:: :: FAQ :: Search :: Memberlist :: Join! (free) :: Profile :: Log in to check your private messages :: Log in ::
Forumini Armies RULES
 
This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.    Axis & Allies ForuMINI Forum Index -> archive of old projects and contests -> Forumini Armies Old
View previous topic :: View next topic  
Author Message
Please Register and Login to this forum to stop seeing this advertising.

 


Likes received:




Post subject:   (Liked by:)  Like this post
Back to top
Sharpe

 I'm Sharpe, dammit.


Joined: 15 Jan 2008
Likes received: 2

Posts: 8796
FLAGS




Post subject: Forumini Armies RULES  Reply with quote   (Liked by:0)  Like this post
Note:  This missing the graphics and diagrams, sample cards and other bells and whistles that wouldn't translate from Word.  All text is here.

Please reply with any omissions or objections.


FORUMINI Axis & Allies Miniatures Revised Rules:  A NEW HOPE

Introduction

   Long, long ago on an island in the Mediterranean far, far away, . . .

Scale

   Players of Axis & Allies Miniatures fight the battles of World War II at the tactical level.  Each piece represents a small band of men or a single vehicle facing off for control of an isolated village, ruined city block, dominating ridge, vital crossroad or empty steppe.  The hexes measure 100 meters across and the turns represent approximately two minutes of battle.

   Rifle units are fire teams of about 4-5 men.  

   Light machine guns and man-portable antitank weapons contain the weapon and its crew along with 1-2 riflemen.

   Heavier crewed weapons and artillery pieces represent the weapon and its crew.

   Soldier-Commander pieces show not only a key officer or NCO, but some accompanying soldiers as well.

   Vehicles and aircraft represent a single machine and its crew.





Unit Cards
Note:  The cards have three background colors (Allied, Axis and neutral units).
Soldiers
 Nation—The roundel shows the nationality of the unit. See the Appendix for a complete list.
 Name—Either the piece of equipment, job title or designation of an actual WW2 unit.
 Cost—The value of the unit when constructing warbands.
 Date—When the equipment or unit was ready for combat.
 Unit Type—Classification of the unit.  Soldier types include:  Soldier-Infantry; Soldier-Spotter; Soldier-Crew Weapon; Soldier-Cavalry; Soldier-Artillery; and Soldier-Commander.  Other types and subcategories are possible including the addition of Cyclist, Hero, or Sniper to the designation.  Soldier-Motorcyclist is a special category sharing the properties of Soldiers and Vehicles.
 Speed—The unit’s unmodified Movement Points.
 Defense—The first number is the unit’s defense value.  The number after the slash is the unit’s Disintegration number.
 Cover—The unit’s base number to make cover when attacked.
 Range—Find the distance between the unit and its target.  Locate that distance in the appropriate column and cross-index it with target type to find how many Attack Dice the unit rolls.
 Attack vs. Soldiers (Antisoldier or AS) —The number indicates how many Attack Dice the unit rolls against soldiers.
 Attack vs. Vehicles (Antivehicle or AV) --The number indicates how many Attack Dice the unit rolls against vehicles.
 Attack vs. Aircraft (Antiair or AA) --The number indicates how many Attack Dice the unit rolls against aircraft.
 Special Abilities—This area details qualities of the unit which may modify the normal rules.  Special abilities always take precedence.  Command Abilities are a subset of Special Abilities.  Unlike Special Abilities which always function, Command Abilities can only be used by Commanders who do not have face-up Demoralized counters.  Face-up Pinned counters limit Commanders’ use of Command Abilities.  Command Abilities are always printed in italics.
Vehicles
1.  Nation—This roundel shows which country fielded this unit.  See the Appendix for a complete list.
2.  Name—Either the piece of equipment, job title or designation of an actual WW2 unit.
3.  Cost—The value of the unit when constructing armies.
4.  Date—When the equipment or unit was ready for combat.
5.  Unit Type—Classification of the unit.  Vehicle types include:  Vehicle-Tank; Vehicle-Half-Track; Vehicle-Tank Destroyer; Vehicle-Armored Car; Vehicle-Tankette; Vehicle-Assault Gun; Vehicle-Truck; and Vehicle-Car.  Other types and subcategories are possible including the addition of Hero or Commander.
6.  Speed—The unit’s unmodified Movement Points.
7.  Defense—The tank icon conveys the defense values of the various facings of the vehicle.  The left of the icon is the front armor and opposite is the rear armor.  The higher number in the center is the top armor and the lower center number is the side armor.  Attacks against a particular facing of the vehicle use the appropriate armor value.  The number to the left of the slash is the base armor value.  The number to the right is the vital armor value.
8.  Cover—The unit’s base number to make cover when attacked.
9.  Range—Find the distance between the unit and its target.  Locate that distance in the appropriate column and cross-index it with target type to find how many Attack Dice the unit rolls.
10.  Attack vs. Soldiers (Antisoldier or AS)—The number indicates how many Attack Dice the unit rolls against soldiers.
11.  Attack vs. Vehicles (Antivehicle or AV)--The number indicates how many Attack Dice the unit rolls against vehicles.
12.  Attack vs. Aircraft (Antiair or AA)--The number indicates how many Attack Dice the unit rolls against aircraft.
13.  Special Abilities—This area details qualities of the unit which may modify the normal rules.  Special abilities always take precedence.  Command Abilities are a subset of Special Abilities.  Unlike Special Abilities which always function, Command Abilities can only be used by Commanders who do not have Demoralized counters.  Face-up Pinned counters limit Commanders’ use of Command Abilities.  Command Abilities are always printed in italics.
_________________


Last edited by Sharpe on Sun Jan 18, 2009 11:55 pm; edited 2 times in total
PostSun Jan 18, 2009 11:49 pm
Back to top View user's profile Send private message
Sharpe

 I'm Sharpe, dammit.


