Tuesday, 24 December 2013

Italian Infantry

During World War II, infantry was the branch of Italian Regio Esercito which achieved most distinction. We cannot forget heroic feats such as the Folgore resisting at El Alamein or the Alpine Corps breaking out of the Soviet pocket on the Don, especially if we consider their sensible disadvantage in equipment and logistics, comparing to the Allies. That is not to say, that Italian pilots or tank drivers or sailors were not as brave, but the scarcity of planes and fighting vehicles made infantry role even greater than in other belligerent powers. Furthermore, Italy had many infantry specialties, each with an important historical tradition and a glorious career.

On the other hand, we can count on a good number of different Italian infantry miniatures for Axis & Allies, thanks to Field Marshal Games' Italy set, as well as HBG's Axis Minors set and a few interesting unit markers by HBG. Let us see, how can we use them at best. I will provide rules both for a d6 standard system and a more complex and nuanced d12 system.

Infantry

Italian infantry marching in Salonica.

We can use Italian infantry from A&A Europe 1940 as the standard infantry, which constituted large part of Regio Esercito. Italian divisions had only two infantry regiments, being therefore slightly weaker than those in most other armies. Whereas elite units were often very resilient even in face of greater odds, it was often not the same for standard units.

Cost: 3 ipc.
Attack: 1 (d6) / 2 (d12).
Defense: 2 (d6) / 3 (d12).
Movement: 1.
Abilities 
Fire Support: it can be supported by Artillery when attacking, gaining +1 (+2 on a d12).

Bersaglieri

Typical Bersaglieri running march (Southern Ukraine).

To represent the Bersaglieri, we have FMG Rifle Infantry (or HBG Field Cap Infantry, which would be more similar to their typical fez), along with HBG Bersaglieri marker. Bersaglieri were founded in 1836 as mobile infantry and marksmen, and they were an elite force for most of the Risorgimento and both the World Wars. Mussolini himself had been a Bersagliere during First World War.

Cost: 5 ipc.
Attack: 1 (d6) / 3 (d12).
Defense: 2 (d6) / 4 (d12).
Movement: 1.
Abilities 
Elite Corps: when it defends, it can renounce the possibility to retreat and fights as a two-hit units. It heals automatically, at the beginning of the next player turn.
Marksmen: reroll any miss.
Mobile Troops: it can be supported by any vehicle unit, gaining 1 movement.
Fire Support: it can be supported by Artillery when attacking, gaining +1 (+2 on a d12).

Paracadutisti

Folgore patrol in North Africa.

The SMG infantry in the FMG set may as well have a MAB (Moschetto Automatico Beretta) 38, the standard submachine gun for Italian troops. Since it was not produced in large quantities, it was reserved for elite troops. We can use them for Paracadutisti, the Italian paratroopers, trained in the years just before the war. Even if they were not used in actual airborne operations, they still fought valiantly on the ground. To ensure they are recognizable as such, it is possible to use with them HBG's Airborne marker.

Cost: 5 ipc.
Attack: 1 (d6) / 3 (d12).
Defense: 2 (d6) / 5 (d12).
Movement: 1.
Abilities 
Elite Corps: when it defends, it can renounce the possibility to retreat and fights as a two-hit units. It heals automatically, at the beginning of the next player turn.
Paratrooper: it can be brought in battle by an Air Transport. On the first round of battle, it can attack at +2 (+3 on a d12) and choose the target. On each other round, it fights at 1 (2 on a d12) and cannot be supported by other units.
Fire Support: it can be supported by Artillery when attacking, gaining +1 (+2 on a d12).

Camicie Nere

"M" Battalions of Blackshirts parading in Rome.

