View Full Version : national Advantages
I Love Pacific and am always looking for ways to "spice" up the game. The new units thread has given me some great ideas so I thought I would ask you guys for some more help.
If YOU were to devise some new national advantges for U.S.-Japan-UK, what would they be?
British carriers 3 hits? British Transports move 3 spaces? etc. I don't want to just use the same as revised.
So lets hear your ideas!!!!
series
06-21-2004, 04:20 PM
Well, I will place more ideas later, but how about taking certain things away (such as the Japanese first turn advantage) and making those into national advantages you must select?
Well, I will place more ideas later, but how about taking certain things away (such as the Japanese first turn advantage) and making those into national advantages you must select?
Good idea. Japan already has some NAs in AAP and USA has marines. Maybe adding allied NAs would balance the game (some people think AAP favors Japan even with revised setup).
Here are my initial thoughts (I have left out the rich descriptions and narration behind the rational for now) I will have to think about more later...
USA
-Construction Battallions (CBs) USA can construct Air Bases on islands that don't have them. I know this in AAR but too important to ignore.
UK
-Gurkas. India can build infantry that attack at 2 w/o artillery.
USA
-China B-29 bases. US can build airbases in CHina giving extra range to bombers attacking Japan.
Japan
-Communist/KMT infighting: When Chinese forces attack, not all of the units participate. US player must roll 1d6 to see what % of units actually attack. The others retreat to an adjacent territory.
1=all participate
2=80% participate
3=60% participate
4=40% participate
5=20% participate
6=none participate
USA
Essex class fleet carriers-US carriers carry 3 fighters.
series
06-21-2004, 05:09 PM
How about Atomic Technology for the USA?
-The US income is reduced by 20. In exchange, at the beggining of every turn, roll a 6 sided dice. If a 1 is rolled, from now on any strategic bombing raid against Japan in which more than 20 IPCs are lost will result in the Japanese player losing a total of 18 victory points (if this goes below 0, the allies win).
Ok, just a thought...
series
06-21-2004, 05:10 PM
oh, and how about Chinese infantry cost 5 IPC a turn but you can only build as many as there are IPC bearing territorys for china, BUT if you use the "Chinese Homefront" advantage then you get them for free.
thrasher
06-21-2004, 06:21 PM
USA
MARINES: the first two infantry you build each turn are marines. You get the for free (you pay normal price!).
Maybe limit amount of marines to five.
thrasher
Darken
06-22-2004, 10:16 PM
Japan
Defending infantry on islands gets a combat value of 3 (instead of 2) during the first turn of combat.
UK NA: Singapore Garrison - When Japan attacks Malaya with at least 1 infantry all Commonwealth troops surrender. Incompetant British senior officers then try to blame Australian troops for the next 60 years.
sumthinelse
06-23-2004, 04:15 PM
US codebreaking. The problem is that everybody can see all the enemy's units everywhere. So you would have to pick 1 battle where the US could bushwhack Japan, say, with all US attacks rolling +1 (bombers roll 1-5 for a hit, fighters 1-4).
US disadvantages: torpedoes don't work on 1st US turn, so -1 on all US sub attacks and all aircraft attacking naval units on US1 combat move.
series
06-23-2004, 04:33 PM
US Advantage:
Combat Superiority- All Units attack and defend on 6 or less. All bombers roll 6 dice in strategic bombing raids. All battleships take 6 hits to destroy. Japan now needs 666 Victory Points to win (because they summon the Devil and he destroys the world), or it must capture 6 capitals. However, the US income can never raise above 66, so that balances this out.
thrasher
06-24-2004, 07:52 PM
Defending infantry on islands gets a combat value of 3 (instead of 2) during the first turn of combat.
What would be really cool: Japanse PillBox Construction. If only Avalon Hill will create Japanese colored (A&A D-Day) blockhouses....
What do you think?
thrasher,
series
06-24-2004, 08:11 PM
Defending infantry on islands gets a combat value of 3 (instead of 2) during the first turn of combat.
What would be really cool: Japanse PillBox Construction. If only Avalon Hill will create Japanese colored (A&A D-Day) blockhouses....
What do you think?
thrasher,
I think Avalon Hill will never create units for sale seperately, especially for a different color. However, I do think that it would be cool if they made blockhouses for all nations, or at least both of the axis.
