ADVANCED Topics & Concepts

What do you want to see in an advanced A&A game?
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GROGnads
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ADVANCED Topics & Concepts

Post by GROGnads » Thu Jan 26, 2006 4:48 pm

Here is where we should be placing our 'notions' upon whatever "Advanced" ideas or methods, that anyone can 'propose' upon. It would be more highly desired IF we could have sub-sets of "Folders" within this, so that discussion regarding a specific "topic" or 'subject', would then be contained within just such. Considering the many varied aspects FOR it all, then I hope that serious 'notice' is taken, and then allow for these in their seperate locations where applicable.

EDIT: Many of these can either be a 'given' for a specific NATION, or could be acquired through "R.&D." as a "Tech Roll", where this is determined to become 'utilized' by any.
Last edited by GROGnads on Sat Jan 28, 2006 7:14 am, edited 1 time in total.
"You had to 'GO'!?! Now we ALL have to 'GO'!" BIG Joe-"Kelly's Heroes"-the MOVIE

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GROGnads
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HIGH Altitude Bombers

Post by GROGnads » Sat Jan 28, 2006 4:51 am

Alright then, I suppose that I'll have to get things rolling in here for the time being. Considering that I just 'discovered' an entire un-built BOX of some aircraft for THIS, then I shall begin with those. They are from a "Skywave" kit with 'B-29s', 'Mitsubishi J2M'-"JACK", & 'Nakajima J1N'-"IRVING" airplanes contained within this. The "Bomber" itself is '1'-&-3/4-inch(LONG) with '2'-&-7/8th-inch "wingspan". There are '4' of EACH of them with even an entire "decal set sheet" in the proper SIZE for ALL of them in this! Usually, we didn't even bother to provide an "aircraft" of the 'Soviets' to USE, and for obvious reasons. You can also utilize the "Table Tactics" kinds for this too.The following is based upon a D-6 "Combat Die Roll".

HIGH Altitude Bomber:
COST-20
MOVES-8
Attack-4 (Land)-2(Naval)
Defend-2(flying)-1(landed)
These are IMMUNE to 'A-A' Defense when conducting a "S.B.R." or regular "Land" ATTACK, while "Interceptors" ATTACK at '2' VS them, except for JETS-'3', and they get to "Defend" as a '2' against those as well.

High Altitude Bombing against Naval Vessels was very imprecise, even when they were 'stationary', and hence its "deduction" against those. Recent 're-anaylized' evidence has discovered that it was an extremely 'unlucky' "High Altitude Bomber" involved with the "Pearl Harbor" ATTACK, that dropped a 'Bomb' down the "smokestack" of the Battleship "Arizona" during this. While within the "Midway" Campaign, then ALL of the "H.A.B."s managed to MISS their intended 'Targets'!
"You had to 'GO'!?! Now we ALL have to 'GO'!" BIG Joe-"Kelly's Heroes"-the MOVIE

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GROGnads
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CAM "Transport"

Post by GROGnads » Sat Jan 28, 2006 5:51 am

"Catapult Aircraft Merchantman"
COST-9
Attack-0
Defend-3('1'-time ONLY and DEFEND in same AREA only)-1(afterwards)
Move-2
Treat as a 'regular' type of "Transport" in every other aspect.

The Allies, during "W.W.-2" in the 'Atlantic', needed a 'makeshift means' for defending against ATTACK upon their "Convoys". To this end, they devised a "one-time use" FIGHTER launched from the 'bow' of aptly equipped vessels during the interim, until "Escort Carriers" were created. This 'unit' has a once ONLY "Defense" of a '3'(based upon a D-6 Combat method) when "Attacked" by Aircraft or SUBs, otherwise it has a '1'-"Defense". When it has 'used' this, then replace that with a 'regular' kind of "Transport", to reflect its expenditure of its FIGHTER. EACH seperate 'one' of these can "Launch" its FIGHTER, to "Defend" against ATTACK, where this is applicable. This even includes subsequent "Rounds" for the SAME 'Area' under ATTACK, until that is concluded. THEN make substitutions for these where they have conducted any such "Defense".
*NOTE*-these usually were set-up with obsolete Airplanes, such as the "Hurricane" FIGHTER, and which is WHY they have their '3'-"Defense". They also have to be BUILT in whole, to reflect their COST for this, while there should NOT 'be' any kind of "reload", other than 'construction' of one of them.
"You had to 'GO'!?! Now we ALL have to 'GO'!" BIG Joe-"Kelly's Heroes"-the MOVIE

