Armour breakdowns

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.
User avatar
Posts: 951
Joined: Thu Aug 12, 2004 6:32 am
Location: Greater East Yorkshire Co-Prosperity Sphere

Armour breakdowns

Post by Flashman » Wed Dec 22, 2004 10:38 am

This is a rule I proposed to put the brakes on the large tank armies that were dominating my games of AAR.
Historical considerations:
Within a month of Barbarossa, around 50% of German tanks were out of action due to breakdowns rather than enemy action.
At various times Rommel's Panzer Army Afrika was made up of as much as 50% from captured allied vehicles.

I propose therefore that each time a tank moves it must make a breakdown roll. I use 1/6 = breakdown, with a d10 it may be less harsh. If a breakdown occurs, the tank cannot move.
The rule is also applied to tanks attempting to retreat so, in certain circumstances, a tank may be left behind to be captured by the enemy (a broken down vehicle cannot fight).
BDs are considered to be automatically repaired after a turn and may be reused. If captured they may be converted into the new owner's unit.
(To add flavour have a number of grey painted T-34s and Shermans, or red-brown panthers.)
BD rolls can be modified to account for poor terrain (e.g. Russian roads), or seasonal conditions, for example breakdown rates in Russian winter may be higher than 50%.

User avatar
Posts: 27
Joined: Tue Aug 17, 2004 3:03 pm
Location: Ontario, Canada

Post by SkyPilot » Wed Dec 22, 2004 12:09 pm

I think your proposal just added 4 hours to the game.

User avatar
Imperious leader
Posts: 5207
Joined: Tue Jul 06, 2004 3:04 am
Location: Moving up to phase line red...

Post by Imperious leader » Wed Dec 22, 2004 12:22 pm

That is way too harsh on a game like this. It will extend the time and destroy the joy to play it.
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

Posts: 3090
Joined: Thu Mar 04, 2004 9:44 am

Post by Larry » Wed Dec 22, 2004 12:29 pm

Comments noted
Thanks but no thanks. Maybe we should check the ammo and oil too. :lol:

User avatar
Posts: 1445
Joined: Sat Nov 06, 2004 3:28 pm
Location: norway

Post by adlertag » Wed Dec 22, 2004 3:11 pm

I actually agree with both Larry and Imperious in this one.

I dont want to complicate the administration aspect, supply, repair, oil, food, ammo and so on.

I want them units to have more options, like ENR and CAP and targeting.

Posts: 3090
Joined: Thu Mar 04, 2004 9:44 am

Post by Larry » Wed Dec 22, 2004 3:15 pm

Comments noted

Posts: 291
Joined: Thu Jul 01, 2004 9:48 am
Location: Wichita Falls, TX

Post by thoes426 » Wed Dec 22, 2004 5:42 pm

I agree.......this is not needed in this game, the goal is to add depth without lengthening the time needed to complete a game.

I will say that i like this idea for it's historical aspect, just for arguments sake, but it would only slow down the game, perhaps it should be listed as a Houserule.

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

Posts: 3090
Joined: Thu Mar 04, 2004 9:44 am

Post by Larry » Thu Dec 23, 2004 12:22 am

Comments noted

Post Reply

Who is online

Users browsing this forum: No registered users and 2 guests