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Topics - Mark

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31
Below is a list of rules changes / updates currently under discussion for inclusion in the game - I'm posting them so anyone can chip-in if they would like:


Change the Italian infantry placements at start to be TWO infantry in Italian East Africa and one less infantry in Rome.  Mike points out that this East Africa army was quite large.

Change French Surrender Rules:
At the end of any turn (check for victory and defeat phase) in which 3 or more French territories are occupied by supplied axis units, roll 1d6 die. On a 1-2, the axis need to occupy three French territories by supplied Axis units for France to fall. On a 3-4, the axis need to occupy 4 French territories by supplied Axis units for France to fall. On a 5-6, the axis need to occupy 5 French territories by supplied Axis units for France to fall. France surrenders automatically at the end of any game turn (check for victory and defeat phase) in which Paris is occupied by supplied axis units.

Change the Vichy-French surrender rules:
Beginning the Spring 1942 turn, Vichy France becomes more unstable.  At the end of any turn (check for victory and defeat phase) in which 1 or more Vichy French production point territories are occupied in North Africa (Morocco, Algiers, Oran, Tunis) or France by supplied U.S. units, roll 1d6 die. On a 1-2, the Allies need to occupy 1 Vichy French production point territory in North Africa or France by supplied U.S. units for Vichy France to fall. On a 3-4, the Allies need to occupy 2 Vichy French production point territories in North Africa or France by supplied U.S. units for Vichy France to fall. On a 5-6, the Allies need to occupy 3 Vichy French production point territories in North Africa or France by supplied U.S. units for Vichy to fall.

Change the order of retreating rule to prevent a retreat loophole in the rules:
After each round of ground combat, the attacker or the defender may be forced to retreat at the conclusion of a combat round. If all of a player’s front line units are eliminated due to casualties, he must retreat from the battle. At the conclusion of every combat round, first the attacker is either forced or has the option to retreat, and then the defender is either forced or has the option to retreat.  Note the attacker always has the option to retreat before the defender, even if the attacker is not forced to withdraw and the defender is forced to retreat

Malta’s influence on the Italian convoys to North Africa:
If Malta is in supply, +1 modifier for each convoy damage die roll for attacks in the adjacent Italian North Africa convoy zone.  If Malta is out of supply, no modifier is applied.  If Malta is Axis owned, -1 modifier is applied to the convoy damage attacks.

Italian units can occupy French territories.
Remove the restriction on Italian units operating in France.  1) Mike verified that Italian air units did operate in France and just restricting ground units feels like we re getting too into the weeds to replicate history.  Let the Italians operate in France.  The restriction has never been written into the rules anyway.

Air unit movement in the Mechanized Phase:
Planes may only fly their printed range (or react adjacently) to support mechanized battles during the mechanized phase.  At the conclusion of the battle, planes must land back in the territory they flew from to support the mechanized battle.  If the territory the planes flew from is enemy occupied, planes may fly to an alternative friendly owned territory within their printed range of the mechanized battle they supported.  Planes flown during the mechanized phase may never end the phase more than their printed range from the territory they started the mechanized phase in.

Transport planes that moved during the regular movement phase are not allowed to move during the mechanized phase.

Heavy bomber air units are not allowed to move during the mechanized movement phase


Subs attacking destroyers
Due to destroyer’s speed, small size and maneuverability, submarine attacks against destroyers receive a +1 modifier penalty to their attack die.  This penalty does not apply to subs attacking destroyers in port.

Units do not have to disembark from transports at the conclusion of the non-combat phase
Troops may stay on transports at sea.  Actually, there is no rule in the rulebook that says units must disembark from transports at the conclusion of the non-combat movement phase today. . . This rule will make operation Torch (invasion of Morocco from the U.S.) possible and also make it not as impossible as it is today to reinvade an Axis occupied England or North Africa if Gibraltar has fallen to the Axis.

Finnish independence:
While they were a German ally in WWII, Finland enjoyed a degree of autonomy from German control during the war.  To reflect this, when Finland becomes an Axis minor, the German player rolls a d6 and places it in Finland.  The die result represents the number of non-Finish Axis units that may be in Finland (including Vyborg). Non-Finnish Axis units greater than the die result may not occupy Finnish territory (including Vyborg).  If there is an excess of Axis units in Finland at the conclusion of the non-combat movement phase, it creates a diplomatic challenge making all Axis units in Finland out of supply and no attacks may be launched by Finnish units or Axis units in Finnish territory (including Vyborg). If Leningrad falls and is occupied by in-supply Axis units on the check minor allied phase or if the Soviets occupy a Finnish territory (other than Vyborg), this restriction is removed.


