85 mm AA Gun. Seen this "great" image in ebay yesterday. The quality of your product images is the most important detail. Images of poor quality distract buyers from wanting to further research the product.
First two Mountain maps finished - suitable for Italy/Greece/Yugoslavia/Romania and other mountain theatres.
MOUNT-1, MOUNT-2 (same as Balkan and Jungle: Balkan-1, Balkan-2)
For HHR Set 7, we will also issue new type of terrain - mountains:
- Vehicles: off-road movement disabled - Artillery with Relocate SA: off-road movement disabled - Infantry without "Mountain troops" SA may move only in their assault phase ("boys, pack your guns and start climbing !").
Here are the Hexes and Counters used in AAM:HHR (.pdf)
HHR: All units in mountains get cover +1 (they cannot get better cover roll than 2+). Cost of trenches in mountains is doubled.
Vehicles may not move off-road. Soldiers movement cost is doubled if they do not have SA Mountain Troops / Mountain Gun.
Use: Soldiers with base speed 1 get Speed 0 & SA Relocate 1 – so they can move only in their assault phase. Guns with SA Relocate 1 may not enter mountains if they do not have SA Mountain Gun.
Try: Mountain is an elevation. A unit positioned on the Mountain sees all hexes on the map except these behind another Mountain and the ones located on adjacent hex to the forest/town or other
LOS blocking hexes (these units are "in shadow")
_______________________________ Apr 30, 2011#1
Previously developed by the Black Knight group, now assumed by Westentaschenschlachti. The goal of the Historic House Rules is to bring more content and - most important - more REALISM to our AAM games.
Some tips from TheBear user in old forumini forum:
You need a lot more infantry relative to tanks. I would recommend getting at least 6 basic infantry and a commander or two for each faction that want to collect. The basic infantry pieces are like your standard rifleman: i.e. the M1 Garand for the US, SMLE or BEF for the Brits, and etc.) You would probably want at least a few supporting infantry as well- such as light or heavy machine guns, bazooka units or snipers just to add variety and so your infantry can take out different things. This is a matter of preference, but I personally like historical builds so I would always throw in a machine gun or a bazooka type unit with a few of my basic infantry so that they kind of resemble a platoon. Infantry in AAM do the majority of the grunt work, in capturing and hold objectives. They're a lot more important in this game than destroyers are in WaS. On the infantry side, I would recommend 6 basic infantry, 2 commanders, 4 support infantry, 4 artillery pieces, an observer (if the side has one) and maybe a couple transports. Your transports can carry infantry and artillery- whether it is anti-tank, anti-personel or anti-air. I think that would give you a good feel for each faction at least on the infantry side of things.
On the tank side of things. 3 tanks are enough. 3 tank destroyers really depend on your faction. For the Americans, the tank destroyers adds very little over your basic Sherman- I think the M10 is actually a much worst piece than the Sherman, so I would actually recommend getting more Shermans and skipping the tank destroyer. Even for the Soviets and Germans, the tank destroyers don't add that much more to the battlefield than your standard Panzer IV F or T34. You could go for them if you want. But tank destroyers are generally set as rares and can be pricey. If you're looking to save some money, I recommend just sticking with 3 or 4 basic tanks for each side and then just picking out rares heavy tanks or vehicles you're interested in.
Oh and I would also recommend picking a time period and being consistent for each of the factions. Early war tanks, for example, do nothing to good mid to late war tanks. This difference is much more pronounced than in WaS. In WaS most cruisers are armor 4, vital 9, 3 hull, with differences in gunnery/ torpedos: but basically most cruisers can hit and knock each other out at close range. You have enough gunnery to hit and sixes count as double. This is not the case in AAM. Certain medium tanks are useless against others even at close range. That's something to be aware of. I would say the 3 most important tanks are probably: the Sherman M4A1 for the US, T34/76 for the Soviets, and the Panzer IV G (or F2) for the Germans. They're all mid-war tanks that are effective and can damage even late war stuff. But I do stress this, if you're looking to not break the bank and maintain will power. Pick a time period (as in 1941, 42 or 1944, etc...)and stick with it.
Planes are very hit and miss, I find that not having planes at all do not really diminish the game significant. They are generally very easy to shoot down for certain factions (the America and Brits chew up planes very easily.) I think when you're starting you certainly don't need 3 planes for each faction. 1, maybe 2 to get a feel for them. Air power is much less important in land AAM than it is in Was, There is no equivalent to the Avenger. Even the closest equivalent (Stuka/ Sturmovik) don't tend to last long aganist enemy flak guns.
----------------- Some suggested armies with single nation bonus & plattons, and 80 pts, i dont remember the user....