National Advantages

We've talked about Advanced A&A... Now I'd like to hear your comments on what YOU envision a DELUXE A&A GAME to be. What would it look like.
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Flashman
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Post by Flashman » Mon Apr 09, 2007 2:21 pm

[quote="FleetAdmiral"]

::USSR::
=Poor Tank Quality [Early production examples of the T-34 featured poor workmanship, as a result those T-34 constantly broke down] - Soviet tanks move reduced to 1. Player must spend 10 IPCs to correct problem.
quote]

Au contraire, Blackadder. Russian armour was the most advanced in the world, certainly by 1942. The T-34 was a simple design and hence easy to repair, in contrast to the over technical german machines which had a much higher breakdown rate.

My USSR national advantage is Heavy Tanks - defend on 4.
This represents the KV-1 model, which was so heavily armoured the German shells bounced off it. It was this machine rather than the T-34 that stopped the German tank columns.

I would also include this as a tech for the other nations. Germany in particular will have to consider developing a counter-weapon (Panther/Tiger).

http://en.wikipedia.org/wiki/Kliment_Voroshilov_tank

FleetAdmiral
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Post by FleetAdmiral » Tue Apr 10, 2007 1:21 am

More National Advantages Suggestions

:::Germany:::
=Graf Zeppelin [The first German Aircraft Carrier to ever be designed and almost completed. Although approximately 80% complete work on her stopped in April 1940]. - The German player must spend 8 IPCs to finish and deploy this ship from Germany.

:::United States:::
=Superior American Gunnery [Due to Advanced American Radar Sets, Fire Control Systems, Analog Computers, the US possessed decisive gunnery advantages against naval and air targets]. - US Battleships Attack/Defend 5.

=South American Allies [During WWII, Brazil committed troops in form of the Smoking Cobras Legion and Mexico in the form of the 201st Fighter Squadron. In both cases the United States provided the equipment]. - At the beginning of the game the US player gets 1 free Fighter on Mexico, 2 free Infantry on Brazil and 1 free Transport in Sea Zone 18.

=Arsenal of Democracy [Declared by President Roosevelt on December 29, 1940 it was the next step to bring the United States into war footing by supplying its allies with arms]. - During the Unit Mobilization Phase, the United States player may place 1 Artillery or Tank it purchased during the Purchase Units Phase in any British Territory containing a War Factory. IE: if the British have a factory in England and India, the US can place units in both territories.

:::Britain:::
=Fighting Canadians [Over 1 million Canadians volunteered for military service in the Army, Navy and Airforce during the war. Canada eventually built the 3rd largest navy in the world]. - On Turn 2, the British player gets 1 free Destroyer in Sea Zone 1, 1 free Infantry and 1 free Fighter in Eastern Canada. For every turn thereafter, place 1 free Infantry in Eastern Canada during the Unit Mobilization Phase.

:::Japan:::
=Super Battleships [Japan built the largest, most heavily armed and armoured battleships ever put to sea]. Japanese battleships take three hits to sink. To help keep count, place Territory Marker Below BB. If Hit once, remove marker, twice, turn BB on side. If survive, all damage repaired, right BB and place marker below ship.

=Shinano [This was to be the 3rd ship in the Yamato-class. When work on her stoped in December 1941, She was approximately 50% complete]. - If the Japanese player elects to complete the ship as a battleship, 14 IPCs must be spent, else spend 8 IPCs to complete the ship as an aircraft carrier. Deployment must be from Japan.
Last edited by FleetAdmiral on Thu May 10, 2007 11:43 pm, edited 2 times in total.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

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polar
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Post by polar » Mon Apr 30, 2007 6:11 am

I actually enjoy the idee of half-build ships when you start.

Japan: Super-battleships (yamahato): 3 hits:
maybe limit this to
'you start with 2 super battleships, and can build up to 1 more...'

That will be an wonderfull NA, when given limitations. Also force any damaged battleship to move to a terretory with factroy for repearing.

Superior American Gunnery:
Maybe give a bonus to a smaller class of ship instead? Cruisers?

Larry
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Post by Larry » Mon Apr 30, 2007 8:49 am

interesting stuff... thanks
Comments noted

FleetAdmiral
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Post by FleetAdmiral » Sat May 12, 2007 4:06 pm

Some more NAs - but this time for the Soviet Union:

=Ilyushin Il-2 Shturmovik [Known as the “Flying Tank”, this heavily armed and armoured ground attack aircraft wrecked havoc among Germany armour. By the time the war ended 41,129 of these aircraft had been manufactured]. – You may designate of your 2 fighters as Ilyushin Il-2 aircraft, which, if you choose can specifically target enemy tanks.

=Deception Operations [During WWII, the Soviets learned and mastered the art of deception operations; successfully employing it against both German and Japanese forces in operations such as Operation Bagration and August Storm]. – Once per game when attacking a single German or Japanese controlled territory, the Soviet Union receives 2 free infantry, 2 free artillery and 2 free tanks.

=Lend-Lease War Materiel [In addition to providing equipment such as tanks, aircraft and trucks, the United States also provided raw materials to help fuel the Soviet war effort]. - The British and US players may each transfer up to 5 IPCs to the USSR per turn during their purchase new units phase. Can be used in conjunction with Lend-Lease NA.

=Mobile Artillery [The development of the SU-76 and subsequent series of Assault Guns allowed Soviet artillery to keep pace with advancing infantry and tanks] – Soviet artillery now moves at 2, instead of the normal move 1.