To represent the Black Shirts (Camicie Nere), apart from HBG's Blackshirts marker, one could use FMG Commander (or said SMG Infantry). Originally they were squads of fascist war veterans fighting against socialists and labour unions. When Mussolini got to power, they were made into a branch of Armed Forces, acting as a fascist gendarmerie (Volunteer Militia for National Security). Then, these units took massively part in all campaigns fought by Fascist Italy, from Spain to Ethiopia, from Libya to Greece to Russia. They include ideologically motivated volunteers, who will not retreat against the enemy and crush any resistance to fascist rule.

Cost: 4 ipc.
Attack: 1 (d6) / 3 (d12).
Defense: 2 (d6) / 4 (d12).
Movement: 1.
Abilities 
Political Loyalty: it does not rout when rolling a 6 (or a 11-12 on a d12).
Military Police: when conducting anti-partisan duties, it can score a hit with 1-2, instead of just 1 (1-4, instead of 1-2, on a d12).
Fire Support: it can be supported by Artillery when attacking, gaining +1 (+2 on a d12).

Alpini

Alpini marching in the Greek mountains.

The German infantry from Axis Minors set sports a field cap, which is typical of German alpine troops (Gebirgsjäger). So, it could be, with some approximation, used to represent Italian Alpini, which usually wore their typical cap, instead of the helmet. HBG has also produced a series of markers of the six Alpine Divisions (Taurinense, Tridentina, Julia, Cuneense, Pusteria, Alpi Graie). Alpini were founded in 1872 to defend Italian mountain borders and since then fought in all wars, especially on the mountainous WWI Italian front, among snowy peaks and rocky terrain. They are best suited for fighting in rugged terrain, but they are tough in any circumstances.

Cost: 5 ipc.
Attack: 1 (d6) / 3 (d12).
Defense: 2 (d6) / 5 (d12).
Movement: 1.
Abilities 
Elite Corps: when it defends, it can renounce the possibility to retreat and fights as a two-hit units. It heals automatically, at the beginning of the next player turn.
Mountain Troops: it can attack in mountain or hill terrain without penalties, and it defend in said terrain at +1 (or +2 on a d12).
Fire Support: it can be supported by Artillery when attacking, gaining +1 (+2 on a d12).

Anti-Tank Infantry

Marine of X MAS Division on the Gothic Line.

The German infantry with the Panzerfaust from Axis Minors set may actually not seem an Italian unit, but Panzerfausts were issued to Italian Social Republic troops by the Germans. Cheap and efficient, it exchanges a bit of staying power, for the ability to directly strike at armored vehicles.

Cost: 3 ipc.
Attack: 1 (d6) / 2 (d12).
Defense: 1 (d6) / 3 (d12).
Movement: 1.
Abilities 
Anti-Tank: when it scores a hit, it is first assigned to an armoured vehicle.

Saturday, 21 December 2013

Starting Year

German war calendar.

For long time, the classic start for a global Axis & Allies game has been the spring/summer 1942 at a time when Germany was leading a general offensive in Southern Russia, towards the Volga and the Caucasus (Blau Fall), and in North Africa, towards Alexandria. These will eventually lead to the epic battles of El Alamein and Stalingrad. In the Pacific, it coincides with the naval battle of Midway and the start of the long campaign of Guadalcanal, in the Solomon Islands. Axis forces are at the top of their strength and territorial extension, whereas Allied powers are just preparing to counterattack. It is without doubt an interesting setting, starting directly in medias res.

In 2009-2010, the new Europe 1940 & Pacific 1940 games, forming together Global 1940, brought the starting year back of two years. In May 1940, Germany is conducing its blitzkrieg offensive against France, Italy is about to enter war, and Japan is fighting against China. In the meanwhile, United States and Soviet Union are still at peace, so that Axis powers must bid their time, deciding when to strike against these sleeping giants. They need to be strong enough to make large advances, and at the same time they cannot afford to let their enemies reinforce. Recently, Larry Harris has approved an official 1942 variant for the Global edition, with a setup more similar.

