have 3 fgt by UK1.

I'd leave the rest as per your official post. These are all worthwhile ideas. It may be worth starting 1 poll a week for 5 weeks to choose 3 or 4 alternate NAs for each nation. Then let players decide for themselves which original NAs to remove, or simply let players add those extra NAs to the original 6 in their own games.

Clausewitz
04-14-2004, 03:51 AM
Fox19 - This is similar to the TB rules I proposed in Manifesto 3.1
The main difference is that I allowed TBs to spend one combat round re-arming on any friendly carrier involved in the battle, with the risk that if that carrier is sunk re-arming TBs on board go down with it (all units counting as only one casualty).

fox19
04-14-2004, 06:23 PM
Thanks again for all of the great feed back. I'd like to address some of your concerts first before I post a revised set of my NAs.

DY & GROGnads: After thinking about it, I do agree that Japan would be better off with the Torpedo Fighters. Having that kind of striking capability balances well with the US's purchasing power.
Clausewitz: Your re-arming mechanism is compelling and brings an element of urgency to naval battles using Torpedo Fighters (Bombers?). Having said that though, I think the opportunity for confusion, that is, knowing who is on and who is off the CV with a mixed group of aircraft is too high. Still, I am tempted to try it.

DY: Dropping Mobile Industry for Annexation might be the way to go. One point about Annexation that would balance it, is to require the Russian player to keep at least one Land Unit in the territory to maintain control. Nothing comes for free! As for the Doolittle Raids you proposed, I like it, being forced to land anywhere other than a carrier is synergetic with the need to reinforce China or help defend Russia in the Far East. On the Veteran Pilots, I see your point; the potential for confusion/abuse is too great for the short term gain it give the UK. Nevertheless, I am probably going to try it out! In regards to the Shokaku Carriers, I have my reservations, but I think they warrant a test. And on the Non-Aggression treaty, I was talking to my fiend last night and we cam to the agreement that my version is pretty steep for Japan and that those four free Infantry are a solid deterrent. In regards to Scorched Earth, why not give the USSR the option to destroy Industrial Complexes and AA guns like in the CD-ROM game? Neat and easy, yes?

Right, well with these concerns in mind, let me regal you all with a revised set of NAs.

Russian National Advantages

1. Russian Winter
-Once per game the Russian player may declare Russian winter during Russia's Combat Movement Phase. During the Combat Phase, all Axis units in the following territories defend on 1 for the first cycle of combat: Karelia, Russia, Caucus, West Russia, Byelorussia, and Ukraine S.S.R.
2. Non-Aggression Treaty
-Same as rulebook.
3. Russian Annexation
- Whenever Russia takes ANY territory in combat, regardless of its original controller; Russia takes control of that territory. At least one Russian Land Unit must be in the territory to retain control it.

4. Conscripts
-At the beginning of Russia's purchase phase, roll 1d3. Russia receives that number of 0/1, movement 1 infantry units. The Russian player may place these units in any original Russian territory. Place a Russian control marker under each unit to denote it as a conscript.
5. Lend-Lease
-During Russia's Collect Income Phase, the Russian Player may roll 1d6. Collect that number of IPCs from the U.S. player.
6. Trans-Siberian Railway
-Same as rulebook

German National Advantages

1. U-Boat Interdiction
-At the end of Germany's Collect Income phase, roll 1d6 for every three u-boats the German player controls. The Allies pay that number of IPCs to the bank, divided how they choose.
2. Mechanized Infantry
-All German infantry can move two spaces.
3. Panzerblitz
-Same as rulebook.

4. German Science
- Tech dice for Rockets and Jet Fighters cost 4 IPCs instead of 5.
5. Dive-bombers
-All German fighters attack at 4 during the first cycle of combat. If German player has Jet Fighters, dive-bombers attack on 5 during the first cycle of combat.
6. Interceptors
- When Germany is the subject of a Strategic Bombing Raid, put all fighters in Germany on the battle board. Fighters defend, along with AA during the Opening Fire Phase. Intercepting fighters hit on 1-2.

