Combined Arms

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.
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elbowmaster
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Combined Arms

Post by elbowmaster » Sun Dec 19, 2004 10:04 pm

comments about Combined Arms...
larry wrote: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.
Last edited by elbowmaster on Mon Mar 07, 2005 9:40 pm, edited 1 time in total.

elbowmaster
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Post by elbowmaster » Mon Dec 20, 2004 10:41 pm

this is cool, adlertags idea on this was good as well...

this seems to set the tone for unit size restrictions in territories...

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Imperious leader
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Post by Imperious leader » Mon Dec 20, 2004 10:46 pm

In our game we call this" rommels rules" each tank gives +1 for 2 infantry units, while the artillery gives +1 to one unit.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

Brazashista
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Post by Brazashista » Tue Dec 21, 2004 2:43 pm

I like the idea of combined arms, but I don't want to roll more dice. We roll too many dices. I prefer a bonus.

Larry
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Post by Larry » Tue Dec 21, 2004 9:51 pm

Comments noted

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adlertag
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Post by adlertag » Wed Dec 22, 2004 5:17 pm

I love combined arms. Thank you Larry.

Now we dont need different combat values for infantry.
We can keep the 6 sidet dice, and values from Revised.

But since we dont like special rules, like bonus roll, it must be like this:
(6 sidet dice)

COMBINED ARMS LAND
Infantry with matching artillery with matching tanks all attack on 3 or less.
A matching fighter can replace any of the other units.

COMBINED ARMS FORT.
Infantry with matching artillery with matching blockhouse all defend on 4 or less.
A matching fighter can replace any of the other units.

TRADITIONALY ASSAULT.
Infantry with matching artillery both attack on 2 or less.

PANZER-BLITZ.
Mech.infantry with matching tanks both attack on 3 or less.

BLITZ-KRIEG.
Tanks with matching bomber both attack on 4 or less.

GUSTAV LINE
Infantry with matching blockhouse defend on 3 or less.

COMBINED ARMS NAVAL
Destroyer with matching cruiser with matching battleship all att/def on 4 or less.
A matching fighter can replace any other unit.

HUNTER KILLER GROUPS
A destroyer with matching fighter both att/def on 4 or less.

thoes426
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Post by thoes426 » Wed Dec 22, 2004 6:15 pm

This looks interesting, I've played useing a form of combined arms and the game did not drag on or become unbalanced due to it's inclusion.

Thoes426 :twisted:
Strength lies not in defense but in attack.
Adolf Hitler

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SkyPilot
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Post by SkyPilot » Wed Dec 22, 2004 9:48 pm

adlertag has some great ideas for combined arms here, which I am much in favour of. An extention of the inf-art combo seems natural for the advanced game.

My concern is what happens when you lose one of said units; do you shift the others down the "combat value" line?

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