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    Posts made by 1Bean432

    • RE: Italy in France??

      @Whitshadw:

      The last to posts No and No

      Say for example you don’t know my strat and are playing using normal an convential attacks as an allies player and don’t know my in tensions.

      Germany is strafing France? Then clearly Axis want Italy to take it.

      Your not gonna stack Egypt like that for defense I just ever see it happening nor will it ever unless I flat out tell you what I plan to do so don’t jump quickly to thinking this or that won’t work cause you assume you can counter

      We can, stack Egypt, then retreat into Anglo-Egyptian Sudan before your planes and fleet come. Oh, and destroy the Ethiopian Inf while doing so.

      Normaly in the meditranian what’s England’s moves? Possably take Tobrook and seasons 96? Say you move most the planes to France Italy’s counter will to crush sea zone 96 with its navy and stop off 3 infinity and 1 tank back to alixandria

      Sweet, U.S.A disables Italy.

      Ethiopia moves into Anglo Sudan the next turn since there’s no ships to threating I push with my 2 remain transports and navy using shore bombardments and a mix of fighters from alixandria anglo Sudan and a third transport I bought atthe end if turn 1 and Possably a Bomber if it survived

      You bought a transport? U.S.A IS SO SCREWING ITALY.

      You all think that everything stalls in France

      Because you do. No question about it.

      In like most of you I’m willing to bet you’ve never tried this for your selfs

      Who hasn’t?

      I have on numerous occasions and have taken it so that added 19 IPC

      After losing 20 IPCs of troops.

      bounces and 14 Ipcs I collected from France and starting income I have 33 IPC to spend round 2 with England having no navy and planes to stop me

      … Nothing stalls

      France stalls.

      and nothin gets slowed down it’s just making the right choices and playing smart.

      Playing smart on the allies part would mean you already lost.
      Actually no. Smart play on the Axis would mean France falling to Germany round 1

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: NOs with NAs

      @variance:

      I never played revised, but from what you describe I imagine these would be a good addition:

      Germany
      Wolf Packs : If you attack with 3+ subs, raise their attack factor to 3

      Soviet Union
      Russian Winter: Once per game, the Soviet player may declare a “severe winter”; until the start of the next round, all Soviet Infantry defend on a 3.

      Japan
      Dug-In Defenders: Infantry on islands defend at 3.

      United States
      Marines: Your infantry attacks at 3 during the first round of an amphibious assault

      United Kingdom
      Radar: AA hits at 2

      Italy
      Rome Express: Destroyers can carry 1 infantry

      ANZAC
      Sydney Express: Destroyers can carry 1 infantry

      Kinda bland. No offence intended.

      The only one of those i REALLY have a problem with is japan’s dug-in-defenders.

      U.S.A players a notorious for skipping the islands and going straight for Japan so Harry decided to give people encouragement by giving people $$$ for them.

      But dug-in-defenders completely nullify this, and it makes for all the more reason to skip the islands as the Allies.

      posted in House Rules
      1
      1Bean432
    • RE: The 1940 Global Setup Economics

      @Young:

      @1Bean432:

      I remember seeing somewhere that the Axis had around 1386 IPCs total or somthing

      And the allies had 1988 IPCs

      Recalling from memory here:
      Allies start with 263 units
      Axis start with 196 units

      Total Production of allies was:
      176 IPCs
      and the Axis had 66

      We will see if my math is equal when I finish it tonight, do you remember if facilities were included?

      I would imagine so.

      Still, kinda strange how people say its always the Allies catching up. Even when its the allies with more units.
      -Territory’s
      -IPCs (almost 3-fold)
      -Nations etc

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: Italy in France??

      @Whitshadw:

      @BluGerman:

      Brits are going to back up France with RAF if France is still standing after G1, but no matter how many planes Britain sends France is going to fall. Now if Germany strafes France and leaves it to Italy then the Italians either lose a considerable number of forces or don’t take it at all and have to wait until I2. Either way this strategy is going to cost both sides much more money then if Germany takes it G1. The difference is that the Allies have the IPC advantage and can come back from losing its starting forces much more easily than the Axis can. Yes, this means Italy gets an extra 4 IPC and Germany can take out RN without UK scrambling and these are the definite pros to this strategy. But the fact of the matter is that this strategy means Italy is slow to take on Africa which is absolutely detrimental and even if Italy is making 4 extra IPC that is going to mean nothing If Britain takes the opportunity to destroy Italian North Africa. While subtle, Germany is also going to be able to make one less mech which might make all the difference when rushing Moscow. Germany is gonna suffer a loss of IPC for Italy which will not end up helping it’s ally much if at all. Seems like a loss for the Axis to me. I think it is a great idea for Germany to help Italy and while this was a cool plan to do that, it would be much easier and more practical if Germany took Yugo or southern France and pumped supplies to north Africa or just flew a few planes south to help it’s axis buddy. Anyways this is just my opinion and I stand to be proven wrong.