Return results from Naval Battles:
Ships suffering an “R” return result in a naval battle (either from air or naval attacks) are retreated out of the battle at the conclusion of the combat phase they suffered the return result (i.e. at the conclusion of the battleship combat round, ships suffering an “R” result from battleship fire are retreated). Ships suffering an “R” result are retreated off of the battle board, but they remain in the sea zone until the conclusion of the battle. Once the attacker or the defender retreats from the naval battle, all of hois returned ships present in the sea zone retreat out of the sea zone with the rest of the attacker or defender units.

Submarine interdiction combat at the conclusion of naval combat
At the conclusion of a naval combat, when one side or the other decides or is forced to retreat, it triggers a round of submarine interdiction combat for any subs present in the sea zone that have not participated in any combat during the current game turn.  Both the attacker and defender may elect to attack enemy naval units present or retreating from the sea zone at the conclusion of the battle.  Up to 3 submarines are allowed to attack the enemy fleet during this interdiction combat round.

Once submarine combat is declared, the opposing player may roll for ASW warfare against each attacking sub.  Total the number of surviving destroyers in the sea zone and add the bonus if any air unit is still present in the sea zone (it does not matter if the air unit was engaged in air-to-air or a bombing role during naval combat). Destroyers that participate or were returned during the naval combat may also perform ASW warfare against submarines.  Consult the Fleet ASW table to roll ASW against each enemy sub.  Once both sides have defended with their ASW, any surviving subs that were not returned may pick any engaged or reserve naval unit target and attack – including naval units that were forced to retreat from combat during any round of naval combat.  Once sub attacks have been resolved (on the 2 combat column) combat is over – there is only one round of sub combat.  Note: Naval leaders (other than sub aces) can not influence submarine combat with re-rolls.  The side who elected to retreat from the naval battle now retreats his naval units out of the sea zone.

Partisans – still need to discuss
Both the Soviet player and the British player may build partisan units to disrupt enemy production during the game.  Both the Soviet Union and Britain have a maximum build of 2 Partisan unit on their production track and they take 2 turns to build, costing 1+1 PP. Soviet built partisans may be placed in any Axis controlled territory within the 1939 borders of the Soviet Union or Yugoslavia.  British built partisans may be placed in France, Belgium, Holland, Norway, Yugoslavia and Greece.  Soviet and British partisans may never both occupy the same territory.  If forced to do so, they are eliminated instead.

Unlike regular units, partisans are placed in any of the enemy owned territories in the countries above during the owners ‘0’ chit draw during the movement phase (even if the territory is occupied by enemy units).  At the conclusion of the movement phase, any enemy ground units in the same territory as the partisan(s) may attack partisan units.  Terrain modifiers are used when conducting the attack against the partisan. Only ground units may attack partisan units (air units may not).  If the attacking Axis unit(s) hit, the partisan is eliminated. This is treated like a normal single round of combat for the attacker – each attacking unit only gets to roll one attack – regardless of the number of partisans potentially located in the territory.   

If the attacking unit(s) do not hit, each partisan inflicts 1PP of damage if they are in a territory in which the Axis collected PP income during the initial phase.  Partisans may only damage a territories PP value up to the maximum the territory is worth (so placing a partisan in a territory worth 0 PP is not effective). 

Partisans may also be attacked both during the mechanized combat phases by enemy mechanized ground units (but not air). Partisans that survive the Axis attack remain in the game and may not move.  Surviving partisans will again inflict PP damage if they are located in an enemy territory worth a PP value that the enemy collected income for at the conclusion of the next turn’s combat phase (just like an economic attack) if enemy units do not hit it during the next turns combat phase.  Partisans will continue to inlict 1 PP worth of damage every game turn until eliminated.