:::More United States NAs:::
=Rangers and Other Special Forces [During the war, the United States created a number of special forces units which were tasked to accomplish the impossible. Some units include: Alamo Scouts, Merrill's Marauders, and the Black Devils]. - US Player can designate up to 2 infantry in an attack as Rangers. During the conduct opening fire phase, they hit on a 2 and can select their targets; their fire is pre-emptive.

=Remember Pearl Harbor [Due to the events of December 7, 1941, men rushed to enlist with all branches of the US military in order to defend the United States and to get revenge against the Japanese Empire]. – Your infantry cost 2 IPCs.

=Economic Might [Admiral Yamamoto was correct in his predictions that Japan had awoken a giant. With the war declared, once idle American factories began churning out copious sums of armaments]. - Starting on turn 1 and for every turn thereafter, the US will receive 1 extra IPC during the collect income phase. Thus, for example, by turn 5 the US will be receiving 5 extra IPCs.

Iowa-class Battleships [Possessing heavy firepower, speed, protection and the latest technical advancements it was considered to be the best battleship design ever conceived and constructed]. – Your battleships attack and defend on a 5 or less. Also each battleship may make 1 AA roll against enemy aircraft (although opposing player chooses casualty). AA hits on a 1, on either defence or attack. AA fires in the opening fire phase and all its hits are preemptive.

Nearly Unlimited Research Funds [Many billions of dollars were spent on research and development of militarily significant technologies. The Manhattan Project alone cost nearly two billion dollars]. – Starting on turn 1 and for every turn thereafter, during the develop weapons phase, the US receives 1 free research die which must be used. This die can be combined with purchased research dice.

:::Britain:::
=Lancaster Bomber [With its 22,000 lb bomb load, this bomber could sow destruction]. - Your bombers are now attack 5.


:::Germany:::
=Foreign SS Legions [The Waffen-SS recruited foreigners to fight for it. Individuals such as the Grand Mufti of Jerusalem helped to recruit individuals for the Waffen-SS]. – The German player may place 1 infantry unit in any grey territory for a cost of 2 IPCs during the unit mobilization phase.

:::Japan:::
=Kaiten Torpedoes [The standard Type 93 24-inch torpedo was modified to include a crude cockpit with periscope and carried a 3,400 pound warhead. Ships sunk by this Special Attack weapon include: USS Mississinewa and USS Underhill]. - Each Kaiten Torpedo costs 2 IPCs. Kaitens attack/defend on 1 and automatically become an opening fire casualty. They can only be used in Sea Zones 60 and 61 or the same sea zone being occupied by at least one of your submarines. Use a die or dice to keep track how many Kaitens remain in your inventory.

=Operation Ichi-Go [Launched on April 19, 1944 and lasting through till late December 1944, it was the last major Japanese offensive in China. It successfully accomplished its goals of opening a land route to French Indochina and capturing southeast China air bases]. - Once per game, you may declare that you are launching Operationa Ichi-Go when either attacking China or Sinkiang. Place 3 infantry, 1 artillery and 1 tank free in addition to other forces you are committing on the battle board.
Last edited by FleetAdmiral on Sun May 13, 2007 4:13 pm, edited 6 times in total.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

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FleetAdmiral
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Post by FleetAdmiral » Sun May 13, 2007 11:49 am

polar wrote:Superior American Gunnery:
Maybe give a bonus to a smaller class of ship instead? Cruisers?
I see your point...
=Superior American Gunnery [Due to Advanced American Radar Sets, Fire Control Systems, Analog Computers, the US possessed decisive gunnery advantages against naval and air targets]. - The US player may re-roll any misses made by their Destroyers and Battleships during naval combat. This bonus does not apply to shore bombardment.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

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Post by Imperious leader » Sun May 13, 2007 2:03 pm

Clearly lots of thought going on... But some of these are a bit " small scale"
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

FleetAdmiral
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Post by FleetAdmiral » Sun May 13, 2007 3:57 pm

Imperious leader wrote:Clearly lots of thought going on... But some of these are a bit " small scale"
Could you please elaborate?

I'm right now compiling a list of 20 National Advantages per nation culled from this thread, my own thoughts and those posted on axisandallies.org. The idea for me anyway is that all the NAs are good, which makes choice difficult. Each player for my games will be allowed to select 6 NAs.

By having so many NAs which are all good ensure constant replay value, and never having the same type of game :D


Some more Japanese NAs

=Kwangtung Army [It was amongst the most feared armies in Asia. Throughout the war in the Pacific, the Army’s best men and equipment were transferred to other areas to help fight the Allies]. - Once per game, if you control Kwangtung, you may place 4 infantry and 2 artillery on any Orange territory for free during the mobilize new units phase.

=Philippines Gatehouse [Partially due to political reasons the Philippines had to be liberated from Japanese control. Due to its strategic placement, control of the Philippines would serve to cut Japan off from the rest of its empire]. - Japan cannot be invaded until the Philippines are under Allied control. The turn after the Philippines are under Allied control can an invasion against Japan be launched.

The Philippines Gatehouse is intended to force the Allies to actually take the Manila victory city instead of just building up for an invasion of Japan directly. It should help encourage back and forth fighting for the islands, and if the Japanese player is down on his luck, buy time for him to defend the homeland.
Last edited by FleetAdmiral on Thu May 17, 2007 12:57 am, edited 1 time in total.
Ever had the IJN have 4 BBs, 4 fully loaded CVs, 2 DDs, 5 TRNs, and 1 Sub -VS- 3 US BBs, 3 fully loaded CVs, 3 TRNs, 11 DDs and 1 Sub?

Commands: Galactic Empire Data Bank

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