      its not just the 4 Ipcs that Italy gets it’s the 19 bounces from sacking France. Which helps bump up Italy bump up its navy and able to reinforce its African force and finsh off anything left in the meditranian

      All this crap that te Americans push into the meditranian best of luck with that strat it dosnt happin all at once it takes atlest 4-5 rounds so please stop with that idea it dosnt work out and 9/10 America lands in Norway over anywhere else then maybe Normandy with England following up.

      Realistically at the end of Italy’s turn 1 it secures France and gets a 19ipc boot added to the fact that most of its navy is there with atlest 2 transports with 3 infra try and 1 tank plus the force it has there

      If you guys haven’t tried it feel free I take Egypt turn 2 and middle east by turn 3

      By turn 3 America even if in the war by then just landed in Gibralter and if there smart wouldn’t push any further knowing there force isn’t built up and too weak to truly push anywhere

      If Britain stacks France then Italy cant take it round 1.

      And if Italy is gonna go all out on Africa, then i dont see them taking it round 2 either. So unless Germany takes it on round 2 (which would render this strategy completely useless) then Italy wont take France round 2 either.

      At this point France/Britain has stalled Germany/Italy for 3 rounds. You’ve already lost.

      @Whitshadw:

      Re-read this blog and look at the map and if your Italy with 29ipcs at the start of turn 2 you tell me how with no English navy or Airforce in Africa to stop you.

      Yea, but there’s U.S.A

      TL:DR
      If Axis want Italy taking France then Axis must choose 1 of the following:
      -Lose Africa/Middle East
      -Lose Italy
      -Let Russia live
      -Play full defensive in Europe (Axis lose)

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: The 1940 Global Setup Economics

      @General:

      Can’t access it now, but TripleA tabulates total units and value.

      Well when you do, mind posting the economics for every A&A?

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: The 1940 Global Setup Economics

      I remember seeing somewhere that the Axis had around 1386 IPCs total or somthing

      And the allies had 1988 IPCs

      Recalling from memory here:
      Allies start with 263 units
      Axis start with 196 units

      Total Production of allies was:
      176 IPCs
      and the Axis had 66

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: NOs with NAs

      @Young:

      Here is a list of the National Advantages from Revised, I think people might use the house rule if we take as many originals as possible. from the list below… which NAs would fit with Global game play? than we can build more like 1bean’s if we’re short some.

      Soviet Union

      Russian Winter : Once per game, the Soviet player may declare a “severe winter”; until the start of the next round, all Soviet Infantry defend on a 3.
      Nonaggression Treaty : When Japan attacks a Soviet territory for the first time, the Soviet player may place four additional infantry in that territory for free. If the Soviet player attacks Japan first, this advantage is invalidated.
      Mobile Industry : The Soviet player’s industrial complexes may move one space per turn
      Salvage : If you win a battle agsinst attacking tanks in a red territory and at least 1 tank is destroyed, place 1 free tank in that terrtitory
      Lend-Lease :During the purchase units phase, you can converts units from a friendly power on your territory
      Trans-Siberian Railway :Your infantry , AA guns, artillery may move 1 space among Russia, Novosibirsk, Yakut & Buryatia.

      Germany

      U-Boat Interdiction : Subtract 1 IPC for US & UK income for each German sub on the map
      Atlantic Wall : Your infantry defend at 3 vs amphibious assault in gray territories
      Panzerblitz : If you destroy enemy units in the first round, your tanks may non-combat move 1 area
      Wolf Packs : If you attack with 3+ subs, raise their attack factor to 3
      Luftwaffe Dive-Bombers : Your fighters may strategically bomb at D3
      Fortress Europe : Your artillery in gray territories defend at 3

      United Kingdom

      Radar : AA hits at 2
      Joint Strike : Once per game, the UK player may declare a joint strike; the UK’s turn is completed without conducting combat moves or combat phases. On the US player’s turn, that player may move any UK units as though they belonged to the United States.
      Enigma Decoded :Once per game, you may reinforce a German-attacked area from an adjacent area
      Mideast Oil :If a plane lands in nonv-combat movement in Egypt, Jordan or Persia, it may move additional areas equal to is normal movement
      French Resistance :Once per game, the allies control Western Europe, place 3 infantry
      Colonial Garrison :Add 1 industrial complex to your starting setup.