United Kingdom National Advantages

1. Radar
-Same as rulebook
2. Joint Strike
-Same as rulebook
3. Evacuation
-At the end of any Axis combat move, the UK player may retreat all UK units in one UK-controlled territory under attack one space to any adjacent friendly territory. The Axis player rolls 1d3, the UK player loses units equal to that number of his or her choice.
4. Mid-East oil
-At the end of the UK's Collect Income phase, if the UK controls Egypt, Tran-Jordan, and Persia, the UK collects an additional 3 IPCs.
5. Convoys
- At the beginning of the game, the UK player may select up to two sea zones adjacent to Great Britain, but not adjacent to each other and designate them as Convoy Centers. Roll 1d3 for each Convoy Center, at the end of the UK's Collect Income Phase, if there is at least one UK naval unit in the Convoy Center, the UK collect that number of additional IPCs. Place a UK control marker in the sea zone(s) to denote Convoy Center Status.

6. Colonial Garrison
-Same as rulebook.

Japanese National Advantages

1. Tokyo Express
-Same as rulebook.
2. Kamikaze
-At the beginning of Japan's Combat Movement, the Japanese Player may declare any fighters Kamikaze. Place a Japanese control marker under all Kamikaze fighters to denote Kamikaze status. During the Opening Fire Phase of a Combat Sequence, each Kamikaze fighter targets a specific defending naval unit. If the Kamikaze fighter hits, remove that naval unit. Kamikaze fighter's hit on 1-2. Destroy all Kamikaze fighters at the end of the Opening Fire Phase.
3. Naval Maneuver
-Once per game, at the end of Japan's Collect Income Phase, the Japanese Player may declare Naval Maneuver. The Japanese player places all Japanese naval units in one sea zone on a marshalling card, then puts the matching token in the sea zone. At the beginning of the Japanese Player's next Purchase Phase, he or she must place all of the naval units in any unoccupied sea zone up to two spaces from the unit's original sea zone. During the turns after Naval Maneuver declaration and before placement, all units in the Naval Maneuver can be subjected to attack.
4. Shokaku Carriers
- Japanese carriers may carry up to 3 Japanese fighters per carrier.
5. Torpedo Fighters
- Torpedo Fighters: During the Japanese player's Combat Movement Phase, the Japanese player may designate up to 1 Japanese fighter launched from each Japanese carrier and taking part in naval combat as Torpedo Fighters. Torpedo Fighters attack during the Opening Fire Phase of the first cycle of the Combat Sequence and attack on 3. Any all casualties from Torpedo Fighters must be chosen from defending naval units only. After the first cycle, attacking Torpedo Fighters hit on 1-2 in all subsequent combat cycles. Place a Japanese control marker under each fighter declared as a Torpedo Fighter to denote its status.

6. Banzai Attacks
-Same as rulebook.


United States National Advantages

1. Island Bases
-Same as rulebook.
2. Chinese Divisions
-Same as rulebook.
3. Marines
-Same as rulebook.
4. Liberty Ships
-US transports may carry up to THREE infantry units OR the regular infantry plus another land unit. This only applies to US units; Liberty Ships cannot carry mixed forces beyond regular transport capacity. Example (all US units): I+I+I, I+T, I+Art, I+AA.
5. Paratroopers
-During the US's Combat Movement Phase, US infantry units may board US bombers in the same territory, one infantry unit per bomber. These bombers are now declared air transport, and they must be used to transport the infantry units aboard into combat. The air transports move as normal, up to their normal movement limits. During the Combat Sequence, the air transports are subject to AA fire and may be taken as casualties. Any air transports take, as casualties during OFP are lost and the infantry units along with them. After the Opening Fire Phase, the US player places all surviving infantry units on the battle board and removes all air transports from the battle board to the territory under attack. Air transports do not take part in the battle and cannot be chosen as casualties for the rest of the Combat Sequence.

6. Super fortress
-US bombers require two hits to destroy them during a Strategic Bombing Raid. The first hit disrupts the bombing raid, thus stopping the bomber from rolling IPC damage; the second hit destroys the bomber outright.

Ok, everyone let me know what you think. Thanks again!

Samurai
04-16-2004, 09:19 AM
Here are my changes to the National Advantages so far:

Russian Winter: Instead of increasing your infantry’s defense, this ability prevents anyone from attacking you for 1 turn, once during the game. You declare it during the Collect Income phase, and it lasts until the start of your next turn.

Lend-Lease: This ability only works with equipment, not Infantry. The donating player may connect a “Lease payment” from the bank to reward his generosity: 1 IPC for each unit costing 5 or less, 2 IPCs for each that costs more than 5. Since sea units can never move into a “red territory”, they can’t be leased… only land and air units.

Panzerblitz: The tanks may not fight another combat, but they may capture an undefended enemy territory as their second move. Remember, the 1st territory must be captured in just 1 combat cycle for this ability to work. The tanks are still limited by their Move of 2, so if they already moved 2 spaces to reach the combat, they may not Panzerblitz afterwards. (This basically allows the Blitz maneuver to take place after combat instead of always before).