Joined: 15 Jan 2008
Likes received: 2

Posts: 8796
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Aircraft

 Nation—The roundel shows the nationality of the unit. See the Appendix for a complete list.
 Name—Either the piece of equipment, job title or designation of an actual WW2 unit.
 Cost—The value of the unit when constructing armies.
 Date—When the equipment or unit was ready for combat.
 Unit Type—Classification of the unit.  Aircraft types include:  Aircraft-Fighter; Aircraft-Bomber; Aircraft-Dive Bomber; and Aircraft-Scout.  Other types and sub-categories are possible.
 Speed—The Speed rating of an aircraft determines in what order it appears on the map during the Aircraft Placement Phase.  During that phase, aircraft are placed in ascending order of Speed.
 Defense—The first number is the unit’s Armor value.  The number after the slash is the unit’s Vital Armor.  Any attack that equals the Armor value but is less than the Vital Armor damages the aircraft.  Any attack that equals or exceeds the Vital Armor destroys it.  An aircraft’s Armor/Vital Armor value can never fall below 1/1.
 Range—Find the distance between the unit and its target.  Locate that distance in the appropriate column and cross-index it with target type to find how many Attack Dice the unit rolls.
 Attack vs. Soldiers (Antisoldier or AS) —The number indicates how many Attack Dice the unit rolls against soldiers.
 Attack vs. Vehicles (Antivehicle or AV) --The number indicates how many Attack Dice the unit rolls against vehicles.
 Attack vs. Fighters--The number indicates how many Attack Dice the unit rolls against Aircraft-Fighters.
 Attack vs. Bombers--The number indicates how many Attack Dice the unit rolls against Aircraft-Bombers, Aircraft-Dive Bombers and Aircraft-Scouts.
 Bombs—The number within the icon represents the number of Attack Die rolled when the unit makes a bomb attack.  The number of icons equals the maximum number of bomb attacks the unit may make in one game.
 Special Abilities—This area details qualities of the unit which may modify the normal rules.  Special abilities always take precedence.  



Starting the Game

   Axis & Allies Miniatures offers a variety of formats to the players.  Several members of the Forumini and the official WoTC boards have crafted fine historical and hypothetical scenarios that are available on-line. WoTC has also made some scenarios that are available in the North Africa and Eastern Front map packs.  

   More commonly, AAM players refight World War II in constructed matches.  To play a constructed match, opponents take three steps before starting the game.

   1.  Select a Map:  Various forms of maps are available.  The older maps (hereafter V1.0) came in the old starter packs.  These four double-sided maps featured two inch hexes.  Several additional compatible maps were available on-line at one time.  With the release of the map packs, WoTC switched to three inch hexes for the three maps in each set.  A couple of on-line vendors also offer maps for AAM.
   Whichever maps the players choose, they should arrange one or more of them in a suitable configuration.

   2.  Select an Army Size:  Each unit has a point value.  Players should agree on a point limit for their forces.  One hundred points is the most common since it allows for a variety of forces without congesting a tabletop-sized map.  Any total is possible, however.  
   At this time, opponents should also decide if they will restrict their forces by year of service or theater of war.  Players may also elect to use certain environmental conditions.

   3.  Select a Side:  Usually, one side plays the Allies and the other plays the Axis. We urge the players to make their armies within certain historical guidelines and have provided information to that end.  See the Appendix for a list of all the countries and their restrictions for historical deployment.  Actual history should not constrain the players, however, if they wish to explore any of the fascinating “what-ifs” that surround the era.

How to Win
    A player achieves victory by controlling the Objective Zone at the end of the game. The Objective Zone consists of the hex containing the Objective Counter and the six adjacent hexes.  If only one player has a unit or units in the Objective Zone, he is said to control it.

   At the end of Turn Seven, if one player controls the Objective Zone, he wins the game.

   At the end of Turns Eight and Nine, check again to see if one player controls the Objective Zone.  If so, that player wins.

   At the end of Turn Ten, check again for control.  If neither player has control, determine victory by using the following tiebreakers:

   1.  Points (excluding obstacles) in the Objective Zone.
   2.  Enemy points (excluding obstacles) destroyed.
   3.  Friendly points (excluding obstacles) remaining on board.  Surviving aircraft that appeared on the board at least once count in this total.  Any unit removed from the board for any reason (unless specifically excluded) does not count.
  4.  Rock, paper, scissors, lizard, Spock.
    This method works best for the standard constructed meeting engagement scenario.  An appendix includes alternate methods for determining victory for different types of games.
_________________
PostSun Jan 18, 2009 11:50 pm
Back to top View user's profile Send private message
Sharpe

 I'm Sharpe, dammit.


Joined: 15 Jan 2008
Likes received: 2

Posts: 8796
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Initial Deployment

   Deployment occurs after the players choose a map configuration and create their armies.  Here are two options for this last stage before the game starts.

Option 1

   A.  Players should decide on which opposite edges of the map they will deploy.  They also need to determine how many hexes in from the edge will constitute the deployment zone.  Usually, players deploy five hexes from the edge on the maps with two inch hexes and three hexes from the edge on maps with larger hexes.
   B.  Each player rolls a die.  High roll chooses to be first player or second player.
   C.  First player chooses one end of the map and deploys his obstacles.  
   D.  Second player deploys his obstacles.  
   E.  First player deploys his forces.  Players may not deploy in half-hexes, nor may they deploy a unit in a hex it could not normally enter.
   F.  Second player deploys.
   G.  Proceed to the Initiative phase of the first turn.

