A-A&A as of now - I'll update it periodically

Thanks for your input todate. Here is a collection of my thinking at this point. Please feel free to participate in this on going discussion. Your contributions are appreciated. Tell your A&A friends about this so they have a chance to voice what they want in A-A&A. I'll update the the original posting as changes and new ideas are adopted or contemplated.
Posts: 3090
Joined: Thu Mar 04, 2004 9:44 am

A-A&A as of now - I'll update it periodically

Post by Larry » Sun Dec 19, 2004 7:39 pm

Advanced Axis & Allies AS OF 12/19/04 -18:39
All rules as presented in LHTR that are not specifically called out or mentioned below still stand.

Dice – 10 sided dice

New Pieces
Mech Inf
greater movement and combat ability. Presented as a half-tack 5/4/2 Cost 4

Cruisers at 7/6/2 Cost 12, bombards land at 5.

Fortifications: cannot move, have no attack or defense value. Only one per territory. Each unit positioned with a fort has its defense factor increased to some degree.
Forts can take hits and be destroyed.
They can be captured if they are the last remaining defensive unit.

Ports: Become strategic objectives.
Ports - protection for ships.
Ships leaving from a port can move 3 sea zones.

Airports: Airports can automatically defend neighboring territories and sea zones.

Rail Road system: Speeds up land movement. Tokens will be placed showing open rail systems between adjoining territories. These systems are subject to attack and elimination.

I’m considering the following “New Concepts/ Rules”New turn sequence
1. develop weapons
2. purchase units
3. collect income
4. combat move
5. conduct combat – there will be only 1 round of combat per battle. Unresolved battles will continue on the turn of the next combative.
6. noncombat move
7. place newly purchased units

Combined Arms: After a player rolls all his normal combat dice he can roll a Combined Arms bonus round. For each combination of 1 infantry, 1 armor and 1 Artillery unit he can roll one additional die. Note: a fighter can replace any one of the units to qualify a group for a combined arms bonus. For every number 5 or under he scores a hit. This is also the case for the defender.

Italy will become the 3rd Axis power in the game. Due to its small size and limited income it will probably (not sure yet) be controlled by the German player but as a separate state with its own economy and units.

Unit Reductions - Considering the following: - Reducing the number of units that are placed on the original set up and lowering the IPC values of all the territories. This will make money more scarce. The idea is to make each unit more vital. Each loss becomes more important and each battle more significant. Each combat will be limited to 3 rounds. This will leave many of them unfinished. These unfinished battles will permit players to reinforce existing battles or retreat from them. This system already exist in Axis & Allies D-Day.
Unit Increases – Contrary to the above effort to reduce the number of units on the board, this approach would “increase” the number of units on the board. Ships and aircraft would become cheaper to purchase. This would assure that the oceans of the world become and remain battlefields.

Convoy Boxes – (as in A&A Europe and Pacific) will be reintroduced and play a more critical role especially with England and Japan. Interdicting British and Japanese merchant shipping will be a viable strategic option in this Advanced game.

Start up Money: Each player (each side actually) will be given a discretionary fund to purchase additional unscripted set up units. This will probably be around 12 IPC’s. They can be spent of saved. The are divided up according to the wishes of the combined allied forces.

Axis Turn/ Allied Turn: All the countries of a given alliance are all doing the same things simultaneously. That means Russia, America, and the UK would be purchasing, moving and fighting, all at the same time. This is then followed by the Axis players

Targeting: In any combat situation a roll of 1 on the die will permit a player to select what enemy unit is eliminated.

Changes in Units’ ability
Changing Destroyers to cost 8 (was 12)

Transports: May not control a sea zone by themselves. They have no attack ability and have a defense ability of 1 (intentionally low).
Transports can no longer be used as cannon fader. Transports cannot be designated as loses if other types of ships are present.

Aircraft Carriers and Battleships require two hits to sink. They must be repaired – this is no longer automatic. To be repaired they must return to a friendly naval base or sea zone next to an IC. Damage does not cause ships to stop functioning normally.

Attack units must roll a successful “find” (4 or less on a 12 -sd)
Conduct Economic Naval Raids (ENR) similar to SBR’s
A sub off the coast of an industrial complex can roll to do income damage.
Should subs be able to pick their targets – providing there is not an enemy destroyer present?
Wolf Packs – When 3 or more subs attack or defend their normal attack and defend numbers go up by 1 and by 2 if they are super subs.
Submarines should simply have a presence –You enter a sub occupied sea zone with some degree of risk. What might that risk be…. The sub does not “hunt” and attack. It is “on station” and attacks enemy shipping that enters its sea zone. It in effect “blocks” sea lanes.