      Japan

      Tokyo Express : Destroyers can carry 1 infantry
      Kamikaze Attacks : Japan launch an air attack without a landing area. It may only hit ships. It is automatically lost in the first round, and does no absorb a hit
      Kaiten Torpedoes : Submarines defend at 3 if adjacent to original Japanese territory or island
      Lightning Assaults :Transports may move again after invading and invade again
      Dug-In Defenders : Infantry in islands defend at 3.
      Banzai Attacks : If you attack with only infantry, the infantry attack at 2.

      United States

      Island Bases : + 1 to air movement from islands, +1 to air movement to islands
      Chinese Divisions : Receive 1 infantry each turn in 1 of there areas: China,Sinkiang,Kwangtung,Indochina
      Marines :Your infantry attacks at 2 during the first round of an amphibious assault
      Mechanized Infantry : Your infantry can move 2 and blitz
      Fast Carriers : Air craft carriers have a move of 3
      Superfortresses : Your Bombers are immune to anti-aircraft gun

      Sweet. I have some MOAR brain storms based on the  originals.

      Soviet Union

      Russian Winter : 
      once per game, the Soviet player may declare a “severe winter”; until the start of the Soviet players next round, the following territory’s:

      Poland, Eastern Poland, Baltic states, Novgorod, Belarus, Western Ukraine, Ukraine, Kostov, Caucuses, Volgograd, Tambov, Bryansk, Russia, Smolensk, Archangel, Karelia, Vyborg.

      gain the following traits:
      No enemy unit may blitz through them.
      The attack and defense of all enemy Infantry is reduced by 1.
      All territory’s effected by Russian winter while under enemy control also get a -1 to their  IPC value.

      Nonaggression Treaty :
      Due to the loyal nature of Mongolia towards Russia, Mongolia will declare war on Japan if any Russian territory adjacent to a Mongolian territory is attacked.

      To show this, place Russian control markers on all Mongolian territory, and all Infantry becomes active Infantry without the need to have friendly units moved into its territory.

      Mobile (Ural) Industry :
      Russia can decrease the IPC value of any 2 IPC value territory to 1.
      This territory cannot be Russia, Volgograd, or Novgorod.
      The Urals then has its IPC value increased by 1.
      This ability can only be used 1 per turn, and it costs Russia 1 IPC.

      Salvage :
      Gain free IPCs for winning battles in original Soviet territory that are adjacent to Russian owned ICs.
      +$3 for every Tank destroyed.
      +$1 for every Artillery destroyed.

      Lend-Lease :
      Russia is able to absorb friendly U.S transports from Novgorod, Archangles, Karelia and Caucuses instead of just the capital. (see U.Ss NAs)

      Trans-Siberian Railway :
      Every turn, Any Unit in:
      Amur, Siberia, Sakha, Buryatia, Yakut S.S.R, yenisey, Evenkiyskiy, Timguska, Novosibirsk and Samara.
      Can be immediately moved 2 spaces, as well as conduct normal movement this turn. Any unit being moved the 2 extra spaces have their attack and defended values reduced to 0 until the start or Russia’s next turn.

      Germany

      U-Boat Interdiction :
      The maximum amount of IPC damage subs can do is doubled in every convoy zone.
      All subs also deal +1 IPC worth of damage during every convoy raid.

      Atlantic Wall : Every coastal Gray AND blue territory under German control are considered to have a 2 block houses.

      Block houses take two hits to kill, and support 1 Infantry to defend at 3.

      Panzerblitz : If you destroy enemy units in the first round, Tanks and Mechanized may move 1 territory immediately and participate in another battle.

      Units moving this extra space must move into territory’s already containing land units about to engage enemy units. therefore, Tanks and mech cannot move forwards into territory’s without friendly land unit and conduct another battle.
      They CAN however move into un-occupied enemy territory without the need of friendly land units.

      Land abuse (better name?):
      immediately get +1 IPC for every territory you take from this list,
      Normandy Bordeaux, France, Eastern Poland, Baltic states, Bessarabia, Western Ukraine, Ukraine, Kostov, Bryansk, Belaurs and Smoloensk.

      Luftwaffe Dive-Bombers :
      Tactical bombers have the same effect as destroyers against subs.
      Tanks can support 2 tactical s at once.

      Fortress Europe :
      Original German territory’s that are amphibiously assaulted are allowed to have naval bases, and air bases participate in the battle. Bases defend at 1 and can be chosen as a casualty as many times as a player likes(until maximum damage capacity is reached).

