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AAE + AAM Campaign -- Amandil & Cobra
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Amandil

 

Joined: 23 Jul 2008

Posts: 428




Post subject: AAE + AAM Campaign -- Amandil & Cobra Reply with quote
We don't know if this is going to work, but we're going to try:

Axis & Allies Europe plus Axis & Allies Miniatures
A Campaign Game 1941-1945 (or thereabouts)

We will attempt to play AAE online, and resolve all land combat using AAM.
AAM combat will be resolved in person, usually on Tuesday nights.
Sea combat will be resolved using standard AAE rules & the embedded dice roller (we don't have any War at Sea, and have no idea how to use it).
Air combat is dicey:  if aircraft are used in land combat, they follow standard AAM rules.  If they are used in sea combat, they follow standard AAE rules.  Aircraft can be used instead on strategic bombing raids (as in standard AAE) or on fighter sweeps (strategic bombing raids without the bombing -- i.e., anti-aircraft guns fail on 2+, fighters fail on 3+).

Axis nations move first (Italy and Germany together).
Allied nations...I guess they move second...and together?  Hmmm...I guess we'll cross that bridge when we get there.  (Maybe it would be a bad thing if the Allies could attack in tandem?  Then again, D-Day was sort of a joint effort...)

One (1) IPC = 10 points of AAM minis
Thus:
One (1) AAE Infantry piece = 30 points of minis
One (1) AAE Artillery piece = 40 points of minis
One (1) AAE Armour piece = 50 points of minis
Exception:
One (1) AAE Fighter or Bomber piece = one (1) AAM mini (otherwise each fighter piece would equal 120 points of minis!).

The AAE "Infantry" category encompasses about 112 AAM minis:
  • All soldiers without the "Artillery" SA, and anything else obviously artillery.
  • All vehicles which entirely lack attack or defence values.
The AAE "Artillery" category encompasses about 42 AAM minis:
  • All soldiers or vehicles with the "Artillery" (and related) SAs.
  • Anti-aircraft guns, I do believe.
  • Spotters, although I forgot to include them when I did the math.
  • IFVs like halftracks and self-propelled assault guns.  (Keep in mind the purpose of AAE "artillery" pieces is to add to the attack value of infantry pieces.  Suits us fine, and fleshes out the category a bit more.
The AAE "Armour" category encompasses about 101 AAM minis:
    All vehicles which aren't transports, fighting platforms, artillery pieces or assault guns (you get the picture).
The AAE "Fighter" category encompasses about 12 AAM minis:
    Any aircraft with the "Antiair" SA but without a "bombs" or "rockets" (etc.) SA, or which isn't an Me-111. Wink
The AAE "Bomber" category encompasses about 6 AAM minis:
  • The Sturmovik
  • The Me-111
  • The Stuka
  • The Hawker Typhoon (rockets)
  • The F4 (bombs)
  • The Mustang (rockets? we don't even have this mini).
AAM army builds may vary up to 10% in the internal distribution of points for Infantry, Artillery and Armour.

All builds must follow year restrictions.

We don't have any rule for including minor nations like Romania or Finland.  This will be done on the honour system (we don't have many minor nation minis anyway).

Italy will be played as a separate nation, hopefully with no ill-effects on the overall AAE game balance.

We haven't set up any kind of rule for the placement of objectives on AAM maps.  Another "cross that bridge later" kind of thing.

If an AAM combat ends in a draw (a contested objective), the defender holds the territory and the attacker retreats his forces to the territory from whence they came.

If the strength of an AAM build is depleted by 50% (in points), it may attempt to retreat off it's side of the map.  Minis which successfully retreat must enter a friendly territory to that army's rear of the contested territory and are rounded up into AAE pieces there.  The army which did not retreat takes control of the contested territory.

Defeated minis which do not retreat surrender.  Perhaps vehicles could be constituted into the opposing army's force?  Hmm!  Captured vehicles...

As to rounding back up from AAM to AAE, if you've got less than 50% of the IPCs required to purchase one AAE piece, then nothing gets placed back on the big map.  If you've got more than 50% of the IPC cost, then a corresponding AAE piece is placed back on the board (think reinforcements or repairs or something).

I think that's about it.  Hopefully I can edit this post later as needed (is there a time limit on edits in this forum?  I've never needed to find out before).
PostTue Feb 10, 2009 6:44 am
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Amandil

 

Joined: 23 Jul 2008

Posts: 428




Post subject: Turn 1 Beginning Reply with quote
Hmmm, looks like you can't edit any posts at all in this sub-forum.  Oh well, whatever, makes sense in a general sense.

Okay, so here's the map at the beginning of TURN ONE:
(I hope Photobucket doesn't shrink it too much).

All unit placements are identical to standard AAE except the "Germany" territory has been split into three territories (East, West, & Berlin) -- that's the way WotC did it, and this is their map we're using.  So I just evenly split all the German units to each side of the Germany territory, and put the Bomber in Berlin for lack of a better idea.  Italian territory is roughly gauged by a few maps I found (yeah, I'm super scholarly in this regard) and some guy who made an "Advanced" AAE map I found online somewhere.  I also added an Italian convoy to give them a bit more IPCs, and I gave Britain another convoy in the Eastern Med to balance it out somewhat.  Nothing else is changed.