Option 2

   A.  Players should decide on which opposite edges of the map they will deploy.  They also need to determine how many hexes in from the edge will constitute the deployment zone.  Usually, players deploy five hexes from the edge on the maps with two inch hexes and three hexes from the edge on maps with larger hexes.
   B.  Each player rolls two dice and adds the single highest Initiative rating of his Commanders.  High roll chooses on which end of the map he will deploy.  He then has the option of deploying first and holding Initiative for the first turn or passing first turn Initiative to the other player and deploying second.
   C.  First player deploys his obstacles.
   D.  Second player deploys his obstacles.
   E.  First player chooses one end of the map and deploys his forces.     Players may not deploy in half-hexes, nor may they deploy a unit in a hex it could not normally enter.
   F.  Second player deploys.
   G.  The player holding Initiative chooses whether he will go first or second during the first turn of the game.
   H.  Proceed to the first Movement phase of the first turn.


Sequence of Play

Every turn follows a sequence of phases. During each phase, players perform specific actions in any order they want.
A. Initiative Each player rolls two dice and adds the single highest Initiative Bonus from Commanders which are not Pinned or Demoralized. The player with the higher bonus wins and chooses whether to be the first or second player this turn.  If the players’ rolls plus Initiative Bonus tie, the player with the higher bonus wins.  If the Initiative Bonuses are identical, reroll.
B. Movement The first player may move all, some or none of his eligible ground units in any order. Then, the second player. Each ground unit may expend Movement Points equal to its Speed. Players should note that the Speed rating might be modified by a number of conditions. Generally, no combat other than Defensive Fire occurs in this phase, although special rules might come into play.
C. Aircraft Placement Both players place their aircraft units on the map, starting from the aircraft with the lowest Speed rating and continuing with the rest in sequence of Speed. If an aircraft wants to attack an enemy ground target, it must declare this target when it is placed. Aircraft that declare ground targets get -1/-1 defense until the end of the turn. A player may choose not to place an aircraft on the map and keep it out of play until the beginning of the next turn. If two aircraft have identical speed ratings, roll a die..
D. Antiair The first player conducts all Antiair attacks.  Then the second player.  Both ground units and aircraft attack in this phase.  Any aircraft that attacks in this phase may not conduct a bomb attack for the remainder of the game.  (Exception:  Using the DEFENSIVE ARMAMENT Special Ability.)  After the second player’s Antiair phase, flip over all face-down counters of aircraft to apply the results of Antiair damage.
E. Ground Attack The first player conducts all ground attacks that were declared during the Aircraft Placement phase (C). Then the second player. Each aircraft may make one ground attack each turn (Bomb, Antisoldier, or Antivehicle).
F. Assault The first player may activate all, some or none of his ground units that did not attack in the Antiair phase. An activated unit may either move (as in the Movement phase) or make an attack against an enemy ground unit. Then the second player.
K. Casualty  Remove face-up Pinned counters from ground units
 Replace face-up Demoralized counters on soldier units with face-up Pinned counters, unless the soldier is adjacent to a Soldier-Commander who has no counters (face-up or face-down) on him. If soldier is adjacent to a good order Soldier-Commander, remove the Demoralized counter and do not replace it with a Pinned counter
 Flip over face-down counters
 Remove from the game units that have a face-up Destroyed counter
 Remove all aircraft from the map
END OF TURN On turn Seven or later, check if winning conditions are satisfied.



Movement
General Movement
    1.  A unit in AAM: ANH must be located in one hex on the battlefield.  
    2.  Units may move during either the Movement phase or the Assault phase.  Each soldier or vehicle has a number of Movement Points equal to the Speed on its card.  This number can be altered by a number of conditions and even reduced to zero.
    3.  Aircraft do not move.  Instead, they are placed during the Aircraft Placement phase.
    4.  Units move one at a time.  One unit must finish its movement before another begins.  (Exception:  A unit loaded on a transport moves along with the transport.)  Once a unit stops moving, it may not move again that phase even if it has Movement Points remaining.
    5.  A unit moves from one hex to another by expending Movement Points.  Each type of terrain has a cost which can be found on the Terrain Effects Chart.  A unit expends that many Movement Points to enter the hex.  A unit can never exceed its number of Movement Points.  (Exception:  See Vehicle Minimum Movement below.)  A unit can only move from the hex it occupies to an adjacent hex.
    6.  Some types of terrain require a unit to make a Movement Roll before it enters that hex or crosses that hexside.  To attempt a Movement Roll, the unit must have sufficient Movement Points remaining to enter the hex.  If the unit passes the Movement Roll, it enters the hex and may continue moving if it has more Movement Points.  If the unit fails, it ends its movement immediately and may not enter the hex.  (See Vehicle Facing)
“Hit the Dirt!”
    Instead of moving or attacking with a good order (not Pinned or Demoralized) soldier in the Movement or Assault phase, a player may place a “Hit the Dirt” counter on that soldier.  The counter grants +1 to all Cover Rolls, but the soldier may only make Defensive Fire attacks against units entering or leaving its hex.  One exception is that the soldier may enter Overwatch and make a Defensive Fire attack in its Overwatch arc.  If the soldier moves or becomes Pinned or Demoralized, remove the counter.
“Hull Down”
    Instead of moving or attacking, a non-Pinned vehicle in cover may claim a “Hull Down” position and place a counter to that effect.  While “Hull Down,” the unit receives +1 to Cover Rolls for attacks against its front armor.  A “Hull Down” vehicle may not make Defensive Fire attacks unless it is in Overwatch and the target is in its arc.  If the vehicle moves or changes facing, remove the counter.
Vehicle Movement
    1.  Road Bonus--The first time each phase a vehicle crosses a hexside along a road, it pays 0 Movement Points.  The vehicle may even take this bonus after all its Movement Points have been expended.
    2.  Minimum Movement—During the Movement phase, a vehicle with Speed 1 may enter a hex that costs 2 Movement Points by expending all its Movement Points.  The vehicle still needs to pass a Movement Roll if required.
    3.  Vehicle Facing—Only vehicles have facing.  When a vehicle ends its movement, it must face one of the six hex sides.  This facing determines where a vehicle without a turret may fire its weapon.  (Unless noted on the card, vehicles may fire in a 360o  arc.)  It also allows players to calculate whether an attack is against the vehicle’s front, side or rear armor. Instead of moving in the Assault or Movement phases, an eligible vehicle may change facing within its hex.  Units not eligible to move because of Disruption, Immobilization or other factors may not change facing.  A unit that attacks in its Assault phase may not change facing.  A unit that stops involuntarily during movement faces the hex it was attempting to enter. This diagram defines the front, side and rear armor of a vehicle.  A Special Ability on some units may limit their field of fire.
_________________
PostSun Jan 18, 2009 11:51 pm
Back to top View user's profile Send private message
Sharpe

