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luke swensen
12-13-2004, 03:44 PM
Just wanted to let you know how my possy and me play and what you think. We play with a lot of the rules that Doctor Stragity (the great man that he is) came up with but we go alittle further to make it really tough. Anyone that has played AAE and AAP a lot, gets to know where the sea stuff is on the map. So we take it all off. You never get to see the enemys stuff till you go out looking for it. :eek: We have also added some things to the game to help do this. We made up list with all the sea zones,so you can keep track of where your stuff is and were you think the enemy is. When you move things you have to say what sea zones you are moving through, but you don't always know what the enemy fleet is comprised of. The role of a sub Just bacame a lot more useful. It can go thru unditected, unless the enemy has a destroyer present. It is alowed to see the enemy fleet and its strength or best of all its weaknesses. Now you can see the usefulness of a destroyer in your fleet.

We also have brought in PBY's. They move just like a bomber, but they have no attack and only defend at a 1. We also land them in water if you wish, if you move them out to their max range. Just beware, the enemy finds those landed on water as easy prey :D Then the PBY has no defence and can not get airborn until it is refueled by a tanker submerren. O yes we havw those too. They cost the same as a regular sub, their attack is a 2 and their defence is a 1. These things were pigs in the water. The PBY costs twelve to make. You can also send up regular planes up for recon but then they must land on your next turn. You can not move them into combat.

We have tankers for fuel, so that when your fleet goes out, you can feed your fat battle wagens. They need to be filled every six places they move, unless you move them thru a port. This does the same thing. You can also refill on the move, so it doesn't mess up your attack plan. They cost the same as a transport.

The Japaness Navy zero has an attack of 4. It is not allowed to land on land, so you have to be carefull. I have them painted grey with the little red zero on it. The land Zeros are commo with red zeros. Yes I have a lot of peices. The *** carriers can carry three planes on them, poor Americans.

If you send out a bomber, you better send out fighter cover with it or it might nit come back. The planes, If they fly over a place with planes or the place you are bombing has planes on it, go thru one round of dog fighting. Attacking planes at a 1, Defending planes at a 2, then the stuff can move thru or bomb. Bombers do not defend at all, and if the Americans have the flying fortress then the Defending planes don't do anything. A Nuts!

More to come later.

pagan
12-13-2004, 04:02 PM
I like the secret fleet stuff.

should be identified if the naval force is next to a territory owned by enemy with enemy units on it

elbowmaster
12-13-2004, 04:07 PM
yes it seems like that would work ala AH "battle of midway" game...

nice job...!!

Nuclear
12-13-2004, 04:30 PM
Sounds like a good idea.

ButchOHare1
12-13-2004, 05:19 PM
You guys should look at Columbia games' "Europe Engulfed," "Eastern Front," or "Hammer of the Scotts." They use a block system which is easily adaptable to any Avalon Hill hex-and-chits style game or even to the Axis and Allies series.

Instead of pieces on the board all you can see is a block. Contained in the block is the strength and composition of the fleet/army. You know something is there but you won't know what it is until you attack it or it attacks you. It is a gut wrenching experience really. Similar probably to being Hitler or Stalin or even a squad leader in one of the armies, and not really knowing what the other guy has hiding in the woods on the other side of that field.

luke swensen
12-13-2004, 05:57 PM
Next on the list is weapons techs. I have painted three sets of tanks for each country. If you role for heavior armored tanks, you don't just get them you have to buy them as these units. They cost more, and they only move one. If you get better cannons for your tanks, you have to get the tanks on the feild to a IC. Then they become these types of tanks.

We have three types of men for Germany. Germany gets hittler youth. cost 2 attack 0 defend 1, regular inf. cost 3, a1/d2 and SS cost 4, a2/d3 The Russians get two types Standard pop cost 2 a0/d1 and normal inf. cost 3 a1/d2 Everyone else gets only one type. USA gets thier normal two.

