National advantages for A&A Europe

Axis and Allies: Europe pits you and your opponents in the massive struggle of World War 2 in Europe, the Atlantic, and across North Africa and the Middle East. This spin on the classic game adds new pieces (artillery and destroyers), new economic warfare rules (convoys, Middle Eastern oil fields, and expanded strategic bombing), and a more detailed European theater.
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Juggernought
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Joined: Sun Jun 13, 2004 6:19 pm

National advantages for A&A Europe

Post by Juggernought » Sun Feb 06, 2005 7:43 am

see House Rules

Game Master
Posts: 35
Joined: Tue Jul 14, 2009 6:17 pm

Re: National advantages for A&A Europe

Post by Game Master » Tue Jul 14, 2009 6:24 pm

National Advantages for A&A Europe*
Version 1.3



By B. Andersson, Stockholm 2009

*Method of Deployment


• The Allies will have a total of 9 NAs and Germany will have a total of 6 NAs.

• NAs do not come into effect until declared at the start of each nation’s respective turn.

• During the 1st round, every country declares 2 NAs each. Germany goes first, the Allies as a group goes second.

• During the 2nd round, Germany declares 2 NAs and the Allies as a group declare 1 NA. The Allies must decide which country that will get the NA.

• During the 3rd and 4th round, Germany declares 1 NA and the Allies as a group declare 1 NA. Again the Allies must decide which country that will get the NA.


Germany National Advantages

1. U-Boat Program
During World War II, 1,162 U-Boats were built, and these U-Boats sank 14,687,231 tons of Allied shipping.
Your submarines now cost 6 IPC's. More over you may once per game place one of your submarines in Bay of Biscay or in the Danish Straits for free during the mobilize new units phase of your turn.

2. Atlantic Wall (revised)
The Germans saw the beaches as the main defensive area, and had the costal fortifications strengthened and the artillery positioned accordingly. This was the German defensive "Atlantic Wall".
All your infantry and artillery on a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Norway, Denmark, Germany, Netherlands-Belgium or France.

3. Panzergrenadiers
During World War II, the Germans had troops that were designed for fighting alongside tanks. These were fully motorized units, so that they could at all times keep up with the tanks.
Each of your tanks give one matching infantry one additional movement allowance. The tank and the infantry unit must leave from the same territory.

4. Wolf Packs
Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby.
Your subs attack on a 3 or less if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. The submarines may come from different sea zones, but they must attack the same sea zone.

5. Fortress Europe
By protecting the Third Reich on all sides, Germany built fortified defensive lines and established strongpoints on key terrain in Europe.
Your artillery in brown and tan territories defends on a 3.

6. V2 Rockets
Guided missiles were one of Germany's most important scientific achievements during World War II.
You have one free rocket attack per turn against an industrial complex, fired from one of your antiaircraft guns with a range of 3. Roll one die to determine how many IPC's the enemy must surrender to the bank.

7. Blitzkrieg
German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
When your tanks attack along with fighters, their attack increases to 5. This pairing is on a one-to-one basis. The increased attack ability of your tanks is for the first cycle of combat only.

8. Jet Fighters
The jet fighter Me 262 gave German pilots a subperb fighting machine for which the Allies had no equal, significantly faster than conventional propeller-driven aircraft. Had it been built earlier, it could have had a major impact on the course of the war.
Your fighters defends on a 5 in a regular combat and on a 3 in a strategic bombing raid.

Soviet Union National Advantages

1. Partisan Resistance
When the Wehrmacht rolled into the Soviet Union in World War II, it got more than it bargained for. Soviet citizens fought fiercely against German occupiers, engaging in raids, sabotage, and intelligence gathering.
You may end the battle after first round of combat and stay in the same territory as the enemy, whether on attack or defense. These units are locked in combat and can not move out of this territory before the opposing force is destroyed.

2. Scorched Earth
Whilst withdrawing from the front, the Soviets came to fight a war were they destroyed anything that might be useful to the Germans.
You may remove your industrial complexes during your mobilize new units phase in order to prevent them from being captured by an opponent. You may also rebuild a destroyed industrial complex at the cost of 10 IPC's.

3. T-34 Tanks
Soviet tank development was lead to a medium tank destined to become a war winner. It formed the bulk of Soviet tank strength and was superior to contemporary German tanks.
Your tanks defend on a 3.

4. Red Army Conscription
The Soviet Unions most valuable asset was its vast manpower reserves, conscription got untrained and many times unequipped infantry to the front lines.
Once per game you may declare a mass conscription during the purchase units phase of your turn. Your infantry have a reduced cost of 2 IPC’s during this turn only, provided that only infantry are bought.

