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Avalon Hill Axis and Allies Mi.. Heavy Entrenchment rules, work in progress
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Heavy Entrenchment rules, work in progress
1 year ago  ::  Nov 01, 2008 - 7:55AM #1
AH_angelofdeath
Posts: 264
In some games, I have the feeling that it's too easy to bomb the heck out of soldiers. With the upcoming Eastern Front set, it has me even more worried about the fate of the common soldier. The Hummel won't be the only heavy artillery in the set.

So I am trying to come up with heavy entrenchment rules that do what they suppose to do : protect soldiers from heavy battering.


If it was ever produced by WotC, I'd prefer to see something like the following :
A placeable heavy entrenchment mini (miniature with card, as in D-day obstacles).

The SA's for this card would read something like :

Obstacle : obstacles are placed during deployment and can only be placed on your own half of the battlefield.

Dug in : soldiers (including soldier-artillery) in this hex gain +1/+1 defense if they didn't move this turn

Defensive Works : soldiers (including soldier-artillery) always benefit from a coversave in this hex, except against close combat. The Bombard and Pinpointer SA's have no effect on soldier units in this hex.



These heavy entrenchments should cost about 4 points each.
Would anyone use these kinds of entrenchments, or have any modifications on them because they dont think this is realistic ?

Thanx,
AoD
1 year ago  ::  Nov 01, 2008 - 9:37AM #2
Strokin_100
Posts: 169
You could end up having 6/6 Soldiers to take out, very tough to take out.

I like the rule about setting them up on your half of the map, I hate when mines just pop up out of no where.
1 year ago  ::  Nov 02, 2008 - 2:42AM #3
AH_boersma8
Posts: 893
  • King Tiger

Strokin_100 wrote:

You could end up having 6/6 Soldiers to take out, very tough to take out.

I like the rule about setting them up on your half of the map, I hate when mines just pop up out of no where.


Lately we've been playing assault scenarios ( featured in the very first rulebook, since then omitted). Don't even know if it's an " official" rule there, but since you have a very obvious defending and attacking side there, we only allow the defenders to use obstacles. Much more fun and much more logical play this way! I can really recommend it and I hope WoTC will live up to their promise of coming up with more scenario types! ( getting units off the other half of the map, destroying certain enemy units, capturing/ liberating an (enemy) officer, assault scenario, interrupt supply lines, hold out for a certain # of turns (keeping open an escape route etc.) etc.)

1 year ago  ::  Nov 02, 2008 - 2:54AM #4
AH_boersma8
Posts: 893
  • King Tiger

Strokin_100 wrote:

You could end up having 6/6 Soldiers to take out, very tough to take out.


You already have a hex tile (double one) called " strong point" . This one does exactly that: It adds +1/1 defense to soldiers and gives them +1 on cover rolls. Using one or two of them can actually be a lot of fun. With the use of enfilade and the right units ( blast and bombardment, strike and fade ;) ) It IS actually possible to take out even 6/6 soldiers! However, I would recommend an assault scenario in such a situation ( defender has 2/3's of the points worth of attacker's units), because with equally strong sides, it would be nearly impossible to break such a defensive line.

I even " designed" a scenario myself once ( it's about the Allies trying to breach the Gothic line in Italy) in which I gave the Germans two of those double " strong point" hexes. The Allies had 120 points worth of units or thereabouts and the Germans around 80. They're main forces were a sandbagged MG ( yes, 6/6 defense!), a regular 4/4 MG, an 88 mm Flak and a couple of Veretan wehrmacht infantry men. The Allies consisted of 2 Shermans, 4 Humbers and two British Infantry " platoons". Due to the Inspiring Lieutenant's SA and the Humber's strike and fade ability, the scenario actually turned out to be unbalanced in favour of the Allies! Nevertheless, with a few minor tweaks ( e.g. Tally Ho doesn't work for the duration of the scenario) I think it would be a lot of fun! (It even was now, but in the end the Allies always won, even though they'd take some casualties). Once the Humbers and Sherman got behind the enemy lines and created enfilade situations the game was usually in the bag for the Allies.

1 year ago  ::  Nov 02, 2008 - 11:26PM #5
AH_Richter_von_Manthofen
Posts: 1234
I don't think that a 6/6 "Soldier" is an abomination.

its only logical that units within a fortified positon are well protected.

There are a ew units that can rtake on tose units - heavy artillery, Flamethrower, Elite Infantry (You need an SS-Trooper or similar to reliable uproot them.

sIG, Brummbärs, M2 Flamethrowers, Sherman 105s CAN bypass the cover
problem.

All are cheap enough...
...,... and Rock'n Roll - but Minis are fun too...
1 year ago  ::  Nov 03, 2008 - 3:47AM #6
AH_angelofdeath
Posts: 264

Defensive Works : soldiers (including soldier-artillery) always benefit from a coversave in this hex, except against close combat. The Bombard and Pinpointer SA's have no effect on soldier units in this hex.