Joint Strike: This ability may also work the opposite way, where the US player skips his combat turn, and the British player may then use the US pieces in the joint strike.

Enigma Decoded: The pieces don’t necessarily have to come from or go to an adjacent space. You may move pieces their full Move allotment, calling or sending planes from 4 or 6 spaces away, for example, or tanks from 2 spaces away. All units must follow normal Non-combat movement rules to reach the space, or retreat from it.

Mideast Oil: Each turn that the UK player owns all 3 spaces (Anglo-Egypt, Trans-Jordan, and Persia) it collects an additional 1d6 IPCs.

French Resistance: If Britain actually has pieces occupying France when the liberation takes place, they may place 5 Infantry there for free. If England has no pieces there (they were either all destroyed or other Allied nations invaded France without them), they get only the 3 Infantry mentioned in the book.

Kamikaze Attacks: The attacking Japanese player gets to choose which targets are hit by the planes, and they get a +2 on their Attack power (Fighters become a 5, and Bombers may not perform Kamikaze attacks; they are too sluggish to aim properly.) (I'M open to correction here... did Japan ever use Kamikaze bombers? If so, they'd have an automatic hit of 6- on their kamikaze attack.)

Kaiten Torpedoes: The defending Japanese player gets to choose which targets are hit by the torpedoes, and they get a +2 on their Defense power (Regular subs become a 4, and Super subs are a 5.)

Fast Carriers: Replace this power with a new one… Liberty Ships: All US transports may carry 2 Infantry + any 1 other land unit.

(I stole the Liberty Ships and Mideast Oil ideas from the above posts, the rest I came up with on my own)

Also, here is a radical idea: In addition to the 1 advantage you start with at random, what if you could purchase dice to try and acquire these advantages after the game had begun? They would work exactly like Weapons Research... 5 IPC per die, roll the number of the Advantage you want to try and get. In essence, each country would have 2 charts of developments... the Weapons (which everyone can try for) and their country's specific National Advantages.

[ April 16, 2004, 06:40 AM: Message edited by: Samurai ]

cpt john
04-16-2004, 02:21 PM
Here's my list of changes to the existing NAs. What do you all think:

Russia
5. Lend-Lease. At the end of Russia’s turn (during the mobilize units pahse) US and UK forces in red territories may be converted into Russian units.

Germany
1. U-Boat Interdiction. German subs may attack into and stop at SZs 1, 2, 7, 8, or 9 (combat move even if zone is empty) may conduct a SBR just as bombers (1 die per) against UK. Subs attacking SZs 10 or 11 are attacking EUS. The SZ must be empty when it’s moved into.

(Or, Commerce Raiding. Any SZ (except 5, 13, 14, 15, or 16) with at least 1 German warship or sub (not transport alone) reduces US and UK income by 1 IPC during their collect income phase. SZs (except 5, 13, 14, 15, or 16) with only one or more subs reduce US and UK income by 2 IPC per turn.
3. Panzerblitz. Tanks may take unoccupied (no AA or IC either) enemy land in NCM (of course, only tanks eligible to make a NCM).

United Kingdom
As is.

Japan
1. Tokyo Express. As is. They may fight and bombard if they have the tech while transporting and loading/offloading infantry.
2. Kamikaze Attacks. Air units may only go half their total move before doing the kamikaze attack (fighter – 2; bombers – 3). The Japanese player gets to call his target. The Japanese player may choose to send any surviving aircraft into kamikaze mode at the beginning of each round of combat (so watch taking that first hit on the BB).
3. Kaiten Torpedoes. As is but Japan chooses the naval unit casualty and can use with any sub during any round of combat (like kamikaze above).
4. Lightning Assault. As is. May unload, fight, reload, and unload again. But, may only go 2 total spaces.

United States.
5. Magic: Enigma Decoded, only against the Japanese.
6. Superfortress. US may designate 1 (or 2) bombers as immune to AA during CM each round.

[ April 16, 2004, 05:22 PM: Message edited by: cpt john ]

squirecam
04-16-2004, 03:21 PM
For nonaggression, I would have Japan unable to attack Russia until they declare war against Japan.

However, until war is declared, USSR and the allies pieces cannot share the same space.

Squirecam

DocD
04-16-2004, 03:41 PM
Originally posted by squirecam:
For nonaggression, I would have Japan unable to attack Russia until they declare war against Japan.