      United Kingdom

      Radar :
      Britain can scramble up to 5 planes from a single base at once.
      AA guns are allowed to roll 4 dice @2 for defense.
      All adjacent sea zones to Scotland and U.K prevent subs from first striking.

      Dutch in exile:
      Due to the the dutch exiled government, Dutch territorys may be captured and collected from in a single turn.

      Enigma Decoded :
      Fighters have a scrambling range of 2. And can participate in land attacks from enemy’s as well.

      Mideast Oil :
      Iraq, Saudi Araia, Persia, Northwest Persia, and Eastern Persia all have their IPCs values increased by 1 while under Allied control.

      Convoy, war for the Atlantic:
      Every convoy sea zone free from enemy warships give Britain an additional IPC each during the collect income phase.

      Colonial Garrison :
      The first units you build in a territory that isnt Scotland or U.K.
      That unit has its price reduced by 1.

      Japan

      Factory migration:
      Once per game, Japan may make a large IC in Korea for free. The IC on Japan however, can only produce 4 units this turn.

      Kamikaze Attacks :
      Instead of mobilizing a fighter, Japan can opt to get 6 kamikaze tokens instead.

      Storm troopers:
      Infantry can blitz on 1:1 ratio when paired with mechanized, and tanks.
      (1 tank and 1 mechanized would allow 2 Inf to blitz)

      Lightning Assaults :Transports may move again after invading and invade again.

      Island troopers:
      Infantry amphibious assault @2 against Islands OR against any original Australian territory.

      Infantry defending Islands by themselves take 3 hits to kill. But defend @1

      Banzai Attacks : If you attack with only infantry, the infantry attack at 2.

      United States

      Island Bases :

      • 1 to air movement from islands, +1 to air movement to islands.
        Air bases on islands are 8 IPCs.

      Chinese Divisions :
      If china does not have any fighters. You may mobilize a single fighter as Chinese instead.
      You can also mobilize a single Infantry every turn as Chinese instead of U.S

      Marines :
      Any Infantry paired with a bombarding ship can roll 2 attack dice instead of 1.

      -Endless Industry
      Every time an American unit is killed, the American player can rebuild it for less in EUS or WUS, using regular factory limits.

      Infantry $2.5, Artillery $3 , Tank $5, Fighter $8, Cruiser $10, Aircraft carrier $12, Battleship $17

      Lend lease effort:
      America can Build transport ships in another nations control. These transport ships are to be placed with an American control marker under them. When these ships reach the capital (or Novgorod for Russia) of a friendly nation, that transport can be immediately be removed from play during the controlling nations collect income phase for 5 IPCs.

      Superfortresses :
      Your Bombers take 3 hits Vs AA gun fire.

      China:
      Burma road:
      effectively the NO

      Peasant army: (based on a suggestion in some other post)
      During the collect income, the Chinese player can choose 1 original Chinese territory that does not contain any enemy units of any sort (including buildings) and revert it back to Chinese control. (and collect income from it).

      A.N.Z.A.C:

      Coastal batteries:
      Artillery on adjacent land territory originally belonging to Australia may participate for 1 round in naval defense. (as well as be chosen as casualties)

      Aussie Bush men:
      A.N.Z.A.C Infantry amphibiously assault @3 for the first round of combat.

      Colonial loyalty:
      A.N.Z.A.C can mobilize 1 Infantry per turn in South Africa. (only if its friendly)
      A.N.Z.A.C can mobilize 1 Infantry in South Italy. (only if its friendly)
      A.N.Z.A.C can mobilize 1 Infantry in South France. (only if its friendly)
      A.N.Z.A.C can mobilize 1 Infantry in Normandy. (OIIF)
      1 INF New Guinea (OIIF)
      1 INF New Zealand (even if its under enemy control)

      Italy:

      Arika corps:
      Every time Germany mobilizes a tank, that tank may be mobilized as an Italian tank on a legal Italian territory instead.

      Mini subs:
      Sub cost 4 IPCs. But :
      Deal -1 damage to covoy raids.
      Attack @1

      Vichy France:
      Southern France and all units their immediately becomes Italian when Frances capital gets captured by any friendly power.

      Fight for Rome:
      Any amphibious assault on any territory from sea zones 100 to 92 against a Neutral power has all bombardment rolls get a -1. (or can hit on 1 more than usual)

      Fortress Italy:
      Northern Italy cannot be assaulted from the sea unless Sardinia is captured.
      Southern Italy cannot be assaulted from the sea unless Sicily is captured.

