Recommend
1 
 Thumb up
 Hide
2 Posts

Axis & Allies» Forums » Variants

Subject: National Advantages rss

Your Tags: Add tags
Popular Tags: [View All]
John Griffey
United States
Houston
Texas
flag msg tools
mbmbmbmbmb
Give just two realistic National Advantages to each Power. Otherwise, it's too much to keep straight.

1. USSR.
A) Evacuation. USSR Industrial Complexes may move to an adjacent USSR controlled territory in Non-Combat Movement.

B) Partisans. Enemies must garrison an at-start USSR controlled territory with at least one Infantry to draw any IPC income from it. Treat Western Russia, Eastern Ukraine, and Belorussia as "at-start USSR controlled" for purposes of this National Advantage,

2. Germany.
A) Wolf Packs. Attacking or defending German Submarines may target individual Transports, firing them with a strength of 4, when a Transport cannot show a 1:1 match with an escorting Destroyer.

B) German Battle Groups. All German units may retreat to an adjacent, non-embattled space (if one is available) after the first round of land combat.

3. Great Britain
A) Naval Bases. British naval units may non-combat move four spaces whenever they begin and end their movement adjacent to a British controlled territory which was British controlled at start.

B) Commonwealth. Britain may build one Infantry per turn in India, Australia, Eastern Canada, and South Africa, even without Factories there.

4, Japan
A) Kamikazes. Japan may build Kamikaze Fighters at a cost of 7 IPC per Kamikaze. Place a Japanese control marker beneath a Fighter to indicate it is a "Kamikaze." Kamikazes may attack and defend at 1 in land combat. Kamikazes may only attack such sea zones as are within two spaces of Japan. Hits scored by Kamikazes (K. have an attack strength 3)must be satisfied by removing a (non-Submarine) naval unit. Kamikazes may be used to satisfy ordinary hits; all Kamikazes are destroyed after the first round of naval combat even if the Kamikazes are not used to satisfy a hit. Kamikazes may always defend the sea zone adjacent to their territory with a strength of 4, as long as that sea zone is within two spaces of Japan.

B) Tokyo Express. Japanese Destroyers may act in the same manner as Transports, but with a cargo capacity of just one Infantry.

5. United States of America.
A. Chinese Nationalism. USA may build 2 Chinese Infantry per turn in China and Sinkiang, even without an Industrial Complex. USA may also build 3 in Manchuria and Kwangtung, if those are Cha/USA controlled. Japan must garrison each of these "Chinese" territories with at least one Infantry to draw any IPC income from them.

B. Lend Lease. Any American Artillery, Tank or Fighter which begins the British turn in a British controlled at-start British territory, or the USSR turn in a USSR-controlled at-start USSR territory, is converted instantly into a British or USSR unit, respectively.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mathew Gibson
Canada
flag msg tools
mbmb
These are some interesting variants on the existing National Advantages.

The basic game favours the Allies and the National Advantages push this advantage even further, so new ideas are quite welcome.

I really like the Commenwealth build variant (as the free factory in the normal game is a crazy advantage).

However, I am surprised by the Chinese US Advantage. Building one Infantry for free is already a significant advantage, and increasing this to two and three free infantry is too much.I say this because it creates an imperative for the Japanese to capture both china and Sinkiang in the first two turns before these free infantry grow in such numbers as to make conquest impossible and counterattack inevitable.


As the Allies I am definitely going to build a factory in Sinkiang with this new Advantage. That is, unless the Japanese are in a position to throw the kitchen sink at Sinkiang. Now, on turn 2 the Japanese kitchen sink isn't much at all, and if the Allies are putting pressure on them from India and eastern Russia, they are going to be spread very, very thinly indeed. Capitalizing on this Advantage is too tempting.

R1: The allies move two infantry to Sinkinag. Consolidate 4 Inf on the border.
C1: The allies consolidate in India and build their extra Infantry there for a total of 5 Inf and the Fighter from the carrier. (Destroyer goes north to kill the Japanese Transport).
J1: The Japanese take China province. Other choices? Limited.
US1: The US builds a factory and two free infantry in Sinkiang.

R2: Two more Russian infantry into Sinkiang: Attack Japan in Manchuria. Even if the losses are high.
C2: Commonwealth attack IndoChina. Even if the losses are high.
J2: ?

At this stage the Japanese will face 8 infantry in Sinkiang. That's a lot. If they moved everything possible into China and have staged enough air units to Kwantung, then the odds are in their favour, but they will need to lose a lot of air units in the process if they are going to have land units advance there in denfensible numbers. But if they do have 4-5 land units in China ready to invade, then they will likely have lost both Manchuria and IndoChina. But the alternative might be worse, as the next turn the US build 2 free Inf and two tanks in Sinkiang, ad infinitum, and it is all over for them.

So this is the problem with this NA: it creates a demonstrably effective strategy for the allies which gains them 6 IPC in free units each and every turn right on the frontline. Wow. It's worth committing Russian INF to and building factories in Sinkiang and India, because the payoff is so great. And although the US only get two free Inf in Sinking before the Japanese can make their Turn 2 attack, that's still another unit they have to dispatch before their have their industry rolling.

Frankly, it's all too much and strightjackets the game, because the Allies know what the Japanese must do, and can respond accordingly.

Comparatively, the Japanese advantages are weak. Kamikazees only matter if you are losing the game anyway, so who cares. The Destroyer/Transport is a nice little Advantage, but the Japanese start with only one and they are 12 to build. In practice, its a tweak, not a strategy. It just doesn't compare with the Allies advantages of gaining free units right where they need them most. The Geerman advatages, well, these look a little more potent. I'd need to play them to see, but the ability to target Transports is certainly sweeter than the normal Wolfpack or the Interdiction advantages. And theArmy Group could be huge and make a real difference in the western front.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.