Aircraft will be able to conduct:
Combat Air Patrol

Coastal Defense: Aircraft based on territories adjacent to sea zones may be moved to the adjacent sea zone and participate in the defense of friendly units in that sea zone. Fighters based on islands may participate in the defense of friendly naval units in that same sea zone.

Defend against strategic bombing raids (SBR’s) and also escort bombers on strategic bombing raids.

Fighter Interception: Fighters may intercept enemy aircraft flying through the territory in which they are based. As all combat, this will be a one combat round affair (one rolling of the dice). The intercepting player is the attacker, the moving-through player is the defender. Retreating and returning aircraft are not subject to interception.

Carriers and Carrier-Based Fighters
Carrier-based fighters have a reduced flight range. They can attack or fly to objectives that are in the same sea zone or an adjoining sea zone from which they took off.
Aircraft Carriers may only carry fighters of their own nation.

Limit the number of Infantry units a given country can have at one time. The game mechanic, or to determine these numbers, to be explored.

Aggression Rewarded: When adjusting the attack and defense factors, based on 12 sided dice, the attack side of the profile will be slightly increased for all units. For example – Infantry now has a 1/2/1 On the 12 sided die, and considering that each nation will have its own A/D/M numbers, it may look like 3/4/1. Notice that the attack effectiveness has gone up more than the defense number. This is designed to encourage players to play more aggressively and attack more often. It should discourage stacking as well.

Victory Cities: These cities will be reexamined and possibly increased in number. The idea is to open up the number of possibilities and make for a truly global struggle. Location of resources will play a deciding role in determining which territories become “Victory Cities” I might change the name to Victory Objectives rather than Cities. How does 20 such locations sound?

Infantry Stacking: In an effort to curb this playing style the following rules will be in play. Countries will have limits on the number of infantry they can have on the board at one time (there are limits to military age population). There will be a slight edge and reward to aggressive play in that the Attack numbers will be slightly improved. Their will be more Victory Objectives, thus there will be less focus on a limited number of objectives. With more territories player will be forced to spread out more.

Retreats: Both attacking and defending players can elect to retreat during land and sea battles. Instead of rolling the dice at the normal moment of rolling, the player elects to retreat. There should be a penalty for retreating. Perhaps the “Non-retreating” player gets an additional parting roll.

Tech and National Advantages will both be revisited. This will be a less luck based system. Each nation will probably have its own tech track (Weapons Development). National Advantages will have the present LHTR NA’s and probably some additional ones.

Land based: Attack and Defense numbers based on a 10-sided die
Unit US Japan UK Germany Soviets
Inf 3/4 3/4 3/4 4/4 3/4
Art 4/4+2 4/3+1 4/4+2 4/5+2 5/4+1
Armor 5/4 4/3 5/4 6/6 5/5
fighters 6/6 6/6 5/7 5/6 5/6
Bombers 7/3 6/3 6/3 6/3 5/3

Sea based:
Unit US Japan UK Germany Soviets
Subs 4/3 4/2 3/3 4/3 2/3
DD 5/5 5/5 5/5 4/5 4/4
Crus. 6/6 6/6 6/6 6/5 5/6
BB 7/7 8/6 7/6 7/5 6/6
CV 3/5 3/5 3/5 2/5 2/5
Trans -/1 -/1 -/1 -/1 -/1
fighter 3/4 3/4 3/4 3/4 3/4
Bomber 5/3 4/3 5/3 4/3 5/2

How this game might look
Map dim. 28x46
A roll up map with a felt like backing.
Africa, Canada, China and Russia will have additional territories
There will be new territories presented so that movement (direction) options are increased.
Considering cutting the map some ware in the Pacific Ocean and no longer cutting the US in half.
Impassable terrains to remain and possibly some more added. For example winter movement rules (soviet winter modifier) for Europe and parts of Asia. I’m not sure about this but exploring the possibility.

Larry Harris
Last edited by Larry on Mon Dec 20, 2004 7:44 pm, edited 1 time in total.


Who is online

Users browsing this forum: No registered users and 1 guest