      Local transports:
      Units from Southern Italy can more to Sicily as if it where connected via land.

      France:

      French resistance:
      Free units in France NO

      Free french:
      If the capital is under enemy control, the French player can continue collecting income. And is able to mobilize units on any french territory at a new price.

      Infantry $8, Artillery $12. No other unit may be built.

      Evacuation:
      France gets a special evacuation phase at the beginning of round of play (BEFORE GERMANY MAKES A MOVES). This NA becomes nullified for the rest of the game If France becomes Axis.

      in this phase, France can use friendly ships to load and unload. However, France cannot move these transports.

      France can also move units in this phase as if it was the non-combat phase.

      Maginot line:
      Normandy and southern France are considered to be fortified.
      France is considered to be Maginot lined.

      Fortified territory’s have 1 Fortification. This Fortification  takes 3 hits to kill.
      Maginot line territory’s take 3 hits to kill, and support up to 2 Infantry and 1 Artillery to defend @ 3.

      posted in House Rules
      1
      1Bean432
    • RE: Italy in France??

      @Whitshadw:

      @Uncrustable:

      There is no way Italy gets into Africa with this strategy.
      First it delays the axis for an entire turn, and they do not even stand to benefit from it.
      With zero sealion threat Britain can build an IC in Egypt turn one.
      With this you cannot afford USA entering early, forcing japan to wait to Dow, meaning both Britain and ANZAC get rich in the pacific.
      Britain PAC could then fly its planes from India to Egypt, get an airbase there and Africa is secure for the entire game.

      What you really fail to realize is this would delay the Germans not one turn, but 2 entire turns as they are going to need a good amount to take France turn 2.

      No I’m allways able to manage to take out all the ships minus the one cruser in the Atlantic. I’m not sure how your set up is in a open move but I easily am able to clear out the Atlantic of English ships minus that one cruser
      Also in what way will it prevent me from going into Africa as Italy I start with 3 transports and 3 separate navy’s there and England goes before Italy it’s not hard to see what your going to do I’ve played this out an take Egypt in Italy turn 2 with the left over battleship crusers and sub detroryer and no planes left to defend them it’s easy to sweep that aside and quickly dump off 1 tank and 3 men to North Africa

      Sweet! U.S.A gets North/South Italy.

      The Axis don’t loose any turns if it
      Meens crippling the English to the point where they can’t do anything and everything else gos as planed

      The English are always crippled. If England and France are able to stall for 2 turns then theve already done their job, WAY better than normal.

      The pacific is still a side show and nothing changes so what if they get the money islands there’s no real threat with ships minus the American threat which is still at minimum 1-2 turns away and if your dumb enough to fly your planes from Calcuta that leaves me open to just swoop in and take it over

      Those planes can be replaced 'cause. You know. $$$ islands.

      For one it’s safe to say that anyone playing as Germany will Clear out the Atlantic as best you can. I personally like to clear out the two destroyers and transports as manditory, and the English Channel and off Scotland. Then do the standees opening kvements and attacks I like to take Southern France cause it gives me the ability to have a port as Germany in the meditranian.

      This is not possible barring really lucky dice.
      The most standard play is taking out English Channel, Scotland an transport off Canada. Leaving the gib cruiser and 109 transport.

      During Britain’s  turn Italy cannot scramble against Taranto, as losing fighters would mean Britain needs less to defend France meaning less air lost for Britain.

      I’d also like to point out that, if Calcutta does the three plane thing. Then your

      -7 Infantry
      -2 mechs
      -1 tank
      -1 Artillery

      is not going to be enough to beat Egypt’s.

      -4 Infantry
      -2 Artillery
      -1 Tank
      -4 Fighters

      And i doubt you would try to reinforce considering U.S.A is no doubt chillin’ West of gibrlaltor

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: Global 1940 2nd edition starting map

      Why cant you just use the setup cards/rule book?

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: Protect or try to recapture an enemy capital. What would you do?

      EPIC.

      Am curious as to why you have so many rising tokens.

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: Italy in France??

      @Whitshadw:

      You’ve clearly missed Everything that was writin how and when will America crush Italy? When they have to split there money with West and East what round 6? By then it’s to late and Russia will fall what all that extra income …

      Africa falls fast with that Egypt and then the Middle East.not only that at most Germany and Italy has 4 rounds to Prepare for any American counter and 9/10 al America dose is build up cause it can’t match the German Airforce and Italian wall built up…

      And I would want England to place it’s Entriee Airforce in one spot to obliterate Not only that it dosnt have the money to bounce back and just rebuilt an Airforce while sitting idle so it has other things to buy and do not only that it leaves England undefended further doing Stratigic bombing raids and for atlest 2 rounds Convoy raids

      So best of luck thinking America can just rush in think its gonna do much when by roud 5 anything done is basicaly Moot

      I never said anything about America crushing/taking Italy.