Subs attacking ships in port
Unlike surface combat naval units, Subs may attack ships in major fortified ports. Subs conducting port attacks must move into the sea zone the ported ships are in to conduct their attack.  As in normal combat, up to three subs may participate in a port attack. In order to launch their attack, subs must first run the port’s ASW defenses which are the equivalent to a 3 destroyers with fleet ASW defense (eliminates each attacking sub on a 3 or less and returns it on a 6 or less). The presence of air units does not add an additional modifier to the port ASW defense.  Surviving subs that were not returned may then select any of the ported ships to attack.  Subs attack ships in port per the normal combat rules, except that ported ships ignore return results.  Once the port attack has been conducted, the attacking sub retreats back into the sea zone the port is in. 

Alter maximum rounds of combat rule
Combat can only last a maximum of four combat rounds.  At the conclusion of the 4th round of combat, if the defender still has front line units left (i.e. the defender would not be forced to retreat do to not having any front line units left), the attacker is forced to retreat. If the defender has no front line units left at the conclusion of four rounds of combat, the attacker is not forced to retreat and instead the defender must retreat per the normal retreat rules.

Repairing damaged ships
Ships may be repaired from damaged status in any in-supply large fortified port.  Therefore, if a German battleship is in a sea zone adjacent to an Axis occupied French fortified port territory, and the French territory is in Axis supply (i.e. can trace supply back to two German factory territories), the German player may repair the battleship at the French port per the normal repairing damaged ships rules.  A British battleship at Alexandria may be repaired by Britain as long as Alexandria is in supply (can trace supply back to two British or commonwealth national factory territories.



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After Action Reports / Playtesting / August games in CT
« on: August 28, 2011, 04:30:41 PM »
We played two games over a 3-day weekend in August and had a BLAST!  Can't wait until our next game. . .but it looks like I will have to wait until December for that (maybe we can get 2 games in again?)

In the first game, Joe and I were the Allies and John and Brian were the Axis.  They executed a well thought out plan to invade England in Spring 1940 (even before France fell) which caught me completely by surprise.  The Germans took Holland and Flanders in Winter 1939 and Guderian with 3 transports and 3 paratroopers landed in Southeast England facing light resistance in Spring 1941.  Much of the BEF was in France, Norway or getting shipped to Egypt, so England was only lightly defended.  I did not think an invasion of England possible until after France fell - so it really caught me flat footed.  Nevertheless, it took them a year to clear the country, but by Spring 1941 Britain was forced to evacuate to Iceland and Canada.  We continued to play the game until Spring of 1942 because I was curious how weak the Axis would be facing Russia later with reduced forces and if the Allies could still win the game.  I think the Allies would still have had a chance, but Turkey joined the Germans in 1941, and that finally put the last nail in my coffin to turn things around and I called in in Spring 1942 (late Friday night).  Without Turkey joining the Axis, it would have been interesting to play out as Russia was super tough at that point and able to fight in Turkey and hold the Germans near the border - without the Turkish front they would have been even more scary.  In the long run, however, the loss of England may put the Allies too far behind the 8-ball to catch up.  Lesson - If German transports, landing craft and paratroopers are getting built out of the gates - do not neglect your British defenses. . .

In the Second game Brian was the Allies, I was the Russians, and we faced John and Joe as the Axis.  I think the Axis got off to a tough start in 1940.  Brian brilliantly defended Norway and kept France from falling until Summer of 1940.  The delays in taking Norway and France I think threw Axis production off and did not give John enough PP to do all of the things he usually likes to do.  Nevertheless, it was a good game, with Joe and I slugging it out on the Russian front and Brian and John going at it in the West.  The Allies won on VPs in the Spring of 1943.  Brian had taken back all of North Africa and had landed in France.  Joe made it just to the gates of Stalingrad in Summer 1942, and then got pushed back out of Russia.  By Spring 1943 I had taken back Kiev, Smolensk and Riga.  Brian's Allied air force was very scary by the end of 1942 with something like 5-6 heavy U.S. and British bombers poised to bomb German production away - it really drew off German airpower from the Russian front and I think is an important investment the Allies need to make. . .

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WWII discussion forum / Normandy Trip in August
« on: September 20, 2010, 09:15:04 AM »
I was in Normandy in August 2010 on vacation and took a couple days to check out the beaches. . .It is amazing how many bunkers and pill boxes are still left all over the place. . .  Here are some pics of a battery between Omaha and Gold beaches -

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After Action Reports / Playtesting / JohnCon 2010 II - The Rematch -
« on: July 03, 2010, 03:09:43 AM »
JohnCon 2010 II - The Rematch -

We are having another go at the game on July 5th and 6th  - this time John leads the Axis and I am leading the Allies in what I hope to get me back to 1:1 against John!  Joe and Dillon are joining us to fight it out. . .

