@HHFrenchRepublic12
The conceit in “East & West” is that minor powers just bond to a major power, once they become active in the war. So, what I had suggested was that France would become part of Western Europe, and the Arab League would become part of the UK, if/when they’re at war with the USSR.
It just keeps things a lot cleaner, in terms of not having to reinvent the turn order, and other stuff which might add overhead.
Axis & Allies: Air War
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Hello Fellow A&A fans,
I’d like to know if there is any interest in a version of A&A that is totally Air War?
This version would span the European Air War from 1940-1944 more specifically Battle of Britain, to D-Day. It would be fighters, destroyers (Bf-110), bombers, anti-air guns, and targets, but the nuance comes in the planning and defending the various targets. Balancing the defending squadrons with the possible air routes to the various strategic targets across Western Europe.
The game play would be that you are the Air Commander planning the route through the territories that you are planning to attack. The defender places their air defenses where they think you are going to fly over in quadrants of the territories. As the aircraft fly over your air space you roll dice to see which aircraft survive to go deeper, or return to base. It would be set up on a point system and once one side achieves the winning point threshold you win Axis & Allies Air War!
Historically this was a vital battlefield like no other. What is everyone’s thoughts? My desire is to be able to bring this unique battle to the A&A line-up.
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@mhal21 said in Axis & Allies: Air War:
Historically this was a vital battlefield
yes I agree. Idk, it’d be hard to implement. Just have to set it up and start testing :)
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P Panther moved this topic from News on
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@mhal21 Sounds like a cool concept. You could probably go all out with the plane types (biplanes, jet planes, dive bombers, etc.). If you want to make that game, then go for it!





_The Conflict is a global-strategy based game designed around the economic and military conditions of Europe in 1914. Players play in one of two alliances, The Central Powers or The Allied Powers, to defeat their opponents. Players choose among seven nations (Austria-Hungary, Germany, Great Britain, France, Italy, Ottoman Empire, and Russia). After selecting a nation, players take turns completing their objectives during each round.
The Conflict has been extensively tested and designed by gamers for gamers. Players will take their turn each round to strengthen their tactical advantages and defend the borders of their nation. Each turn is broken down into Phases. Players must complete each previous phase in order to proceed onward with the rest of their turn. If a player decides to enter into combat with another player, they must, along with their opponent, roll a set number of D12 dice to determine the outcome of each individual battle. The Conflict uniquely deducts a combat penalty from the player with the weakest military strength in a territory. This combat penalty is taken off all of their dice rolls during the individual combat. The combat penalty allows for the strongest opponent to have a real-world advantage over their enemy, if they have a larger military presence in the area. Players can develop multiple (land, naval, and air) strategies to succeed. They can utilize 11 military units with unique capabilities to complete specific goals, upgrade technology, play one of three victory scenarios, as well as try a variety of player preferences.