5. Katyusha Rockets
The Soviets were able to supplement the artillery with massed batteries of rocket launchers. The sheer volume of fire more than compensated for individual lack of accuracy.
Your artillery have a first-strike ability at an attack factor of 2. Any casualties are destroyed and removed from play, with no chance to counter-attack. This first-strike ability is for the first cycle of combat only and in succeeding cycles of combat, your artillery hit normally.

6. Siberian Reserves
The Japanese decision to strike America, allowed the Soviets to shift the Siberian reserves westwards against the Wehrmacht.
Once per game, you may reinforce Siberia if you control it. Roll one die each turn during your mobilize new units phase. On a roll of 2 or less, you place three of your infantry and two of your tanks for free in Siberia.

United Kingdom National Advantages

1. Radar
Britain's radar alerted it to the threat of German planes crossing the channel.
U.K. owned antiaircraft guns in green territories hit air units on a roll of 2 or less.

2. Joint Strike
The most powerful strike in the war was the joint Allied assault on Normandy. The planning required to launch this simultaneous invasion has never been equaled.
Once during the game at the start of a round (before the German turn), you may declare a joint strike. That round, you complete your turn as normal, except you must skip combat move, conduct combat, and noncombat move phases. On those phases of the U.S. turn, the U.S. player uses your units in his or her combat move, conduct combat, and noncombat move phases together with his own units. You and the U.S. player must agree on attacking casualties, or the opposing player gets to choose them. Antiaircraft fire is rolled separately against each nationality of air units; all anti-U.K. dice are rolled before any anti-U.S. die is rolled. National advantages still only apply to the units of the power that gained the development or has the advantage. A joint strike may not be called off once it is declared.

3. British Commandos
In World War II the Royal Navy Commandos spearheaded British amphibious assaults in Europe and Asia. These commandos were vital in any major amphibious as well as smaller operations.
Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.

4. Commonwealth Troops
The British Commonwealth Troops supported the British in the Desert Campaign in North Africa.
During your mobilize new units phase, you may place one of your infantry for free in any yellow territory (Middle East) if allied controlled. This free unit is in addition to the group of units you just purchased.

5. French Resistance
France fell quickly to the Germans. Thousands of French patriots who would otherwise have died in battle on the frontlines later rose up against the occupiers.
Once per game, if the Allies control any territory in France (France, Vichy France, Eastern France), you may place four of your infantry there for free during the mobilize new units phase of your turn.

6. Royal Navy
The Royal Navy was the largest and most advanced navy in the European Theatre of Operations. As the war progressed the Royal Navy expanded rapidly with large construction programmes.
Your sea units are now cheaper to build. Battleships cost 20 IPC's, aircraft carriers cost 14 IPC's, destroyers cost 10 IPC's, transports cost 7 IPC's, and submarines cost 7 IPC's.

United States National Advantages

1. Lend-Lease Program (replace the Patriotic War rule)
During World War II, the U.S. military began administrating what became known as the "lend-lease program". In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove all affected units from play and replace them with the same unit of your allys´ color.

2. Long-Range Fighters
The twin-boomed P-38 long range enabled it to escort bombers deep inside enemy territory.
Your fighters´ range increases to 6.

3. Airborne Rangers
The Rangers specialized in airborne, light-infantry and direct action operations to lead the way for the army.
Each of your bombers can act as a transport for one infantry, but it must stop in the first hostile territory it enters, ending its combat movement. Both units must begin their movement in the same territory. The infantry is dropped after any antiaircraft fire is resolved, so if the bomber is hit, the infantry it carries is also destroyed. The bomber may still attack during the conduct combat phase, but it cannot make a strategic bombing run in a turn that it transports an infantry unit. The infantry unit may retreat normally to a friendly adjacent space during combat. However no retreat is possible if no land units attacked from an adjacent territory, and bombers cannot be used to move infantry in noncombat movement.

4. Mechanized Army
With its fleet of trucks, the U.S. Army was the most mobile force of soldiers in World War II.
Your infantry and artillery have a move of 2 during noncombat move phase. The combat move of your infantry and artillery remains at 1.

5. War Economy
The U.S. mobilized its economy for war on a scale never before seen. Every resource of the country was tapped for the war effort. Rationing, war bonds and Rosie the Riveter became iconic parts of the American culture.
During your collect income phase, roll one die and collect that many additional IPC’s.

6. Superfortresses
The B-29 Superfortress carried the biggest standard bomb load of any wartime bomber.
Your bombers roll two dice each and defend on a 2, when conducting a strategic bombing raid only.
Last edited by Game Master on Sun Aug 02, 2009 6:26 am, edited 4 times in total.

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Larry
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Re: National advantages for A&A Europe

Post by Larry » Thu Jul 16, 2009 12:14 am

This a very good collection of National Advantages.

Good Job!

Game Master
Posts: 35
Joined: Tue Jul 14, 2009 6:17 pm

Re: National advantages for A&A Europe

Post by Game Master » Sun Aug 02, 2009 4:43 am

Larry wrote:This a very good collection of National Advantages.