Double or nothing, Yoper?    ;)

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Game Design / Random Events
« on: March 29, 2010, 03:21:23 AM »
I have been thinking - Would it be cool to have some political "unknowns" introduces into the game?  They would need to balance themselves out a bit - but, for example:

What if France is stronger than they were historically, but the Soviet Union was weaker?

What if Italy is stronger, but Romania, Bulgaria and Hungary remain neutral?

What if the US economy does not ramp up as qucikly and effectively as it did historically

There are a number of these things that would make the game more interesting - France could have been stronger than they were, Russia might have collapsed as expected, the US economy might not re-tool for war that qucikly, etc.  We could make an optional rule where each side draws a card (or two - one positive and one negative) from a deck and then is forced to play them at some point during the game. . .

anyway - what do you think?

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RULES (UPDATED APRIL 2018) / Country Builds Cards
« on: September 18, 2009, 09:08:43 PM »
Current Draft of the German production point and builds table

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Europe Map / ASfE 6'x4' Mapboard
« on: September 07, 2009, 09:25:01 PM »
Below is the current nearly final version of the European map.  We are planning to lock this down soon - so please let us know if you have any comments or suggestions!


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RULES (UPDATED APRIL 2018) / Battle Boards
« on: September 01, 2009, 09:16:45 AM »
Please find below the Ground Battleboard. 

Since the minis are mounted on counters that have their combat values - there is no need to have combat values on the battleboard.

Units are either front line, support or in reserve in ground battles.  Up to six units may start a battle as front line (+1 extra unit for the side with better leadership).  Depending on the number of front line units - only so many air and artillery units may support the battle.  All other units are place in reserve.

All casulaties must be inflicted on front line units first (then support, then reserve).  If all of your front line units are elliminated, you must retreat from the battle.

After every round of combat, players roll dice to bring units up from reserve to front line.  Leaders strategic value (between 1 and 8 ) determine which column to roll on to see how many units can be brought forward.

AA guns roll against every enemy plane supporting the ground battle every round.  Most AA guns have an AA value of 5 - so 2 AA guns - you roll on the 10 AA value column against every ground supporting enemy plane.  An "R" is a return which just retreats the plane out of the battle - An "L" is a loss - or an elimination of the air unit.

That's essentially what you are looking at.  Terrain and weather modifiers are placed on the battleboard for easy reference.

[attachment deleted by admin]

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RULES (UPDATED APRIL 2018) / Draft Rules
« on: June 23, 2009, 11:53:25 PM »
Please find attached a very rough draft of the rules - they still need a lot of refinement and editing - but i wanted to post to allow others to look through them, provide edits, questions, suggestion and clarifications. 

Some may not make sense without the player aid charts - so please let me know where there are gaps.

thanks,
Mark

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After Action Reports / Playtesting / JohnCon 2008
« on: October 29, 2008, 03:37:14 PM »
JohnCon 2008

A little fun before our big game December 5-7th. . .
Need volume and Windows Media Player. . .

[attachment deleted by admin]

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After Action Reports / Playtesting / August 2008 Playtest
« on: August 27, 2008, 02:40:25 PM »
Here are some pics from the August 2008 Playtest of the Advanced game:

[attachment deleted by admin]

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Game Design / Air unit ideas and topics addressed
« on: May 29, 2008, 05:41:47 AM »
OK - just so you know, we've been listening and gathering all these great ideas and here is an initial take on where we are at on planes - using a d12 system rather than d6.

Mounting the miniatures on counters helps a lot - as you can put values right on the base (counter) and then paint your miniatures however you want.

So for planes - the values on the base counters are: Upper left: Air-to-Air value; Upper right: Range; Bottom Left Ground Support; Bottom Right: Naval bombing.

The air to air battleboard just has a table printed on it.  It is the delta between air to air value.  So if you have a "6" value plane shooting at a "5" value plane - you roll your d12 on the +1 column - get it?

"R" results are returns.

Airbase capacities: I agree.  We have been playtesting that factory spaces have a capacity of 5 air units, circle production value territories 3 air units and no PP territories 1 air unit.  This can be expanded by building airbases.