      All America needs is 3-5 transports full of blokes with guns West of Gibraltar, and from their they can liberate U.K from any sea lion, and prevent Italy from doing anything in Africa.

      Because once America threatens Italy with transports and men in sea zone 89 after turn 2, Italy ‘should’ realize that anything but lots of land units is gonna get them killed.

      So i don’t see Italy getting enough units into Africa any time soon.

      Therefore i ALSO don’t see Africa ‘going down fast’.

      TL:DR  U.S.A can keep Italy Landlocked for 14 IPCs a turn.

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: NOs with NAs

      WELL, lets get brainstorming.

      I like grasshoppers listing methods.

      Germany: X3

      -Fortress Europe
      Original German territory’s that are amphibiously assaulted are allowed to have naval bases, and air bases participate in the battle. Bases defend at 1 and can be chosen as a casualty as many times as a player likes(until maximum damage capacity is reached).

      -Land abuse (anyone with a better name?)
      immediately get +1 IPC for every territory you take from this list,
      Normandy Bordeaux, France, Eastern Poland, Baltic states, Bessarabia, Western Ukraine, Ukraine, Kostov, Bryansk, Belaurs and Smoloensk.

      -United effort
      Immediately place the following units in the following territories when war is declared on Russia. Any neutral mentioned that is not already controlled immediately get a German national marker placed on it.

      Romania, 3 Infantry
      Slovakia-Hungary, 3 Infantry
      Bulgaria, 2 Infantry
      Finland, 3 Infantry

      Russia: X2

      -Partisan effort
      Russia can create a partisan token in any original Russian territory at any time that is controlled by an enemy power.

      Partisan tokens cost 1 IPCs, and only a maximum of 3 can be in a single territory, and only 1 may be built in each territory at a time.

      any territory that has a 1 Partisan token can not be blitzed through.
      any territory that has 2 tokens get a -1 IPC modifier while under enemy control.
      any territory with 3 tokens reverts to Russian control. ONLY if there are not enemy units on that territory.

      -Ural (mobile) industry
      Russia can decrease the IPC value of any 2 IPC value territory to 1.
      This territory cannot be Russia, Volgograd, or Novgorod.
      The Urals then has its IPC value increased by 1.
      This ability can only be used 1 per turn, and it costs Russia 1 IPC.

      U.S.A:

      -Endless Industry
      Every time an American unit is killed, the American player can rebuild it for less in EUS or WUS, using regular factory limits.

      Infantry $2.5, Artillery $3 , Tank $5, Fighter $8, Cruiser $10, Aircraft carrier $12, Battleship $17

      E.g
      America loses 6 Infantry and 2 Artillery in a battle. the American player can now immediately rebuild those units at a discount, placing them in EUS or WUS under regular factory limits.

      -Lend lease effort
      America can Build transport ships in another nations control. These transport ships are to be placed with an American control marker under them. When these ships reach the capital (or Novgorod for Russia) of a friendly nation, that transport can be immediately be removed from play during the controlling nations collect income phase for 5 IPCs.

      (these ships do not have regular American player restriction because they do not belong to America.

      U.K.E: X1

      -colonial effort
      During the collect income phase of U.K.P and A.N.Z.A.C, you can reduce their collection by up to 5 IPCs each, and immediately gain that many IPCs.

      When doing this, Convoy routes in sea zone 109 increases by that many until U.K.Es collect income phase.

      U.K.P: X1
      -I, honestly have no clue

      A.N.Z.A.C X1
      -Coastal batteries
      Artillery on adjacent land territory originally belonging to Australia may participate for 1 round in naval defense. (as well as be chosen as casualties)

      Japan: X3
      -Kamikaze fighters
      During the mobilize units phase, instead of mobilizing a Fighter, Japan can gain 6 Kamikaze tokens.

      -Island defenders
      a maximum of 3 Infantry on Iwo Jima, Wake island, Marianas, Guam, Caroline islands, Marshall islands, Paulau Island, Johnston Island, Line islands, Haiwaiin islands, okinawa, Formosa, Solomon islands or New britain. Take 2 hits to kill during combat.

