Round Three: Could this be the last chance for the Axis to peak out military and not suffer the inevitable decline, with the U.S.A. powerhouse of an economy coming across the Atlantic? GE. builds 2 troopers & tank(in Romanian Minor Industrial Complex), fighter, sub., &, 3 troopers.
Forces in Eastern Front will try to retake Baltic States, losses are heavy, the attacker is nearly wiped out, with only a GE. armor unit remaining, but, the Baltic States are reconquered. Also forces from Bessarabia take W. Ukraine, threating a breakout to the Ukraine.
In Med. Sea lone It. transport off Transjordan, allows GE. 2 troopers to land, &, take out lone British defending trooper, for no lost, also the Suez is closed for traffic!
Meanwhile on the Western Front, sub. & transport, land a trooper & tank onto Scotland. Defending trooper & GE. trooper are lost, Scotland falls for this partial Sealion invasion!
Two fighters each from Norway & Denmark, attack in sea zone #125 British DD & C, both fighters lost, &, a DD is sunk. Losses IPCs 80, Soviets 55, British Empire 14.
Peace breaks out! Axis want to stay in power, before the U.S. economy runs them over. Also Africa is a very lost cause, with the Med. Sea & airspace practically a Allied franchise, reinforcements cannot get there to make much of a difference. Except for a damaged It. BB & transport, Axis sea power will not make a difference. British have a BB, A.C with a T.B., DD, transport, &, U.S. navy is about to enter the Med. Sea.
As for Scotland, the U.S. is ready to land transports with land forces to liberate Scotland, while the British could sink the last of GE. sea power, the sub. & transport.
Axis will leave all of Poland & Baltic States as long as they are independent and neutral(that way the Soviets cannot claim them). Also open the Danish Straits and leave Norway, as long as they are neutral and still trade with Germany, leave Scotland if they are granted a commonwealth status by the British. Along with It. giving up all claims to Ethiopia, Malta, Cyprus, but, keeping half of Alexandria(with GE. giving up the Transjordan). Finally Soviets get back W. Uk. & Bessarabia. The Soviets may not like it, but, it saves a lot of fighting for the Western Allies.
This falls under a tie, the Axis they lost more territory than they gain, but, major diplomatic as they are pretty much left intact.
Vapid Delusional "Facts" or Ideas About A&A
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Axis and Allies Candy Crush Soda Saga Legacy Double Elite Triple Infinity Mega Diamond Deluxe Platinum Edition?
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Top 10 Axis & Allies game ideas that will make you say ‘that’s just Monopoly?’
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@Playing-Kid
Just that, Axis and Allies Monopoly. Players are divided into the Allied and Axis, with the Soviet Union potentially as a separate team. The board is shaped like the Axis and Allies 1941 map, but the territories are grouped like in Monopoly. When you buy a territory, you also receive some armies, which you can use to capture the opponents territories. The team with the most territories and money at the end of the games wins. -
Ah but you’ve then established a double standard. What would be the exact value of territories to money, 5 to 1? Or are we assuming that you just sell all the assets in the territory to the devil at the end of the game, and get the starting value of the territory? I also think that you should make it so that your territories generate more IPCs per round based on how many houses you built. IPC’s must not be confused with monopoly money.
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That is true. Okay, in true monopoly fashion, the person with the most IPC’s (the only economy will be IPC based) at the end of the game will win. IPC’s are generated from the territories, and will increase with each house and eventually hotel placed. IPC’s are used to buy territories, houses, hotels, and units. For first time a territory is bought, it will generate units. Units will move around the board in a single group to attack and capture other territories or can be placed in a territory to defend it. The role of the unit cannot change, if it’s offensive it stays offensive, if it’s defensive it stay’s defensive. Units can be sold in for IPC’s.
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Have you heard of monopoly mega edition. Those allow sky scrapers, train depots, and add an extra movement die. How will you factor this in.
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Use minor and major factories for “skyscrapers”. Minor factories can be built once a territory reaches 2 or more houses. They can than be upgraded to major factories. Both minor and major factories provide an additional ICP boost to the territory. Train stations and airbases will account for extra movement points and even moving from one point on the map to another that’s spanning 3-4 spaces. Trains stations for land units, airbases for air units. Of course, this brings in the question about the role of naval units. Potentially they can blockade island and coastal territories, and transports can allow units to move over sea spaces to attack island and coastal territories.
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Will the soviet union get the requirement of all of their territories generating the same number of IPCs to ballance out the supermassive value of everything east of novosibirsk?