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Bastion
02-17-2007, 12:30 PM
Now that I found the proper place to post this, I'll try again.

These are some rules I had gathered in order to increase the importance and amount of positioning and tactics. I really enjoy the tactical aspect of this form of game and I hope to see more developments along those lines.



Axis and Allies Supplemental Rules

(To increase tactical play and consequences)

Supporting Fire: Same type units adjacent to an active unit that are within the same range category (or better) from the target may forgo their attack so as to provide an opportunity to reroll a miss dice. For each supporting unit, a miss dice may be rerolled–declared ahead of time of course. A miss dice may only be rerolled once, so if you have more support than miss dice, they are wasted. This prevents a unit from becoming too powerful, essentially turning an okay shot into a lucky shot. All units must have line of sight. An individual unit may only support one unit per turn.

Concentrated Fire: Multiple units that attack a single unit do so at +1 dice. Declare prior to any participating unit attacking that target. All units are now committed and cannot be reassigned. Other individual undeclared units may still fire at that target but without the benefit of the +1 dice. Though, a second group using concentrated fire may be declared. Supporting fire and concentrated fire may be combined. (Eg unit 1 and unit 2 concentrate fire on the target, unit 3 supports unit 1: Unit 1 fires at the target with +1 dice and can reroll one miss dice; unit 2 fires at the target with +1 dice.)

Spotters apply to all artillery units and mortars except possibly the most minor mortars.

Commander bonus: All units of the same type that are adjacent to or in a continuous chain with a commander may reroll a miss dice. This does stack with supporting fire but multiple commanders would not stack. In an act of defending the commander another allied same type unit in the same hex may protect the commander and divert a hit against the commander to itself. This unit is hit as though it were the leader (ie as though it had the same stats). This does not apply against snipers.

Flanking Attack: The second (or more) units that are able to fire through exact opposite hex facings (straight line from centre to centre) of a particular target do so with +1 dice. This may be combined with concentrated fire and supporting fire. As long as an attack has occurred on an opposite side, any number of subsequent attacks through opposite facings gain the bonus. No declaration is required beforehand.

Hills: Ground units shooting from hills extend their long range by one (ie 5-9. Therefore weapons without long range gain no benefit).


GLOSSARY

Same Type Units: Identical in their type and subtype. For example, infantry cannot support or concentrate fire with infantry–artillery.

Bastion
02-17-2007, 12:35 PM
I prefer the flanking attack concept to the Enfilade fire concept mostly because the wording seems more clear and the concept more intuitive. It would seem to me also that only if that unit is receiving fire from both directions, it should receive a penalty.

Bastion
02-17-2007, 12:39 PM
The 'supporting fire' concept models a situation where supporting units are providing fire to keep the heads of the enemy down. Meanwhile giving the intended unit the opportunity to gain an advantageous 'position' to be more effective.

Bastion
02-18-2007, 09:07 AM
Supporting fire and concentrated fire will give some of the weaker units a better opportunity to hit. Yes they will also benefit the stronger units, but who is willing to forego an attack with a strong unit to support another. These rules provide a built in boost for weaker units and increase the play tactics. This or a similar solution may completely remove the need for creating platoons (although I kinda like that idea). Even if we don't like these rules, I am convinced that there are generic rules that can make unplayed pieces playable, at least for the most part.