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.
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Flashman
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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%.

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

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

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Imperious leader
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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.

Larry
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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:

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adlertag
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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.

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

Comments noted

thoes426
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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

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

Comments noted
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