Good Job!
Nice, right! Here are some other NAs that have been under consideration.


Afrika Korps (Germany)
The Axis forces in Africa relied upon supplies for weapons and most importantly panzers.
You may reinforce Libya if you control it during your non-combat movement phase. You may move a maximum of two tanks from your existing units in any tan territory to Libya. More over you get a transport for free in Tyrrhenian Sea if you control it.

Jagdpanzers (Germany)
The Germans put their early war experience into the development of tank destroyers. These armor roamed the battlefields to ambush enemy tanks - armed with more powerful guns than similar tanks.
Your tanks have a first-strike ability (defense only) at an defense factor of 2 as long as at least one enemy tank is present in combat. For each scored tank hit, the enemy must pick a tank as a casualty prior to any other unit. Any cassualties destroyed are removed from play, with no chance to attack. This first-strike ability is for the first cycle of combat only.

Rasputista (Soviet Union)
With heavy rains the landscape changed in a blurry mess of mud where vehicles and men got stuck and were unable to advance.
Once during the game in your collect income phase, you can declare a Rasputista. Until the start of your next turn, no combat movement for land units is allowed in any red territory.

Scorched Earth (Soviet Union)
Whilst withdrawing from the front, the Soviets came to fight a war were they destroyed anything that might be useful to the Germans.
When the German player conquer any red territory, that territory has no value until the next round of play. The German player may not add a control marker on the just captured red territory, hence may not increase the National Production Chart correspondingly. If the territory is liberated during Russias turn, then the territory regains it's value.

Guard Tank Regiments (Soviet Union)
Russia used heavy tank regiments as guards of Moscow. Invulnerable to any standard anti-tank weapons available of that time, these tanks were instrumental in saving the capital.
Your tanks in Russia, Leningrad, and Stalingrad defends on a 5.

T-34 Tanks (Soviet Union)
Soviet tank development was lead to a medium tank destined to become a war winner. It formed the bulk of Soviet tank strength and was more cost-effective than contemporary German tanks.
Once per turn you can build a maximum of two tanks for 4 IPCs each.

Fighter Command (UK)
A radar and fighter control system was essensial for the Royal Air Force to win the Battle of Britain.
Your fighters on any territory of UK control containing an AA gun, and not under attack, may now defend adjacent territories or sea zones. They act immediately in these battles and must land in the territory the fighter is taking off from, provided they were not removed as a casualty.

Night Bombing Raids (UK)
Due to their inability to provide fighter cover for their bombers the British used the darkness to their advantage, though this proved detrimental to their accuracy.
UK bombers may choose to conduct a night bombing raid. The strategic bombing run may not be subjected to the “interceptors” rule but may still be targeted by AA guns as normal. In addition, strategic bombing raids conducted in this way suffer from a -1 penalty to the die roll. This may result in a roll of ‘0’.

Floatplane Fighters (Japan)
With an empire stretching across thousands of kilometers of the Pacific, the Japanese specialized in good floatplane fighters.
Your fighters may treat islands and adjacent sea zones as one. Therefore your fighters may move in and out from an island without a movement penalty.

Resilient Carriers (US)
The American carriers of the war were equipped with state of the art firefighting equipment and metal decks, making them all the much more durable.
Your aircraftcarriers now take two hits to sink, just like battleships.

Liberty Ship Program (US)
In 1941, the U.S. embarked on a massive expansion of the merchant marine fleet under the auspices of the Emergency Shipbuilding Program. The standard Liberty ship was the centerpiece of this program.
Your transports now cost 6 IPC's.

timerover51
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Joined: Mon Aug 27, 2007 10:31 am

