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"Help me identify ruleset for A&A miniatures upgrade" Topic


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236 hits since 1 Nov 2012
©1994-2013 Bill Armintrout
Comments or corrections?

sismis Inactive Member01 Nov 2012 11:35 a.m. PST

I am playing Axis & Allies minis game but have issue with turn orders – last player who win initiative goes first and essentially bunnyhop with his units across the battlefield for two turns without other player have a chance to react. There is Overwatch as advanced rule but essentially not a good option as it watches across a single width hex lane.

Now, I tried this and and that and from somewhere pulled out solution which playtested beautifully and smoothly: I dropped MoveP1 MoveP2 ShootP1 ShootP2 phases and have only Player1 and Player2 phases. If unit uses half or less movement, it can shoot. If it moves fully, it cannot shoot that phase. Unit which didn't shoot but could, are in overwatch mode in 60degree lane. To avoid having too many hard to track units in overwatch mode, single hex would be marked as overwatch hex, with only units in overwatch mode, within medium range of NCO.

I would like to add some artillery offset and greater probability for suppression, and modify suppression to actually do what WW2 tactics was – add defense to target instead of reduce it.
But alas, I forgot from where I pulled this 2 phase turn. Does anybody know of rules I am talking about?

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