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GROGnads
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"BABY" Flattops

Post by GROGnads » Sat Jan 28, 2006 6:16 am

"Escort Aircraft Carriers"
COST-13
Attack-1
Defend-1
Move-2
Aircraft Capacity-1

When a much faster method was required to obtain constant aerial coverages, then there were these "Baby Flattops" created. Basing them upon converted "Merchantman" vessels, these were 'pumped out' in ever increasing numbers. Lacking adequate "Defenses", they weren't meant for other than a platform to "fly off" and later on "recover" Aircraft.
"You had to 'GO'!?! Now we ALL have to 'GO'!" BIG Joe-"Kelly's Heroes"-the MOVIE

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"Commerce Raiders"

Post by GROGnads » Sat Jan 28, 2006 7:02 am

"Armed Merchant Vessels"
COST-10
Attack-1
Defend-2
Move-2

Considering that Germany ONLY 'built' just '10' of these during ALL of "W.W.-2", while they were able to achieve commendable "results" during their "hey-day", in comparison to ALL other 'means' utilized for the same purposes, then they ended up as being quite the 'bargain'. I'd even advocate an "Evasion" manner for them as well, when and where this is deemed as applicable during the course of 'gaming' sequences. Otherwise, they should be permitted to ATTACK within "Convoy Zones", thus 'Capturing' such, or along the coastline of an 'AREA' with an "Enemy I.C." in that. When this is within a "Sea Zone" adjacent to an "Enemy I.C.", they would roll a single D-6 for EACH of these Vessels located therein, inflicting a LOSS in "I.P."s for the affected 'Nation'.Where more than '1'-"Enemy I.C." is located within a "Sea Zone", then a seperate ATTACK has to be specified and designated upon such, before ANY are conducted, against ONE or ALL of those, with or where there are several individual Vessels of these located. They CAN make an ATTACK against "Enemy Transports" and/or 'others' by themselves, or in conjunction with additional 'Units'.The increased COST is to reflect their being "Armed" for this undertaking, while they also gain a 'benefit' in their "Defenses" as a result of that too, and they can act like a 'regular' kind of "Transport" in addition to the rest of their 'abilities'.
"You had to 'GO'!?! Now we ALL have to 'GO'!" BIG Joe-"Kelly's Heroes"-the MOVIE

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Post by Imperious leader » Sat Jan 28, 2006 2:39 pm

Is this D12 or D6?
We really need an Axis and Allies World War one game so i can play that on August 1st, 2014.

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So far

Post by GROGnads » Sat Jan 28, 2006 6:25 pm

I've stated within MOST of these 'proposals', that I've based my 'conclusions' upon the COMBAT "Dice Rolls" being resolved using the "D-6" kind. That way, for those who wish to utilize a "D-12" method, then these could become easily 'converted' for such. As I have mentioned before, then I'd prefer to USE a "D-10" for obtaining more accurate "results" instead. There ought to be yet some MORE "results" as well, expanding beyond the "HIT or MISS" kinds that we also have. This would mean concocting an entire series of "Combat Results Tables" for ALL of the various types of combinations, from which those would derive. In addition to other 'concepts' that should be included for these as well, then an "evolution" would become 'realized' with them in mind.
"You had to 'GO'!?! Now we ALL have to 'GO'!" BIG Joe-"Kelly's Heroes"-the MOVIE

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