 I'm Sharpe, dammit.


Joined: 15 Jan 2008
Likes received: 2

Posts: 8796
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Stacking

A unit cannot end its movement in a hex where it would exceed the stacking limit.
Players may ignore the stacking limit while moving. If a unit must end its movement involuntarily in a hex where it would violate the stacking limit there, the unit must retrace its movement until it reaches a legal hex.
Units riding in transport do not count against the stacking limit.  A unit may not dismount in a hex where it would violate the stacking limit.  If a unit must dismount involuntarily in a hex where it would violate the stacking limit, that unit is Destroyed instead.

Combat
    During the player’s Assault phase, his soldiers and vehicles can attack enemy ground units. Aircraft attack other aircraft during the Antiair phase and ground targets during the Ground Attack phase. Ground units attack aircraft during the Antiair phase.
Enemy movement may also trigger attacks from friendly soldiers and vehicles. All of these attacks use the same method.
Direct Fire
    Direct Fire combat occurs when the Attacking unit has a Line of Sight (LOS) to its target.  To resolve a Direct Fire attack:
1.  Choose a target.  Normally, an attack will target only one unit.  If there is more than one unit in a hex, the attacker may choose which will be the target.
2.  Count the number of hexes between the firing unit (exclusive) and the target (inclusive).  This is the range.  
3.  On the attacking unit’s card, find the column that includes that number.  (Note:  These columns vary from card to card.)  If the range exceeds the highest number on the card, the attack is not allowed.
4.  Cross-index this number with the target type (soldier, vehicle, aircraft) to find the number of dice the attacking unit rolls.  These are called Attack Dice.
5.  Roll the Attack Dice.  Each die result that is four or higher (after modification) is a success.  Count the number of successes.  Proceed to the appropriate section below.
Attacks against Soldiers
6.  Compare the number of successes to the Defense of the target.
Fewer successes than Defense:  Miss
Successes equal Defense:  One hit
Successes exceed Defense but are less than Disintegration:  Two hits
Successes equal or exceed Disintegration:  Three hits
    All hits achieved during the Strike or Assault phases of the same turn are cumulative and the counters are placed face-down.  The effects of these attacks do not occur until the casualty phase when the counters are turned face-up.  Note that face-up and face-down counters never stack.
    The first face-down hit counter in a turn is Pinned.
    The second face-down hit counter in the same turn is Demoralized.
    The third face-down hit counter in the same turn is Destroyed.  After a unit receives a Destroyed counter, any further counters are redundant and may be ignored.
(Insert example)
Effects of face-up counters on soldiers
    Pinned:  Soldier may not move nor may it make Defensive Fire attacks.  Pinned Commanders can only use their Command Abilities on units in the same hex and their Initiative rating is ignored.
    Demoralized:  Soldier may not move nor make Defensive Fire attacks.  Its Defense is lowered by -1/-1 and the unit is not affected by Command Abilities except those related to removing Demoralized.  Demoralized Commanders cannot use their Command Abilities.
    Destroyed:  Soldier is removed immediately.

Attacks against Vehicles
6.  Compare the number of successes to the Armor of the target.  The graphic in the section on vehicle facing will determine which facing the attack hits.  The defense icon on the vehicle will show the armor and vital armor of that facing. All ground attacks performed by aircraft target the top defense of the vehicle.
Fewer successes than Armor:  Miss
Successes equal Armor:  One hit
Successes exceed Armor but are less than Vital Armor:  Two hits
Successes equal or exceed Vital Armor:  Three hits

    All hits achieved during the Strike or Assault phases of the same turn are cumulative and the counters are placed face-down.  The effects of these attacks do not occur until the casualty phase when the counters are turned face-up.  Note that face-up and face-down counters never stack.
    The first face-down hit counter in a turn is Pinned.
    The second face-down hit counter in the same turn is Damaged.
    The third face-down hit counter in the same turn is Destroyed.  After a unit receives a Destroyed counter, any further counters are redundant and may be ignored.
Effects of face-up counters on vehicles
Pinned:  Vehicle loses half its Speed (rounded down).  It also has its Defense reduced by -1/0 and gets -1 on each Attack Die.
Damaged:  Vehicle permanently has Speed reduced by -1, Armor by -1/-1 and gets -1 on each Attack Die.  (When a unit is Damaged and Pinned, subtract 1 from the Speed before halving.  Use the effects on Armor and Attack Die from Damaged only.  They are not cumulative with the effects from Pinned.)
Destroyed:  Remove unit from game.
Attacks against Aircraft
(Note:  All attacks against aircraft occur during the Antiair phase)

Fewer successes than the first defense value cause no damage. Number of successes equal or higher than the first defense value, but less than the second, damage the aircraft and force it to decide whether it will remain in play or abort and be removed from play until the beginning of the next turn. Successes equal or higher than the second defense value (Vital Armor), destroy the aircraft. If the aircraft receives a second Damaged counter at any point in the game, it receives a face-down Destroyed counter.