Planes work about the same way. When you get jet power, your planes don't change, you have to buy jet fighters. You have a better chance at turning a lawn mower into a drag racer then a propeller plane into a jet fighter. Their moveis cut down to only a 2. Regular planes cannot defend against a jet fighter. Regular planes cost 10, jets coct 12. So you take your chances with this one.

elbowmaster
12-13-2004, 06:58 PM
You guys should look at Columbia games' "Europe Engulfed," "Eastern Front," or "Hammer of the Scotts." They use a block system which is easily adaptable to any Avalon Hill hex-and-chits style game or even to the Axis and Allies series.

Instead of pieces on the board all you can see is a block. Contained in the block is the strength and composition of the fleet/army. You know something is there but you won't know what it is until you attack it or it attacks you. It is a gut wrenching experience really. Similar probably to being Hitler or Stalin or even a squad leader in one of the armies, and not really knowing what the other guy has hiding in the woods on the other side of that field.

i like it!!

DocD
12-13-2004, 07:26 PM
Next on the list is weapons techs. I have painted three sets of tanks for each country. If you role for heavior armored tanks, you don't just get them you have to buy them as these units. They cost more, and they only move one. If you get better cannons for your tanks, you have to get the tanks on the feild to a IC. Then they become these types of tanks.

We have three types of men for Germany. Germany gets hittler youth. cost 2 attack 0 defend 1, regular inf. cost 3, a1/d2 and SS cost 4, a2/d3 The Russians get two types Standard pop cost 2 a0/d1 and normal inf. cost 3 a1/d2 Everyone else gets only one type. USA gets thier normal two.

Planes work about the same way. When you get jet power, your planes don't change, you have to buy jet fighters. You have a better chance at turning a lawn mower into a drag racer then a propeller plane into a jet fighter. Their moveis cut down to only a 2. Regular planes cannot defend against a jet fighter. Regular planes cost 10, jets coct 12. So you take your chances with this one.
These are great ideas luke. (even though most have been around for some years)

I would love to see Vollick use some of the ideas in his card thingy.

luke swensen
12-13-2004, 08:04 PM
Just thought I sould tell you how we us the NA Enigma Decoded with all this hidden sea stuff. The British have to roll to get it. They don't start out with it. If the do end up with it the German player must reveal all his ship place ment with the British player. The German player can then try to change the code by rolling a 6. Then the British player has to start all over again with this one. We also do this with the Japs to
the Americans. We have a game master in every game that doesn't allow any miss doing on anyones part. We always play once a month on a weekend, we have eight players in our possy. Japan, Germany, Italy, Russia, Britian, Australia, United States, and the Game Master.

Doctor Strategy
12-14-2004, 06:40 PM
Luke,

I'm glad you like some of my rules. Your ideas to add complexity are very good. I didn't think too much about the upgrading of planes to jets. Maybe some sort of exception like you suggest should be made. I don't know if they did or could cannibalize parts from a prop plane to make a jet plane. I would think that some basic parts could be useable though.

The upgrade system in Improved was meant to be generic and replace the instant upgrade of units in the base Revised game. This was necessary because instant upgrade isn't too realistic. For example, you can make regular bombers into heavy bombers way out in the Pacific Islands. I guess it makes people want to obtain Revised base technology for the instant upgrade effect. If you see someone buying bombers each turn, you know that they'll go for the heavy bomber tech too get their fleet instantly upgraded. It should come at a cost though or require refitting at an IC.

luke swensen
12-14-2004, 07:51 PM
I believe in the IC refit for upgrading somethings. It should cost money to do this like you have outlined. Its taken many hours of painting and buying several copys of games to get the look of each tech upgrade that we want.

Drax Kramer
12-15-2004, 02:17 AM
You guys should look at Columbia games' "Europe Engulfed,"

"Europe Engulfed" is not a Columbia Games' product. It has been published by GMT.


Drax

Clausewitz
12-15-2004, 04:29 AM
As a long term advocate of stealth subs, separate tech pieces at a higher cost, seaplanes and fuel rules including tankers I have to say that there are some great ideas here! ;)