Here is the IPC situation for the beginning of turn one:

1.  Cobra will control the Germans this turn.
2.  Amandil will control the Italians this turn.

(Cobra will play the Allies that are attacked by Italy, therefore, and Amandil will play the Allies that are attacked by Germany).

Pending Business:
  • Purchase Units
    [*Combat Movement
Let's see what the battle tickets are!
PostTue Feb 10, 2009 6:54 am
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Amandil

 

Joined: 23 Jul 2008

Posts: 428




Post subject: Reply with quote
Aw crap, I forgot to post the maps.



PostTue Feb 10, 2009 6:59 am
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Amandil

 

Joined: 23 Jul 2008

Posts: 428




Post subject: Reply with quote
Oh yeah, IPC costs (just in case I don't have the rule book...at work!):

Infantry  = 3 IPC
Artillery  = 4 IPC
Armour  = 5 IPC
AA Gun  = 5 IPC
Figher    = 12 IPC
Bomber = 15 IPC
Battleship = 24 IPC
Carrier = 18 IPC
Destroyer = 12 IPC
Transport = 8 IPC
Submarine = 8 IPC
Factory = cannot be built

Which reminds me, I didn't make the map with movable AA guns because I was tired.  But it can be done, if need be.
PostTue Feb 10, 2009 7:23 am
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gomgeneral

 

Joined: 10 Feb 2009

Posts: 175




Post subject: Reply with quote
Russia places 4 strong infantry in Bessarabia
PostTue Feb 10, 2009 10:56 pm
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Amandil

 

Joined: 23 Jul 2008

Posts: 428




Post subject: Reply with quote
A big welcome to gomgeneral, another new forum member and part of our "play group" (sounds like we're all 4 years old!) who will be controlling the Allies at the strategic level, at the very least!

I shall update the map with the preliminary 12 IPC free placements (gomgeneral has already indicated his) by both the Axis & the Allies this evening, after which will commence the Axis purchasing & combat movement.
PostTue Feb 10, 2009 11:19 pm
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Amandil

 

Joined: 23 Jul 2008

Posts: 428




Post subject: Reply with quote
Italy places one (1) infantry in Tunisia, and keeps the remaining IPC as 'cash.'

The remaining 8 initial 'freebie' IPCs for the Axis go to Germany.
PostTue Feb 10, 2009 11:38 pm
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Cobra

 

Joined: 06 Feb 2009

Posts: 116




Post subject: Reply with quote
2 88's in Romania
PostWed Feb 11, 2009 2:48 am
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Cobra

 

Joined: 06 Feb 2009

Posts: 116




Post subject: Reply with quote
Start of Turn 1 after 12 IPC "Cash Bonus" on both sides has been resolved:



IPCs in cash in hand at start of turn one:

Germany = 29
Italy = 14 + 1 extra from cash bonus = 15
Russia = 24
UK = 28
USA = 40
PostWed Feb 11, 2009 2:52 am
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Cobra

 

Joined: 06 Feb 2009

Posts: 116




Post subject: German Combat Purchases & Combat Movement Reply with quote
Combat Purchases:

4x Armour = 20
1x Submarine = 8
1 IPC remaining in cash.

Turn One -- Axis Combat Movement
Battle Ticket:  Germans attack UK in Celtic Sea

1x Submarine from Mid-Atlantic moves one to Celtic Sea
1x Submarine from Halifax Sea moves one to Celtic Sea
1x Submarine from Azores Sea moves one to Celtic Sea
1x Submarine from South Atlantic moves two to Celtic Sea
1x Fighter from France moves two to Celtic Sea

Defenders:
1x Destroyer
2x Transports (empty)

Turn One -- Axis Combat Movement
Battle Ticket:  Germans attack UK in English Channel

2x Submarine from Bay of Biscay move one to English Channel
1x Fighter from Western Germany moves two to English Channel

Defenders:  1x Destroyer

Turn One -- Axis Combat Movement
Battle Ticket:  Germans attack UK in North Sea

1x Submarine from Barents Sea moves two to North Sea
1x Submarine from Denmark Strait moves two to North Sea
2x Submarine from Danish Sea move one to North Sea
1x Bomber from Berlin moves three to North Sea
1x Fighter from Poland moves three to North Sea (must land in Norway if survives)
1x Fighter from East Germany moves two to North Sea
1x Fighter from Norway moves one to North Sea

Defenders:

1x Battleship
1x Destroyer
1x Transport (empty)

Turn One -- Axis Combat Movement
Battle Ticket:  Germans attack Russia in Vyborg

1x Artillery from West Germany boards Transport in Danish Sea and moves two to Baltic Sea and amphibiously assaults Vyborg
1x Artillery from East Germany boards Transport in Danish Sea and moves two to Baltic Sea and amphibiously assaults Vyborg
3x Infantry from Finland move one into Vyborg

