• Make each nuclear attack roll a specified number of dice, preferably 10 dice or lower ,to reduce the need for a large number of dice. Then, the damage dealt by each nuclear attack is determined by adding together specific number results. Examples below:
    Standard nuclear- roll 6 dice, add results of 4 and 5 together for total damage.
    Salted nuclear- roll 6 dice, add results of 2, 3, and 4 together for total damage.
    Thermonuclear- roll 8 dice, add results of 5 and 6 together for total damage.
    Enhanced radiation- roll 8 dice, add results of 4, 5, and 6 together.
    These are rough stats and need some modifications to not make nuclear weapons too overpowered.


  • @MonsieurMurdoch What do you mean by damage? That would make sense for facilities but not units. Are you saying that you would remove that many units or something?


  • @Militarized-Milkmen
    Yes, you would remove the same number of units from the territory equal to the total damage.


  • even on amatuer printer, my BTR-152 APC,. and T-55 and M48 Patton MBT's came out pretty good


  • Nukes are gone! sort of… Okay not really. All of the nukes have been condensed down to a more accurate strategic and tactical…

    TAC NUKES ABLE TO BE USED BY ALMLOST ALL UNITS EXCEPT DOES NOT PROVOKE SECOND STRIKE, RELATIVELY WEAK, MAYBE 3-8 DICE HIT ON 5-4 OR LESS OR SOMETHING COST 1 IPC 1-3 turns of fallout killing 1-2 units per turn.

    STRAT NUKES, ONLY ABLE TO BE USED BY AIR BASES, SUBS, AND BOMBERS, COMPLETELY OTHER TIER OF POWER ROLL 6-12 DICE OR SOMETHING, TAKE NUMBER OF CASUALITES EQUAL TO TOTAL. AUTO DESTROYS FASCILITIES. 5-10 turns of fallout killing 2 units per turn.

    The reason there is a range is because I’m not 100% sure on a number yet.


  • why are the rules 68 pages!!! Its too long nobody has time to read and memorize such a document! Ideally 16 pages tops


  • @Imperious-Leader Well, not to be rude, but no $&#@ it’s to long. That’s why I’m simplifying the rules. I will be removing parts about Vietnam and simplifying the nukes. The rules will also be worded differently. Originally, the rules were intended to sound a lot like the g40 rules, so that it would be more familiar, but the community isn’t showing a whole lot of interest, so we’re planning on completely rewording, and likely simplifying the rules so that it doesn’t sound as much like an Axis and Allies game. This will also allow us to launch it on kickstarter possibly for profit. I would argue that it can be longer then 16 pages however, g40 is 40 pages.


  • We will also be transferring to 12 or maybe even 20 sided dice to further diverge from Axis and Allies standard. I may be removing page references to trim down on length as well. This may mean that the rules might be slightly more confusing, but the game is only intended for veteran players anyway. while this game will not be an Axis and Allies game anymore, we will continue posting here because our game is meant for this community, and is still similar at heart.


  • Of course, none of this is certain. We have the ability to make pieces and sell materials and what not, but only in a very limited way.


  • @Militarized-Milkmen said in Cold War: It's Finally Done:

    We will also be transferring to 12 or maybe even 20 sided dice to further diverge from Axis and Allies standard. I may be removing page references to trim down on length as well. This may mean that the rules might be slightly more confusing, but the game is only intended for veteran players anyway. while this game will not be an Axis and Allies game anymore, we will continue posting here because our game is meant for this community, and is still similar at heart.

    If you do a system dice change to pieces I’d go no further than D12. D20 you could use for certain tech etc…


  • Okay, d12 is easier anyway since I can almost always just double the values


  • yea but g40 is alot of fluff and the ideas are build upon previous incarnations of the game. The pages have alot of pictures and that wall of text reminds me of somebody who’s name starts with A and ends in R. But i support your effort and hope the best. It does appear that you did alot of research for this period.


  • @Militarized-Milkmen said in Cold War: It's Finally Done:

    Of course, none of this is certain. We have the ability to make pieces and sell materials and what not, but only in a very limited way.

    Good, Good , Good!


  • I’m not sure what you mean by starts in a and ends in r. And thank you, I have done a lot of research for this stuff. So much to the point that I can rarely ever see or hear anything between the end of WW2 to the late 90s, without being pained. Also, when it comes to the rules, keep in mind, a lot of it is tech, and you don’t have to have that memorized, just find a couple of techs that suit your strat and memorize those.


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  • @Militarized-Milkmen said in Cold War: It's Finally Done:

    im not sure what you mean from a to r. Thank you I have done an absurd amount of research into this time period. Also, a lot of the rules, in so far, are fluff as well. Much of it is a reference to rules stated elsewhere, and much of it is repeated. Also a lot of it is tech, which you don’t have to memorize all of. What you can do is find a handful of techs that work with your strategy, and just memorize those.


  • qIm thinking about getting rid of air combat rules. For those who are unfamiliar, in my game each unit has up too three combat scores. Theres surface attack, for hitting surface units while your attacking, surface defense for hitting surface units while your defending, and air combat, for hitting air units in all scenarios. The premise of it is that not all units are able to shoot down plane. Like your average infantry battalion, before the advent of manpads, there’s no way in hell they could shoot down a jet fighters, much less 12. It makes air combat a bit more separate, and also forces a bomber to wait to drop it’s bombs before it doesn’t have a bunch of fighters trying to take it down. I am very proud of it and I feel it makes the game more accurate. It also adds a lair of strategy to each combat, and makes it less like each battle being a blunt force trauma, mass offensive, and feel more like a tactical strike. The problem with it is it can greatly slow down combat, which does make it more intense, but does make it slow. It also adds a lot of pages to the rules. I kind of think I should get rid of it to help trim it down, but do people think it’s actually that good?


  • It depends, do you want to appeal more of general players or Cold War buffs that prefer historical accuracy first? The first one is obviously majority and I think the second group would have no issue at all in expense of sacrificing game speed.


  • @Navalland So you think I should keep it? It does add a good amount of length to the rules, but it’s not actually that complicated

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