Line of Sight (LOS)
    Players trace line of sight from the center dot of the firing unit’s hex to the center dot of the target hex.  A clear LOS exists if that line does not cross any part of a hex or hexside that contains blocking terrain.  Terrain types that block LOS are detailed on the Terrain Effects Chart.  The effects of bocage and bluff hexsides are explained there in a special rule.  Always ignore terrain in the firer’s hex and the target hex.
    If the LOS runs exactly along the hex spines, blocking terrain at any point on both the left and right sides, even if not contiguous, prevents an attack along that line.  Similarly, if the LOS exactly intersects the vertex of three hexes, blocking terrain in two of the three hexes blocks LOS.
(Insert graphic)
Cover and Terrain
    The Terrain Effects Chart gives an overview of the most common terrain in WW2 and its effects on movement and combat.  Players should note that each type of terrain that inhibits movement has its own Movement Roll number.  Similarly, each type of cover has a particular modifier to Cover Rolls.  (Note:  This number modifies the die roll, not the Base Cover number.)
    Sometimes, a unit might have to succeed at more than one Movement Roll to enter a hex.  For instance, a vehicle would have to pass two Movement Rolls to cross a stream and enter a forest.  Failure at either would halt the vehicle’s movement.
Cover against Attacks
    When a unit in a hex that offers cover is attacked, the defending unit must make a Cover Roll.  Succeeding at the Cover Roll will diminish or negate the effects of the attack.
1.  Attacks against units that result in a Miss do not require Cover Rolls.  Attacks against units without any face-down counters that result in only one hit do not require Cover Rolls.
2.  In all other cases, find the unit’s Cover number.  Roll one die.  If the roll is higher than 1, modify the die roll by the modifications listed below and on the Terrain Effects Chart.  If this number is equal to or higher than the Cover number, the unit passes the Cover Roll.  A natural die roll of 1 is an automatic failure.  There is no automatic pass.
3.  If the unit succeeds at the Cover Roll, the results of any attack are limited to a Pinned result.  If the unit already has a face-down counter, the attack has no effect.
4.  Situational Modifiers to Cover Rolls.  (Note:  All modifiers to Cover Rolls are cumulative.)
Target in the same hex as attacker:  -1
Crushing Attack:  -1  (Number of successes rolled exceeds unit’s Defense or Armor.)
Devastating Attack:  -1  (Number of successes rolled equals or exceeds unit’s Disintegration or Vital Armor value.)
“Hit the Dirt!” counter:  +1
Defensive Fire attack:  -1
“Hull Down” counter:  +1 for attacks against front armor
_________________
PostSun Jan 18, 2009 11:52 pm
Back to top View user's profile Send private message
Sharpe

 I'm Sharpe, dammit.