Now we have only playtested the airbase capacity ideas on a bigger europe map - have not determined if there are any pitfalls using it on the WW struggle of Europe and Asia map.

[attachment deleted by admin]

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Introduction / Alternating Movement Concept
« on: February 20, 2008, 02:12:04 AM »
So, one of the rules ideas we have been testing for this big game is an "alternating movement / simultaneous combat" system.  It adds a very interesting dimension to the game - but takes a little while for new players to get used to.  So it has some pros and cons.  The more I play with it, the more I like it.  But, we are still torn as a group whether we should keep it or go back to a standard “you take your turn and I take mine” model.

Here is a rough outline of the idea here:

1.  Everyone Builds units and places Lend Lease points
2.  Everyone collects income for owned territories (not for Lend Lease points yet)
3.  Everyone sets aside strategic moving ground units

4.  Movement Phase
Determine initiative by theater (Mediterranean, Western Europe & Eastern Front)*
Each side rolls a d6: The side that took the most territories, won the most sea battles in each theater wins ties. The initiative winner may either accept the initiative or decline the initiative to his opponent.
  • Initiative winner draws chit first for his theater, then initiative loser

    There are 5 chits (4,3,2,1,0)

    Initiative winner Chit value or higher armies/navies can move into combat or friendly movement

    Leaders have an initiative value of 1-4. After the initiative winner draws a chit and moves, the initiative loser draws a chit and moves.

    Leaders that have moved friendly are flipped over – all units in a flipped over leader territory are considered moved (so, if a leader moves into a territory that has unmoved units – those units lost their movement).

    Activated leaders activate to move into a territory the leader moves into and bring units with him. The "0" chit is for all moves without leaders. (i.e. Leaders activate and move, bringing units with them – units may not move into a territory that their activated leader did not move into.  These units would have to wait, instead for the “0” move chit to move independently into a territory the leader did not move into).

    Continue until all 5 chits are drawn.

Marking Attacks
When a player moves his units into an enemy territory (even if unoccupied) it is considered an attack and is marked with the attackers round control marker (add a control marker for each multiple territory the space is attacked from in order to keep track of Flank and Salient attacks).

Reinforcing Attacks
If a territory or sea zone is attacked, the ‘defender’ may still move units into the embattled territory, but any additional defending units must be placed as Reserve for the battle and may not be front line (or support for artillery) on the first combat round.  (To be discussed in another post)

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Introduction / Some Concept Tests
« on: November 09, 2007, 01:13:37 PM »
Some key combat ideas that I am toying with include the idea of limited front line units.  One thing I do not like about the standard A&A system is the advantage of massive stacks that cause massive casualties – unlike simulations in strategic hex-based games that limit stacking limits.

I have been thinking for a while now on a better way to do a strategic simulation of WW2 battles in an area game.  One solution was to limit the number of “front-line” units allowed to participate in a round of combat.  Remaining units in the territory are “in-reserve”.  Casualties inflicted by each side must be taken off of front line units and only front line units get to fire in a given round.

This added some interesting thinking for a battle:  Do I commit my stronger units in order to inflict more casualties – but then have to take my casualties off of my more expensive units?  Is it better to have a mix of string and weak front line units in order to inflict and accept a more optimum mix of casualties?

The other advantage this combat system allowed was for “forced retreats”  i.e. if all of your front line units get wiped out in a given round – you have to retreat.

This system also opened up other interesting ideas – like: how do units move from reserve to front line status every combat round?  Answering that question helped me implement another idea that I have wanted to do for a while: add leaders to the game.

Good leaders would be able to move more units from reserve status to front line status every combat round. Poorer leaders would be able to move reserves and reinforce a battle less effectively.

So – this is one of the game ideas we have been playtesting (among others and lots of good suggestions folks have contributed over the last several years). 

I’ll share some pics of playtesting shortly

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Introduction / Introduction
« on: October 04, 2007, 10:29:35 AM »
Given all the great ideas that folks playing the game have suggested over the years and not wanting to bog the 'basic' game down with too many optional and new rules ideas, we have started to develop a next gen game that incorporates everyone's great suggestions and some that I have come up with on my own.  As this project develops - we'll post it here.

Design parameters remain the same:  1) Must be a strategic simulation of WWII - capturing a lot of the 'flavor' of a monster hex and counter game; 2) It is played with miniatures; 3) Keep the rules as consistent and playable as possible.

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