Defender:  1x Infantry

Turn One -- Axis Combat Movement
Battle Ticket:  Germans attack Russia in Bessarabia

2x Armour from Poland moves two to Bessarabia
1x Armour from Hungary moves one to Bessarabia
1x Artillery from Hungary moves one to Bessarabia
3x Infantry from Hungary moves one to Bessarabia

Defenders:

5x Infantry
1x Armour

Turn One -- Axis Combat Movement
Battle Ticket:  Germans attack Russia in East Poland

1x Armour from East Germany moves two to East Poland
1x Artillery from Poland moves one to East Poland
6x Infantry from Poland moves one to East Poland

Defenders:  4x Infantry

Turn One -- Axis Combat Movement
Battle Ticket:  Germans attack Russia in Ukraine

1x Armour moves one to Ukraine
2x Artillery moves one to Ukraine
3x Infantry moves one to Ukraine

Defenders:

4x Infantry
1x Artillery
PostWed Feb 11, 2009 3:29 am
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Cobra

 

Joined: 06 Feb 2009

Posts: 116




Post subject: Turn 1 Axis North Sea Battle Reply with quote
Turn One -- Axis Combat Movement
Battle Ticket:  Germans attack UK in North Sea

1x Submarine from Barents Sea moves two to North Sea
1x Submarine from Denmark Strait moves two to North Sea
2x Submarine from Danish Sea move one to North Sea
1x Bomber from Berlin moves three to North Sea
1x Fighter from Poland moves three to North Sea (must land in Norway if survives)
1x Fighter from East Germany moves two to North Sea
1x Fighter from Norway moves one to North Sea

Defenders:

1x Battleship
1x Destroyer
1x Transport (empty)



Germany:

4 Submarines:
Rolls: (4d6)         
3 Fighters:
Rolls: (3d6)       
1 Bomber:
Rolls: (1d6)   
PostWed Feb 11, 2009 3:41 am
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gomgeneral

 

Joined: 10 Feb 2009

Posts: 175




Post subject: Reply with quote
Battleship Rolls: (1d6)   
Destroyer Rolls: (1d6)   
Transport Rolls: (1d6)   
PostWed Feb 11, 2009 3:43 am
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Cobra

 

Joined: 06 Feb 2009

Posts: 116




Post subject: Reply with quote
1 Submarine sunk

battleship takes a hit

Transort sunk
PostWed Feb 11, 2009 3:45 am
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Cobra

 

Joined: 06 Feb 2009

Posts: 116




Post subject: Reply with quote
3 Submarines:  Rolls: (3d6)       
3 Fighters:  Rolls: (3d6)       
1 Bomber: Rolls: (1d6)   
PostWed Feb 11, 2009 3:47 am
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gomgeneral

 

Joined: 10 Feb 2009

Posts: 175




Post subject: Reply with quote
Battleship Rolls: (1d6)   
Destroyer Rolls: (1d6)   
PostWed Feb 11, 2009 3:48 am
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Cobra

 

Joined: 06 Feb 2009

Posts: 116




Post subject: Reply with quote
Resolution:

UK Battleship sunk!
UK Destroyer sunk

2x German Submarines sunk.

Survivors:

1x German Submarine remaining
3x German Fighters
1x German Bombers

(Non-Combat movement for Aircraft to take place after all other combats resolved...like, in a month from now? Wink)
PostWed Feb 11, 2009 3:52 am
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Cobra

 

Joined: 06 Feb 2009

Posts: 116




Post subject: Reply with quote
Turn One -- Axis Combat Movement
Battle Ticket:  Germans attack UK in Celtic Sea

1x Submarine from Mid-Atlantic moves one to Celtic Sea
1x Submarine from Halifax Sea moves one to Celtic Sea
1x Submarine from Azores Sea moves one to Celtic Sea
1x Submarine from South Atlantic moves two to Celtic Sea
1x Fighter from France moves two to Celtic Sea

Defenders:
1x Destroyer
2x Transports (empty)



4 Submarines:  Rolls: (4d6)         
1 Fighter:  Rolls: (1d6)   
PostWed Feb 11, 2009 4:09 am
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gomgeneral

 

Joined: 10 Feb 2009

Posts: 175




Post subject: Reply with quote
Destroyer Rolls: (1d6)   
Transport Rolls: (1d6)   
Transport Rolls: (1d6)   
PostWed Feb 11, 2009 4:11 am
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Cobra

 

Joined: 06 Feb 2009

Posts: 116




Post subject: Reply with quote
1 Transport sunk
1 Submarine sunk
PostWed Feb 11, 2009 4:12 am
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Cobra

 

Joined: 06 Feb 2009

Posts: 116




Post subject: Reply with quote
3 Submarines: Rolls: (3d6)       
1 Fighter:  Rolls: (1d6)   
PostWed Feb 11, 2009 4:13 am
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