      -Strike of a samurai (or whatever that 1 hit only strategy is called)
      Any Naval units (or aircraft starting the turn on a carrier) may move 1 additional space if they were able to win a naval in only a single round of combat

      Italy:

      -Afrika corps
      Every time Germany mobilizes a tank, that tank may be mobilized as an Italian tank on a legal Italian territory instead.

      France:

      Free French (resistance)
      If the capital is under enemy control, the French player can continue collecting income. And is able to mobilize units on any french territory at a new price.

      Infantry $8, Artillery $12. No other unit may be built.

      China:

      Peasant army (based on a suggestion in some other post)
      During the collect income, the Chinese player can choose 1 original Chinese territory that does not contain any enemy units of any sort (including buildings) and revert it back to Chinese control. (and collect income from it).

      posted in House Rules
      1
      1Bean432
    • RE: Italy in France??

      @Whitshadw:

      So the basic thought of this idea is simple if you look to more then one turn a head.

      For one it’s safe to say that anyone playing as Germany will Clear out the Atlantic as best you can. I personally like to clear out the two destroyers and transports as manditory, and the English Channel and off Scotland. Then do the standees opening kvements and attacks I like to take Southern France cause it gives me the ability to have a port as Germany in the meditranian.

      So why leave France to Italy well I think of it as a Baiting the allies into helping France for a futile cause. Say Britian flys in all the planes to France you Possably bought France one turn but lost all of you Airforce leaving England with no navy and no Airforce and Italy can mop up what’s left in the Meditranian and the Atlantic is empty

      While it’s allways benifital to help Germany by giving France you can allways stall and just do a G3 into Russia no big deal and this gives Italy a soild 3 rounds to build up in the meditranian. And also push into the middle east getting into Russia quicker and threating Calcuta also.

      While yes America can eventually build up normaly by round 5-6 they can start to push back at Germany but by then it maybe to late England is cut out and cripples to much

      Also the whole Sealion can ofcorse work but any smart player can see if your telegraphing by your purchases so that’s moot and personally there’s better buys tha can be better suited then that if your going for Russia and just interceding to cripple England also if England dose send it’s Airforce to France all the more for me to Stratigic Bomb them to death cause they cant scramble any way you look at it it’s win / win! :)

      England is always crippled. Besides, all they can ever do is build fighters because any navy will immediately get obliterated by Germany.

      Any extra $$$ Italy gets is useless, because they would just be replacing everything they sacrificed.
      When Britain sends those planes to France, Italy is immediately prevented from taking France I1. Most of the time, they will lose.

      And if America threatens an Italian crush from Gibraltar, then Italy will never be able to land anything in Africa (unless they suicide for it).

      Better question:
      Whats the point of Italy taking France, all the extra $$$ goes towards replenishing loses…

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: NOs with NAs

      What did you have in mind?

      posted in House Rules
      1
      1Bean432
    • RE: The combat phase - questions only a newbie can ask

      Great!

      Hope your next game develops into something more.

      Just remember, the Axis powers (specifically Germany) have a much easier time winning than the Allies. (Axis are OP)

      posted in Player Help
      1
      1Bean432
    • RE: Capital captured and liberated… IPC ?

      Britain is 8 IPCs…

      I assume you mean IPCs plundered from U.Ks treasury?

      1.1
      No, U.S.A does not get the IPCs from Britain. Control of Britain reverts back to U.K immediately.

      1.2
      U.K does not immediately get any free IPCs, they must wait until their next collect income phase before they can get any IPCs of any sort.

      Yes, because its after U.K has already collected additional IPCs.

      posted in Axis & Allies Spring 1942 Edition
      1
      1Bean432
    • RE: The combat phase - questions only a newbie can ask

      Its not surprising you find A&A so fun. Everyone here at the forums does. Thats why we have these forums in the first place  :-)

      Yep, fighters work just like normal units in battle.

      3 or less kills on attack and 4 or less on defense.

      1.1
      Yep, fighters (and bombers) can be killed by Artillery, Tanks, Infantry, Other planes, etc

      1.2
      Yep. Try using little pieces of paper if you start having serious issues with running out of tokens or figures.

      -Write down the size of the force on the paper
      -Put a little nation control marker on it, to indicate who it belongs to
      -mark on the little paper 1 of something you have 2 of. (a black bishop from a chess set for example)
      -Then mark where that force is located on the board with the other piece. (the other black bishop)

      Amphibious assaults are conducted during the combat phase. So its a 1 turn deal.

      -Stick dudes onto transport during combat movement phase
      -move transport to where you want to unload units
      -during conduct combat phase, you can unload these units
      -these units then conduct combat with those land units

      • if their friendly, then you wait until non-combat movement phase

      As i said, 1 turn deal.