The idea of this SA is to -not- reduce cover from bombards like SiGs, Sherman 105mm's and the like. Flamers, close combatting stormtroopers and Enfilade fire should be the best answer for taking out heavy entrenchments. Not the run of the mill ' bring in the heavy guns ' approach. I'd like to see situations that cannot be solved just by big guns.


p.s. changing the Bombard SA to reducing a coversave by 2 (4+ would become 6+ , 3+ would become 5+) would even be better, imho. The flat -no cover save- is just too generic for me. In a lot of iconic situations it was quite impossible to clear infantry by artillery alone. Stalingrad, Huertgenwald, Monte Casino, etc. saw a lot more action then just 'shell and advance'. The whole of WW1 was a good example of how artillery didn't actually completely destroy the enemy. It would be good if the game would reflect that.

p.p.s. in WW1 , in face of heavy artillery, infantry would do best to dig in. They made trenches. In WW2 , in face of heavy artillery , infantry would still do best to dig in. They made foxholes (advancement in thinking : less work, less risk of splash). In this game, I find nothing. Yet. Read 'Infantry Attacks' by (then captain) Erwin Rommel for a lot of talk about making entrechments and taking them (he was a stormtrooper pioneer).

1 year ago  ::  Nov 03, 2008 - 8:31AM #7
Grenzewolf
Posts: 642
Just thinking out side of the box here.

Firstly, we probably don't want to do a universal change to the Bombard SA so that limits our applications. (though I agree that would be the most direct)


Secondly we want to provide some type of fortification that doesnt simply boost boost infantry to 6/6 or such so that more conventional means as mentioned can still be applied.

So if we want to represent a strong hold that can resist Heavy Artillery, how about this approach. Treat the fortification more like a vehicle than terrain:

Heavy Fortification:

Vehicle/Fortification DEF: 7/7

SA Superiour Armor 2: SA

SA Fighting Platform: verbatim

SA Heavy Armor: verbatim

SA "Fortification": Units within Fortification may only be target by adjacent units with the Close Assault or Hand to Hand SA. When Fortification is destroyed make cover roll for all occupying units. If cover fails destroy unit. All surviving units in Destroyed Fortification may now be attack as normal in cover.



It would pretty much make the inhabitants imune to planes, Artillery, and Direct fire as long as the Fortification holds out as written. It still lets your Stormtrooper type units get in there and do some work directly to the occupying units and/or let the Big Guns and tanks hammer at it from a distance. Definatly needs some tweeking but I think it's a decent path to persue.

To go with this, I envision a two sided tile. One side with an intact fortification and the other with a destroyed fortification, similar to the City and corrisponding Ruin Tiles.



Just a thought.;)
1 year ago  ::  Nov 03, 2008 - 7:48PM #8
zaarin7
Posts: 254
There would need to be something for combat engineers because that's kinda what they did. Think like the reinforced battalions the Germans tried at Stalingrad.
1 year ago  ::  Nov 04, 2008 - 2:33AM #9
AH_boersma8
Posts: 893
  • King Tiger

Grenzewolf wrote:

Just thinking out side of the box here.

Firstly, we probably don't want to do a universal change to the Bombard SA so that limits our applications. (though I agree that would be the most direct)


Secondly we want to provide some type of fortification that doesnt simply boost boost infantry to 6/6 or such so that more conventional means as mentioned can still be applied.

So if we want to represent a strong hold that can resist Heavy Artillery, how about this approach. Treat the fortification more like a vehicle than terrain:

Heavy Fortification:

Vehicle/Fortification DEF: 7/7

SA Superiour Armor 2: SA

SA Fighting Platform: verbatim

SA Heavy Armor: verbatim

SA "Fortification": Units within Fortification may only be target by adjacent units with the Close Assault or Hand to Hand SA. When Fortification is destroyed make cover roll for all occupying units. If cover fails destroy unit. All surviving units in Destroyed Fortification may now be attack as normal in cover.



It would pretty much make the inhabitants imune to planes, Artillery, and Direct fire as long as the Fortification holds out as written. It still lets your Stormtrooper type units get in there and do some work directly to the occupying units and/or let the Big Guns and tanks hammer at it from a distance. Definatly needs some tweeking but I think it's a decent path to persue.

To go with this, I envision a two sided tile. One side with an intact fortification and the other with a destroyed fortification, similar to the City and corrisponding Ruin Tiles.



Just a thought.;)


Indeed still needs some tweeking I suppose ( e.g. I think tanks etc. SHOULD be allowed to attack it: merely the 7/7 defense will make sure hardly any tanks will succeed at damaging the fortification from anything but short range. Short range in turn will expose the tanks against attacks by units within the fortification; so it's a nice trade off, I think!)

PS: What would a fortification "disruption" represent? Perhaps its defense could be raised to 8/8, but when eight successes are actually scored against the unit, it would be destroyed immediately.....

1 year ago  ::  Nov 04, 2008 - 7:27AM #10
Grenzewolf
Posts: 642

AH_boersma8 wrote:

Indeed still needs some tweeking I suppose ( e.g. I think tanks etc. SHOULD be allowed to attack it: merely the 7/7 defense will make sure hardly any tanks will succeed at damaging the fortification from anything but short range. Short range in turn will expose the tanks against attacks by units within the fortification; so it's a nice trade off, I think!)

PS: What would a fortification "disruption" represent? Perhaps its defense could be raised to 8/8, but when eight successes are actually scored against the unit, it would be destroyed immediately.....


Tanks and such can attack the fortification just not the units within.


Face up Disruption really would only have the effect of reducing the next round attack as normal justified as reducing the integrity of the structure.

The primary intents was to couple "Superior Armor 2" with "Heavy Armor" (aka Hulking Mass) to make a more durable fortification. I agree the blanket "Ignores Cover" is over the top in some circumstances. So it compliments the idea that "Yes" you can pound away at the fortification with alot of resources from a distance to reduce it to rubble but it may be more economical to nuetralize it up close and personal with assault troops, flame throwers and such.

Bottom line I think it would be very fun for scenario play such as D-Day and other Heavily Fortified Lines.

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