Joined: 15 Jan 2008
Likes received: 2

Posts: 8796
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Indirect Fire
    Soldiers and vehicles with the Special Ability “Indirect Fire” may make attacks even though they do not have a Line of Sight to the target.  This kind of attack targets hexes, not units.
Procedure
1.  Select a hex within range of the firing unit and within LOS of an eligible spotter.
2.  Each unit in the hex, friendly and enemy, makes a Cover Roll.
3.  Attacks from the firing unit are resolved against all units that fail the Cover Roll.  Targets do not get a Cover Roll after the attack.
Defensive Fire
    Defensive Fire attacks occur in the opponent’s Movement and Assault phases.  Movement by a unit may allow an enemy unit to attack it under specific circumstances.  The result of any Defensive Fire attack is limited to Pinned.  A target successfully attacked by Defensive Fire must immediately stop moving unless it has a Special Ability that specifically overrides this.  Defensive Fire is always optional.  The following restrictions apply to both types of Defensive Fire.
Restrictions on Defensive Fire
1.  No unit may make more than one Defensive Fire attack per phase.
2.  Vehicles cannot make Defensive Fire attacks against soldiers.  (Exception:  see Motorcycles)  Aircraft may never make Defensive Fire attacks, nor may they be attacked by Defensive Fire.
3.  If more than one unit is eligible to make a Defensive Fire attack, the owning player decides the order.
4.  Resolution of a Defensive Fire attack is identical to a regular attack except for the limited result.
5.  A successful Cover Roll negates the attack completely.
6.  When a unit enters a hex and provokes a Defensive Fire opportunity, the enemy player must decide whether to attack it immediately, before the unit declares where it will move next.
7.  Vehicles must change facing towards the hex they intend to enter.
8.  Units that are Pinned or Demoralized may not make Defensive Fire attacks.  Soldiers with a “Hit the Dirt!” counter may only make Defensive Fire attacks against soldiers or vehicles that enter their hex.  Vehicles with a “Hull Down” counter may only make Defensive Fire attacks if they are in Overwatch.
9.  Movement within a hex (loading, unloading, entering or leaving a pillbox, changing facing, etc) does not trigger a Defensive Fire opportunity.
Regular Defensive Fire
    An eligible soldier or vehicle may make a Defensive Fire attack when an enemy unit in an adjacent hex moves to another adjacent hex.
Overwatch
    Any soldier or vehicle (Exception:  Mortars may not enter Overwatch)  that does not move during the Movement or Assault phase may choose to enter Overwatch.  Overwatch lasts until the unit moves, including moving within its hex, fires or becomes ineligible to make Defensive Fire attacks.  A maximum of two units per hundred points in an army may be in Overwatch at any one time.  A player may freely remove a unit from Overwatch at any time.  
Procedure
1.  The unit going into Overwatch selects a hex within LOS and no farther away than 12 hexes or its maximum range, whichever is less.  Place a counter on the unit and in the target hex.  This creates an “Overwatch Arc” comprising all hexes traversed by the line and all hexes adjacent to those hexes.  If the line runs down a hexspine, the Overwatch Arc includes the two hexes adjacent to the spine and any hexes adjacent to them.  Blocking terrain interferes with the Overwatch Arc and prevents attacks normally.
2.  During the enemy Movement and Assault phases, the Overwatch unit may make a Defensive Fire attack against any eligible unit that enters a hex in the Overwatch Arc.
Special Units
Motorcycles
    1.  Vehicle subtypes Armored Car, Tankette, Car and Truck may make Defensive Fire attacks against Soldier-Motorcycles.  
    2.  Motorcycles may not enter terrain prohibited to vehicles, although they may use trails.  Motorcycles use the vehicle column for Movement Costs, but do not have to make Movement Rolls for Woods or Forest.
Snipers
Spotters
    1.  A Soldier-Spotter may not move in the same phase that it spots.
Heroes
    1.  Players must purchase heroes before the game starts, but they are not placed on the board during Initial Deployment.
    2.  During the Casualty phase, a hero may take the place of a soldier of the same nationality that receives a face-up Destroyed counter.  Exceptions to this are noted on the Hero’s card.
    3.  Heroes ignore face-up Pinned and Demoralized counters.
Paratroopers
    All units with the Paratrooper Special Ability deploy last after both players have made their regular deployments.  If both players have paratroopers, the first player deploys his, then the second.  
Procedure
    1.  Place all paratroopers in their target hexes with a maximum of two per hex.  Target hexes may not be adjacent to the edge of the map.
    2.  Declare one hexside of a target hex to be “1” and roll one die for direction of scatter.  Proceed clockwise around from the declared hexside to find the proper row.
    3.  Roll another die and divide by 2, rounding up.  Count that many hexes along the row determined by the scatter die and place the paratrooper in that hex.  If scattering would take the paratrooper off the map, place it in the last row before the edge.  If the paratrooper landing in a hex would violate the stacking limit, continue down the same row until arriving at a legal hex.
    4.  Repeat #2-3 until all paratroopers are deployed.
Gliderborne
    Units with the Gliderborne Special Ability may deploy anywhere on the map except in the opponent’s Deployment Area.  Gliderborne units may never deploy in a Cover hex.

Optional Rules
_________________
PostSun Jan 18, 2009 11:53 pm
Back to top View user's profile Send private message
NeuralDream

 
MySingleNationClub

Joined: 22 Dec 2007
Likes received: 270

Posts: 18234
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Nice job! Now let's see comments.
_________________
PostMon Jan 19, 2009 1:24 am
Back to top View user's profile Send private message Visit poster's website
Angel of Death

 

Joined: 13 Jan 2008
Likes received: 1

Posts: 2005
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Lookin' good. Impressive work. I mailed you some comments.

Cya,
AoD
_________________
PostMon Jan 19, 2009 1:31 am
Back to top View user's profile Send private message
dvsimp

 

Joined: 01 Mar 2008
Likes received:

Posts: 253
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Looks really good! How about the Enfilade rule that I usually play with?
PostMon Jan 19, 2009 2:58 am
Back to top View user's profile Send private message
NeuralDream

 
MySingleNationClub

Joined: 22 Dec 2007
Likes received: 270

Posts: 18234
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
The para rules are a bit difficult to understand.
_________________
PostMon Jan 19, 2009 3:18 am
Back to top View user's profile Send private message Visit poster's website
Buzzkill

 Rehabbing from my plasticrack addiction!


Joined: 08 Mar 2008
Likes received:

Posts: 797
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Do you want comments in this thread or PM'ed?
_________________
Nuts! - General Anthony McAuliffe

PostTue Jan 20, 2009 6:11 pm
Back to top View user's profile Send private message
NeuralDream

 
MySingleNationClub

Joined: 22 Dec 2007
Likes received: 270

Posts: 18234
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Why not in public?
_________________
PostTue Jan 20, 2009 6:44 pm
Back to top View user's profile Send private message Visit poster's website
HHRgamer

 

Joined: 16 Feb 2008
Likes received:

Posts: 164
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
This is impressive work!

It will require some thinking to give full comments. For now I would only suggest that each unit that has the capacity to engage in indirect fire should have a range and attack value box for indirect fire right up top under the direct fire range and attack box.  Quite a number of units can engage in indirect fire, and I think it is not efficient to relegate this to a special ability that has to be explained in text for each unit.  Also the juxtaposition of the two boxes might make it easier for the player controlling the unit to choose between a direct fire and an indirect fire attack in a particular situation.
_________________
HHRgamer
PostFri Jan 23, 2009 3:04 am
Back to top View user's profile Send private message
Sharpe

 I'm Sharpe, dammit.