      And your example move is legal.

      Yep, as long as the troops can reach that territory, all those troops can participate.

      BUT, all troops participating in the battle for Germany must remain in Germany.
      So all those units from all those different places that attacked Germany, remain in Germany.

      Uh, mind me asking how your first A&A game went?

      posted in Player Help
      1
      1Bean432
    • RE: Aircraft carrier island question

      That territory is considered full-friendly after you captured it during your turn.

      So now that its after your turn, its defiantly (definitely) friendly to the point where you can land planes there.

      tl:dr Yes

      posted in Axis & Allies Pacific 1940
      1
      1Bean432
    • RE: Italy in France??

      Might just be me, but unless Germany takes France after Italy fails (due to British planes)cant the allies then do some smart play and prevent Italy from advancing into Africa at all?

      check:

      Germany - does stuff, weakens France, takes Normandy and south France
      Britain - Sees Germany wants Italy to take France, Sends 5 Fighters and 1 Tac. Moves Fighter from Alexandria to Algeria
      Italy - Attacks France, Fails (barely)
      France - builds Infantry, Move 3 African Infantry to stack with British Fighter
      Germany - Germany must now take France, Or let Italy suffer. Lets assume they let Italy suffer.
      U.S.A - sees a massive weakness in south Europe. Builds Naval base in sea zone 89, build some transports and blokes with guns
      Britain - Sends 3 Fighters to France
      Italy - Italy attacks France and takes it, losing almost everything. Collects big income

      Well yay, the Axis FINALLY get Italy to take France. However, Africa has not received any reinforcements of any sort as of yet.

      And smart play on the allies part should mean America is in sea zone 91 with a nice big fleet, ready to take Italy/Africa.
      And there’s nothing Italy can do about it.

      TL:DR Unless Germany takes France G2 then Africa WILL be allied, and Italy WILL be screwed.

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: The combat phase - questions only a newbie can ask

      Good job on your first game.
      A&A games can go on for very long times. The best way to do it, is to play over many days.

      And remember, to win any land war. Build lots. And lots. Of Infantry.

      Yea, submarines are really just meat shields. unless you build about 10 of them against a destroyer-less fleet, then there a real terror.

      1.1
      As for their first strike:

      think of Subs as kinda getting to move before any other units in the battle. They get to choose what to do before anyone else.

      They can either submerge, or first strike.

      If they first strike, then any casualty they deal are immediately removed from battle. A.K.A, the destroyed ship cannot shoot back like normal.

      If they submerge, they effectively retreat. They cannot re-enter battle, and they cannot be chosen as casualties for that round of combat (or any sequential round).

      1.2
      If there was an enemy destroyer present, then your ability to first strike or submerge is negated. Then the sub just becomes like any other ship.

      It also negates the subs immunity to air, thus, air units can kill subs.

      Without a destroyer, those subs will never be able to hit the air units and vice versa.

      Any (surviving from the first strike) flotilla can shoot back. Afterwards, the subs can once again choose to sub-merge or first strike again.

      Yep, that’s strategy bombing.

      2.1
      Yea, realism isn’t a big part of the game. anyway

      Air vs air battles only work just like normal battles, you keep rolling dice and killing until one side is destroyed.

      Air and Ground vs ground work just like normal, the aircraft stay and keep rolling dice along with all the other ground units. Aircraft can however retreat on their own (if no enemy aircraft is present, and only if your attacking).

      2.2
      Aircraft can attack as many times as they like during regular combat. They can be chosen as casualties just like any other unit, and they deal casualties, just like any other unit.

      Rules are really icky about this for some reason.

      In a nutshell, you can stick your dudes onto the transport, move the transport, and upload onto whichever territory, and conduct combat. All on the same turn.

      The transport cant move after it has unloaded.

      But transports can load up, move 1 territory, and load again, move another territory, and then unload onto a territory.

      yes, yes, and yes.

      remember, it takes 1 movement to enter the sea zone with the island, AND ANOTHER movement to go onto the island. Conduct combat etc. Then another movement to get off the island, and into the sea zone.

      I think your asking if you can build it on any territory.

      Yes, as long as it has an IPC value of AT LEAST 1.

      Factories also cannot build more units than the amount of IPCs that territory has, so Italy, can only build 3 units max per turn.

      Yep

      Nation tokens are also used to mark how many IPCs you have on the top of the board.

      Keep those questions rolling.

      posted in Player Help
      1
      1Bean432
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