However, until war is declared, USSR and the allies pieces cannot share the same space.

SquirecamAs in no Lend-Lease for Russia? I think no attack until war is declared is a bit harsh on Japan.

squirecam
04-16-2004, 03:55 PM
Originally posted by DocD:
</font><blockquote>quote:</font><hr />Originally posted by squirecam:
For nonaggression, I would have Japan unable to attack Russia until they declare war against Japan.

However, until war is declared, USSR and the allies pieces cannot share the same space.

SquirecamAs in no Lend-Lease for Russia? I think no attack until war is declared is a bit harsh on Japan.</font>[/QUOTE]Actually, its historical. You never saw USSR troops invading China to attack Japanese troops until the end of 45.

How is it harsh when its the actual historical fact?

DocD
04-16-2004, 04:16 PM
Yeah, it's historical, (using my 'historicals' are you!), but who wants to play a strictly historical game.
It ends badly for the Axis all the time, everytime.
I am convinced that the Axis only chance of victory in 1942 and after, was for Japan to attack Russia before the US could bring it's war effort to bear. smile.gif

Frog
04-16-2004, 04:42 PM
As I have stated before in another thread I have some problems with tech roles and National advantages. Here's why.

1) Historical accuracy. (why is everyone allowed rockets and Jets when only Germany developed them?) Shouldn't this be a National advantage for Germany only? Technology should be something generic that wasn't associated with just one side. Cheaper subs, stronger bombers etc.

2) When you play at tournaments there should be one set of rules everyone knows. (Avalon Hill official) I'm sure this is pretty much set from the first version, but what will be the standard for the revised set? I was shocked/set back at the bid system that I had no idea existed before Origins. I know these are unofficial changes, but I have met people who only play if they get certain optional rules.

3) Limits to one side. If Japan cannot attack Russia, Then the U.S. can’t get involved until they get attacked by Japan? Then, Then, See my point. I like historical accuracy, to a point. If you limit a player because they didn’t do that in WWII, then it would be a boring game, you would recreate exact movements as they did. Then we know the outcome of every game. The fun of this game is to see how things could have been different if different ideas had been used. Think, what if Japan would have went after Russia in 1942? What is Germany had tried SeaLion??

4) Only certain countries realistically have the ability to get Technology. Example, what Russian player spends money on tech. chances? Not to many. It mostly benefits U.S. who can afford to spend the cash and not worry about every penny for the front. And national advantages should equal each side. Because the Allies have more advantages. For those who argue that there is more of them and that to bad, then why were Victory Cities made equal per side? (it makes more sense)

I’m sure I’ve missed something or said something in a wrong way, but here’s the bottom line, Technology and national advantages are fun, but I believe both should always be optional.

Drax Kramer
04-19-2004, 09:55 AM
The only "historical" approach towards Russo-Jpanese non-agression treaty would have to been to forbade Japanese to invade any Soviet owned territory until Germany captured Moscow and Soviets should be forbidden from attacking Japanese owned territory until Berlin is captured by Allies.

In addition, no units on the Soviet-Japanese border should be allowed to move as long as the treaty is in force. Additional units moved to the border should be frozen too.

Drax

Sinister
04-19-2004, 11:27 AM
Here's my house rules NAs..

German National Advantages

U-boat interdiction – Any sub near any adjacent friendly territory holding a friendly IC does not count in the total number of subs for u-boat interdiction.

Panzerblitz – Once per turn the German player may move tanks into an adjacent enemy territory fight combat, and then move those tanks into another enemy terrirtory and fight again. The only tanks may fight the second battle are tanks that were involved in the first fight. Only one double tank attack may be made a turn.

Joint Strike – Does not mean that the British player has to skip his combat moves, but it does mean any troops moved in his combat phase can’t be activated by the Americans in the Joint Strike.

Radar – Works on any territory Britain has held for one full turn. Not just tan territories

Japan National Advantages

Kamikaze Attacks – Limited to six attacks. Pay for the fighters. They attack at 4 and the attacker chooses, lost naval unit may not be a sub. Must be launched from Japan or the Japanese sea zones.

United States Advantages
Superfortresses:
When making a strategic bombing raid
A roll of 1 on anti air forces the b-29 to miss
It’s payload drop. For every one you rolled
you may make one additional roll. Any 1s
On the second roll will bring down the
superfortress

[ April 19, 2004, 02:29 PM: Message edited by: Sinister ]