Joined: 15 Jan 2008
Likes received: 2

Posts: 8796
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
I'm really eager to hear what you have, BK and HHR.

Thanks for your time.
_________________
PostFri Jan 23, 2009 5:03 am
Back to top View user's profile Send private message
Buzzkill

 Rehabbing from my plasticrack addiction!


Joined: 08 Mar 2008
Likes received:

Posts: 797
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Here are a couple quick impressions about the rules. Overall I am in agreement with the rules as they stand so some of this might be a little nitpicky as opposed to recommending sweeping changes.

First off, I know we are calling it Forumini Armies right now, are we going to go with an official name or just stay with that? I know the Forumini Navies is called "Dreadnought Rising", just wondering if we are going to come up with a name down the road.

Rules Draft wrote:
Cost—The value of the unit when constructing warbands.


I would like to stay away from using terms like faction and warband, sounds too fantasy orcish to me. We are shooting for a historical war game, we should talk about nations, armies, units, etc.

Rules Draft wrote:
7.  Defense—The tank icon conveys the defense values of the various facings of the vehicle.  The left of the icon is the front armor and opposite is the rear armor.  The higher number in the center is the top armor and the lower center number is the side armor.  Attacks against a particular facing of the vehicle use the appropriate armor value.  The number to the left of the slash is the base armor value.  The number to the right is the vital armor value.


This reads a little awkward to me. Instead of saying "higher" number, maybe "upper" would be better so as to avoid confusions as in the numerically higher number as opposed to the positionally higher number. Instead of "lower", use "bottom".

Rules Draft wrote:
How to Win
   A player achieves victory by controlling the Objective Zone at the end of the game. The Objective Zone consists of the hex containing the Objective Counter and the six adjacent hexes.  If only one player has a unit or units in the Objective Zone, he is said to control it.

  At the end of Turn Seven, if one player controls the Objective Zone, he wins the game.

  At the end of Turns Eight and Nine, check again to see if one player controls the Objective Zone.  If so, that player wins.

  At the end of Turn Ten, check again for control.  If neither player has control, determine victory by using the following tiebreakers:


This needs a little clarification. Basically what you are saying is that if there is no one in control of the objective at the end of Turn 7, you go into essentially a "Sudden Death" overtime for lack of a better term, is that right? I just think that needs to be spelled out clearer.

Rules Draft wrote:
Vehicle Facing


Is there any cost to changing facing for vehicles? I thought that was discussed but I dont see any mention of it.

Rules Draft wrote:
Aircraft get -2 on each attack die when attacking units that are in cover


Is cover defined in the rules? We have cover rolls, and terrain that imparts cover right, so we might need to flesh those terms out a bit. Don't we use the cover roll for every attack, not only if a unit is in a terrain type that gives cover or am I misundertanding that? So a unit in a forest would give the attacking plane a -2 to attack, but if they hit would the unit then make a cover roll? Also, the -2 seems a little steep, what is the rationale for that considering that the unit will get to make a modified cover roll (or am I wrong?).

Rules Draft wrote:
All hits achieved during the Strike or Assault phases...


Are we using these terms interchangeably?

Rules Draft wrote:
Demoralized:  Soldier may not move nor make Defensive Fire attacks...


I am torn here, because I like the term demoralized, but I also think sticking to terms that we are familiar with and already have tokens for is a good thing.

Rules Draft wrote:
Pinned:  Vehicle loses half its Speed (rounded down).  It also has its Defense reduced by -1/0 and gets -1 on each Attack Die.


Pinned seems like an odd term to use for a vehicle, especially since we still allow it to move. Pinned, to me, implies stuck in place, ducking to avoid fire, etc. Maybe we should use the term "Disrupted" here instead to indicate that the crew is acting at a diminished skill level. We already have the tokens and the term is familiar.

Rules Draft wrote:
Crushing Attack:  -1  (Number of successes rolled exceeds unit’s Defense or Armor.)
Devastating Attack:  -1  (Number of successes rolled equals or exceeds unit’s Disintegration or Vital Armor value.)


So, if a unit has a DEF of 3/5 and the attacker rolls 4 success, the unit makes a cover roll at -1? If the attacker rolled 5 success the unit would make an unmodified cover roll right? That seems a little odd to me. I like the devastating attack modifier, but it seems weird that a stronger attack (the 5 successes example) would have a tougher chance of success due to the unmodified cover roll.

Rules Draft wrote:
4.  Resolution of a Defensive Fire attack is identical to a regular attack except for the limited result.


What is limited? Just that a cover roll negates the attack, or is defensive fire non lethal and limited to pinning only?

Rules Draft wrote:
The unit going into Overwatch selects a hex within LOS and no farther away than 12 hexes or its maximum range, whichever is less.  Place a counter on the unit and in the target hex.  This creates an “Overwatch Arc” comprising all hexes traversed by the line and all hexes adjacent to those hexes.


Why not just declare overwatch and get an arc from your facing out to maximum range (or 12 hexes) rather than using two counters? With several units on overwatch we run the risk of having counters laying on the map and difficulty associating the counters with the right unit. I dont really like having a counter laying on the map because it is a clear visual to your opponent who otherwise might make a mistake and enter the kill zone but with the counter there he would be more careful.

Thats all I've got for now, I have a couple more pages to go, I will let you know if anything stands out when I read those.[/b]
_________________
Nuts! - General Anthony McAuliffe

PostSun Jan 25, 2009 10:38 pm
Back to top View user's profile Send private message
NeuralDream

 
MySingleNationClub

Joined: 22 Dec 2007
Likes received: 270

Posts: 18234
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Buzzkill wrote:
I know the Forumini Navies is called "Dreadnought Rising", just wondering if we are going to come up with a name down the road.