The 1941 start is halfway between the two: German forces are at the gates of Moscow, while Japanese are about to strike Pearl Harbour. Allies are on the defensive, but Axis has still not reached its maximum historical expansion. This is true both in the 1941 scenario of Anniversary (2009) and in the 1941 edition (2012). A 1941 version of the Global edition had been posted by Oztea on Axis & Allies.org forum.

Despite there being talks about a 1943 version for Anniversary or Global, starting just before Kursk and the landing in Sicily, such variant would be problematic, since Axis would be losing in front of superior firepower and numbers. The same would be for 1944, apart from single battles (e.g. the D-Day and Battle of the Bulge games) or alternative timelines (such as the one at the basis of HBG's Amerika game).

Then, there is HBG's Global 1939, with the largest board up to now, and a great setup starting at 1st September 1939, with German invasion of Poland. It is Germany that, in this scenario, has the most to do, since it has to deal swiftly with two fronts (Poland and France) as well as other neutral countries in Europe, in order to become powerful enough to compete with US, UK and USSR, which are still building up their forces. However, HBG is looking forward to produce a new version of this map, with a start in 1936, and rules for later setups (1939 and 1942).

Now, I think that a really complete World War II game should start in 1936, that is when a war is already forthcoming at the horizon, but a full range of alternatives and different paths, both in rearmament and diplomacy, lies open to players. At the start of the year, Italy is engaged in war against Ethiopia, but it has still not made relevant progresses and the Allies are working for a peaceful solution. Germany is looking at re-militarizing the Rhineland as the start of an aggressive and expansionist foreign policy. In Spain, civil war is about to explode, whereas Japan and Soviet Union are vying for the control of China, which is in the middle of a civil war between Communists and Nationalists.

Obviously, this would require deeper diplomatic rules. Anyway, for the stated reasons, I am going to choose this date for the start of World War Home Edition, including the rules for later setups (1939, 1940, 1941, 1942, 1943), if a shorter game is preferred.

Friday, 20 December 2013

Presentation

Welcome to this new weblog, inspired by the popular strategy board game "Axis & Allies" and its spin-offs and variants. I am not a English native speaker, so I apologize for any mistakes. Still I wanted to reach a wider audience.
The very first Nova Games edition of A&A (1981)

In my long adolescence, I had played and experimented various games, on board, paper and computer. However, I have to admit that Axis & Allies is the only one for which I developed a strong interest, at the point of investing a larger amount of time and money. I deem the reasons for that can be summarized as such:
  • Historical background: as a PhD student and researcher in political history mostly dealing with fascism and far right authors and groups, I have quite a great interest in World War II, including its obscure details and uchronies.
  • Complex gameplay: winning a game requires a mix of strategical planning and ability to adjust it according to the dice results. Unlike chess, it is difficult to plan ahead for more than 3-4 turns, and the relative casuality of combat forces to prepare for unexpected defeat. However, it remains more complex and strategical-oriented than e.g. Risk, so that on the long period the luck factor is relatively ininfluent.
  • Collectible miniatures: other than the hundreds of colored plastic miniatures which come with the original games, it is possible to supplement one's armies and fleets with a huge number of historical soldiers, vehicles, ships and aircrafts, each with its special characteristics. Though being quite inexpensive, the aesthetic result of a huge gameboard filled with miniatures is always worthwhile.
  • Opportunities for modding: since I always have looked for customizing and improving games with more wide and detailed options and rules, I cannot but appreciate the fact that it is quite simple to do so in A&A, both for adding a single new unit and for creating a whole new game based on the same concepts and basic rules.
Therefore, on this weblog I am going to write about all these aspects of Axis & Allies, from historical facts to collecting, from game strategies to alternative rules.

Furthermore, I am working to a more ambitious project, called "World War Home Edition" regarding the creation of a new wargame inspired by World War II with a larger chronological and geographical scope, as well as a more complete combat system and historically accurate rules, without losing of sight the KISS design principle. Therefore, most optional rules in this weblog are designed looking forward to this project.

I hope to gather the interest of all Axis & Allies fans and players. Any comments are welcome.