Krieghund
06-25-2004, 06:25 AM
Just having them in grey would be nice.
elbowmaster
06-25-2004, 10:04 AM
they are easy to paint...
http://66.125.84.108/aaa/maps/ahr/dday/blockhouse.jpg
-cheers
-elbowmaster
wooww elbow that looks awesome the painting!!! how did u separate the colours so good? i wanna try it to but i'm afraid i mess it up:( u got any tips for me?
elbowmaster
08-06-2004, 08:28 AM
thanks for the nice comments, yeah i tend to go overboard with my axis and allies games...
its really very easy, just take your time...here is a link that might help explain my process...
http://p081.ezboard.com/faxisandalliesessayfeedbackaxisandalliespacificqa. showMessage?topicID=578.topic
paint the blockhouse light grey, at least three coats, let each coat dry, and remember less is more...thats why 3 coats...then using a flat black, or a color called dirty black (from polycolors) for the window slots, as well as the gun, then touch up with grey again...best brush for this is a .03 sable brush...use waterbased paints, so much easier to clean...
thats how i do it...others do it differently, with similar results...
good luck and thanks again...
-elbowmaster
GROGnads
08-09-2004, 03:00 AM
Maybe in the very near future, then the greatly appreciated elbowmaster will be afforded the opportunity to gaze upon some of the creations that I'd certainly like HIM to display! :eek:
elbowmaster
08-09-2004, 06:50 AM
sure mr g, send away!!
-cheers
-elbowmaster
thrasher
09-19-2004, 05:21 PM
Anyone tried playing AAP with bunkers/PillBoxes/BlockHouses?
thrasher,
http://axisandallies.TK
OK here is my almost finished product. Untested I might add. What do you think.
Japan
1) Kamikazes buy for $4, roll at 2 or lower, unlimited. Choose ship to hit. only in Kamikazee zones.
2) First strike ability (not against China)
3) BlockHouse- cost 7 IPC May target any Attcking ship for one shot. Limit 1 BH Per
territory.
4) Destroyers used as transports
5) Fanatical island defense. When defending on islands, 2 inf. units may defend at 3.
once converted, cannot be moved from the island.
6) Kieten subs, a sub may choose a victim, roll and if a 2 or lower is rolled the ship takes a hit. Sub is automatically removed fom battle after one shot. use anywhere on the board.
U.S.
1) Marines, when amphibious assault attack at 2.
2) A/C hold 3 planes, or 1 bomber.
3) P-38 fighters attack 4 defend 4 move 4 spaces cost $15 cannot land on carriers
4) Transports carry 3 instead of two. (one must be an infantry
5) Bombers defend at 2 (Flying Fortress)
6) B-29, All bombers move 7 spaces not 6.
U.K.
1) Aircraft carriers hold 3 planes,
2) French Resistance. Once per game during the British turn France may recruit 4 inf.
units that cost nothing but appear in France.
3) Destroyers cost $10,
4) A/C have 2 hits like BB
5) Radar - Anti-Aircraft defend 2 dice @ 1
Inf appear in France? I didn't know france was on the AAP board
Doctor Strategy
09-27-2004, 11:42 PM
Inf appear in France? I didn't know france was on the AAP board
Good eyes DocD.
And Frog, the UK carriers had extra armor at the expense of carrying more fighters. Their carriers often had only half of what a Japanese or American carrier had.
Ops. I am making a big board of 7 nations and plan on using the same NA there. needless to say I forgot about them in the Pacific thread.
Sorry, glad to see that someone is reading and interested.
GROGnads
09-29-2004, 09:36 AM
You can 'fix' this with the EDIT feature for here, so as to NOT keep that within your post, but it's up to you. I would have suggested instead of just the 'Ghurkas' for ELITE troops, that there also be 'A.N.Z.A.C.'s made available. It is well known that even though the "Diggers" didn't focus on creating 'Elite' types, that they were generally considered as such and even by the opponent's forces! There were some major Commanders(notably MacArthur and his sycophants) that were biased in their 'opinion' of the qualities of the "Diggers" and would do their worst in that regard. Some quite exceptional A.N.Z.A.C. Leaders(and others) were 'sacked' in response to ole "dug-out Doug's" insistance that they weren't "giving their ALL" in getting their Troops 'motivated'(read-"killed off"!), just because HE wasn't up at the 'Front' to experience first hand, what their difficulties were at that particular 'Battle'! :eek: P.S.-leave it to them 'Frenchies' to manage to escape Combat where they are needed most!:D
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