These are two different games. F.N. is a mod of WAS. Dreadnought Rising is a WWI game we're developing from scratch. Up to now DR is our best game (elegant and innovative, plus the cards are designed so that they can be used as minis too).

edit: btw, I just realised that the name "forumini armies" is on the logo and all the cards up to now. Changing it would not be easy.

Buzzkill wrote:
Rules Draft wrote:
Aircraft get -2 on each attack die when attacking units that are in cover

Is cover defined in the rules? We have cover rolls, and terrain that imparts cover right, so we might need to flesh those terms out a bit. Don't we use the cover roll for every attack, not only if a unit is in a terrain type that gives cover or am I misundertanding that? So a unit in a forest would give the attacking plane a -2 to attack, but if they hit would the unit then make a cover roll? Also, the -2 seems a little steep, what is the rationale for that considering that the unit will get to make a modified cover roll (or am I wrong?).

In reality, aircraft cannot see soldiers that are in cover (in a hex that provides cover roll). The -2 instead of outright ban is to allow lucky strafing attacks against low-defense units, such as artillery and green soldiers.
I'm not too happy with the way this works either. Can you suggest an alternative?
_________________
PostSun Jan 25, 2009 11:47 pm
Back to top View user's profile Send private message Visit poster's website
Sharpe

 I'm Sharpe, dammit.


Joined: 15 Jan 2008
Likes received: 2

Posts: 8796
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
1.  Warbands was a joke.  It's been changed.
2.  Will change to upper and lower.
3.  Will clarify victory conditions.
4.  No cost to change facing.  Will clarify.
5.  Hexes that provide cover are on Terrain Chart.  Aircraft interaction should be discussed.
6.  Strike is aircraft attack phase.  Assault is regular attacks.
7.  "Damaged" seems silly for soldier units.  We will have new markers.
8.  Our "Disrupted" won't be the same as previous so I wanted to use a new term.
9.  A unit with DEF 3/5 gets attacked.  
    4 successes= -1 to Cover Roll.  (Crushing Attack)
    5 Successes= -2 to Cover Roll  (Crushing and Devastating)  Note that it says all modifiers to Cover Roll are cumulative.
10.  Pinned only, but unit must stop moving.  No Lethal DF.
11.  Facing for many soldier units is problematic.  The counters should each have an arrow that points at its mate.
_________________
PostMon Jan 26, 2009 3:04 am
Back to top View user's profile Send private message
ehenry0623

 

Joined: 31 Oct 2008
Likes received:

Posts: 1201
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Have the clarifications been made?  Is there a single downloadable document?  Preferably in a microsoft or XML format?
_________________
Eric
- "Think you used enough dynamite there Butch?"
PostMon Jun 22, 2009 2:37 am
Back to top View user's profile Send private message
ehenry0623

 

Joined: 31 Oct 2008
Likes received:

Posts: 1201
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
Ibid
_________________
Eric
- "Think you used enough dynamite there Butch?"
PostWed Oct 14, 2009 2:55 am
Back to top View user's profile Send private message
HHRgamer

 

Joined: 16 Feb 2008
Likes received:

Posts: 164
FLAGS




Post subject: Reply with quote   (Liked by:0)  Like this post
ehenry, if you're interested in FA rules, we could use your help.  Do you have suggestions for changes? Do you have ideas for statting the units?


_________________
HHRgamer
PostMon Dec 21, 2009 3:03 am
Back to top View user's profile Send private message
Display posts from previous:   

This forum is locked: you cannot post, reply to, or edit topics.   This topic is locked: you cannot edit posts or make replies.



   Axis & Allies ForuMINI Forum Index » archive of old projects and contests -> Forumini Armies Old

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
Editor's Choice
Forumini Generals
All AAM cards
All AAAF Cards
All War At Sea Cards
Forumini Admirals
A20 World Rankings
1. Jcmonson 1066
1. Bean965 1038
3. Vergilius 1024
WAS World Rankings
1. Admiral Wannabee 1240
2. mnnorthstars 1170
3. Azrael 1120
AAM World Rankings
1. Lil Snips 1096
2. Tripwire 1021
3. Kawolski 1010
Friends
Official WoTC site
Richard Baker's new Blog
Le Forum de A&ANM
Riverside Gaming
A&A Underground
Top posters
Brigman 42738
weedsrock2 36854
Flakstruk 35335
RAEVSKI 26750
firesdstny 26685
Asbestos 24554
SWO_Daddy 23223
Solomiranthius 19325
NeuralDream 18234
nrnstraswa 17161
herky80 16512
Lt_V 16301
jfkziegler 15353
Swished3 14762
carrion 14490
LcdrSwizzle 13698
packertim 13611
DaJudge 13360
mnnorthstars 12784
The_lucky_Y 12511
danaussie 12161
Shinnentai 11688
hokiepastor 10867


Forumini Newsletter
Issue #10 (Sep. 2013)
Issue #9 (Sep. 2012)
Issue #8 (Dec. 2011)
Issue #7 (Sep. 2011)
Issue #6 (Apr. 2011)
Issue #5 (Christmas 2010)
Issue #4 (Dec. 2010)
Issue #3 (Jul. 2010)
Issue #2 (Apr. 2010)
Issue #1 (Feb. 2010)


Card File  Gallery  Forum Archive
Theme by: :: Cosmic Distortion ::
Powered by phpBB © 2001 phpBB Group
Create your own free forum | Buy a domain to use with your forum