Re: National advantages for A&A Europe

Post by timerover51 » Sun Aug 16, 2009 12:41 am

Some Comments:
4. Wolf Packs
Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat was that there always was another nearby.
Your subs attack on a 3 or less if there is more than one of them at the start of the combat cycle. When there are less than two submarines at the start of a combat cycle, this ability is lost. The submarines may come from different sea zones, but they must attack the same sea zone.
If you allow this, you should give the Allies the benefit of their massive ASW ship production to include Escort Carriers and ASW improvements, to include the Hedgehop and Squid ahead thrown weapons, air-dropped homing torpedo, use of Ultra to locate "milk cows" and Wolfpacks, airborne Magnetic Anomaly Detectors, improved explosive in depth charges (Torpex and Minol), improved sonar, air-dropped sonobuoys, microwave radar (both ship and airborne), and Huff-Duff (High Frequency Direction Finding equipment). After May 1943, the U-Boats were a nuisance, and no longer capable of effecting the war's outcome.
7. Blitzkrieg
German warfare combined the use of mobile units with the close support of airpower into a steel juggernaut emphasize speedy movement and maximization of battlefield opportunities.
When your tanks attack along with fighters, their attack increases to 5. This pairing is on a one-to-one basis. The increased attack ability of your tanks is for the first cycle of combat only.
This is a bit much. Four maybe for tanks, and only if the fighters get no attack separate from supporting the tanks. You might also wish to take a look at what Allied airpower did in Normandy in 1944.
8. Jet Fighters
The jet fighter Me 262 gave German pilots a subperb fighting machine for which the Allies had no equal, significantly faster than conventional propeller-driven aircraft. Had it been built earlier, it could have had a major impact on the course of the war.
Your fighters defends on a 5 in a regular combat and on a 3 in a strategic bombing raid.
The engine for the ME-262 was not cleared for flight until March of 1944, and even then had a life expectancy of between 15 and 25 flight hours before requiring a complete overhaul. The first Allied jet engines has a life expectancy of 185 hours prior to overhaul. As for defending against attacking bombers, the jet problem was too high a rate of closure, giving a very short time of fire. The average pilot had a difficult time scoring hits. Then there is the minor matter of fuel. Every one forgets the German fuel shortage. Oil Production Certificates from the Attack game would be an interesting addition to Axis and Allies.

USSR:
6. Siberian Reserves
The Japanese decision to strike America, allowed the Soviets to shift the Siberian reserves westwards against the Wehrmacht.
Once per game, you may reinforce Siberia if you control it. Roll one die each turn during your mobilize new units phase. On a roll of 2 or less, you place three of your infantry and two of your tanks for free in Siberia.
Why are you reinforcing Siberia? Once the Japanese moved south, an attack on Russia was out of the question. A more reasonable change would be to allow the Russian player, once per game, to roll for getting free units representing the Siberian Reserves, with the units appearing at Moscow.

United Kingdom:
3
. British Commandos
In World War II the Royal Navy Commandos spearheaded British amphibious assaults in Europe and Asia. These commandos were vital in any major amphibious as well as smaller operations.
Your infantry attacks on a 2 in the first cycle of the land combat portion of an amphibious assault.
You might want to read about the specialist tanks the British fielded for the Normandy invasion as part of the 79th Armoured Division commanded by Major-General Percy Hobart.
4. Commonwealth Troops
The British Commonwealth Troops supported the British in the Desert Campaign in North Africa.
During your mobilize new units phase, you may place one of your infantry for free in any yellow territory (Middle East) if allied controlled. This free unit is in addition to the group of units you just purchased.


This at least does address the problem with the Europe game in not having any provision for reinforcing the Middle East, short of running a convoy through the Mediterranean. Considering the number of tanks that the US sent the British in the Mid East under Lend-Lease prior to the US being in the war, you should have the option of placing a tank unit as well.

United States:
1. Lend-Lease Program (replace the Patriotic War rule)
During World War II, the U.S. military began administrating what became known as the "lend-lease program". In this program, the U.S. gifted its allies with an array of military equipment and munitions, including ships.
During your mobilize new units phase, you can convert any U.S. units to equivalent U.K. or Soviet units. The conversion can only take place on an allied territory or in a sea zone adjacent to an allied territory containing an industrial complex. Remove all affected units from play and replace them with the same unit of your allys´ color.
Ideally, Lend-Lease should be in addition to US unit production.
2. Long-Range Fighters
The twin-boomed P-38 long range enabled it to escort bombers deep inside enemy territory.
Your fighters´ range increases to 6.
You should simply give the US the Long-Range Aircraft of the Classic game, as US bombers had a longer range that other countries, except the Japanese Betty, which burned very nicely and quickly.
3. Airborne Rangers
The Rangers specialized in airborne, light-infantry and direct action operations to lead the way for the army.


The WW2 Rangers were never used as paratroops, and never used in more than battalion-sized units, which would not exist at the level of Axis and Allies. Paratroop yes, Rangers no.
5. War Economy
The U.S. mobilized its economy for war on a scale never before seen. Every resource of the country was tapped for the war effort. Rationing, war bonds and Rosie the Riveter became iconic parts of the American culture.
During your collect income phase, roll one die and collect that many additional IPC’s.
You are at least attempting to compensate for the game freezing US production at 1941 levels. A better representation would be a 10-sided dice plus 10, giving a range from 11 to 20 additional IPC. Optionally, give the US one free unit every turn, based on a die roll. Using an 8-sided die: 1=infantry, 2=tank, 3=artillery, 4=fighter, 5=bomber, 6=destroyer, 7=battleship, 8=aircraft carrier. To reflect the Liberty and Victory ship programs, give the US a free transport every turn. If you have a 10-sided die, make 9=transport, and 10=two die rolls, with another roll of 10 allowing for the US player to select any unit. Note, this is not what I use, but it is another option.

Another note, I prefer seeing the Axis loose.

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