I live in Leuven. Belgian folks are welcome to contact me. I’m Canadian (English-speaking) but I’m fluent in Dutch too.
Posts made by 8d88
-
RE: A&A Belgiumposted in Player Locator
-
RE: Custom map for AA50posted in Customizations
@Azimuth Map looks great. If the final product is a PDF I’m sure someone could take the time to translate it for the community. My first thought though is how big do you have to print this thing to fit enough units into the territories of europe? You might want to skew the projection to make europe larger and africa and the america’s smaller to make it more playable.
-
RE: [1942 SE] Balancing the game suggestionposted in House Rules
@Imperious-Leader Seeing as how Russia has the coolest bomber sculpts, I’d like to see russia start with one.
-
RE: [1942 SE] Balancing the game suggestionposted in House Rules
@8d88 I made a post for this here…
https://www.axisandallies.org/forums/topic/40631/1942-2nd-ed-aa42-skip-the-9-12-setup
I think my home games are going to use this modded setup for the time being.
I’m still curious about giving Russia some more latitude too. -
[1942 2nd Ed.] AA42 Skip the 9-12 setupposted in House Rules
AA1942 Skip the 9-12 setup
If you’re tired of starting every game with the 9/12 Russian attack …This setup acts as if the Russian 9-12 attack has already happened and an average result was rolled. It is based on the Gencon 3.0 setup. It assumes that in the Ukraine battle Germany chose the bomber as the first casualty.
The first turn Russia is limited to non-combat moves and cannot move the ground units in west russia or in ukraine.
The fighters in Ukraine have just completed combat and cannot land in Ukraine or West Russia, they have 2 movement points to land elsewhere.
Russian Setup, same as OOB except:
Russia: 1 AA
Caucuses: 1 AA
West Russia: 7 Infantry, 2 Artillery, 1 Tank
Ukraine: 3 Tanks, 2 Fighters
Karelia: 1 IC
Caucasus: 1 IC
Archangel: Empty -
RE: [1942 SE] Balancing the game suggestionposted in House Rules
@Imperious-Leader The last time I introduced new players I heard myself talking saying “yeah, Russia, you really have to do this 9/12 to start … also hope it goes well … if it goes really badly we might just want to reset the board rather than wasting a handful of hours.”
They were new to the game but very knowledgeable gamers, so this led to a series of questions and discussions. We then talked about just taking a statistical average of the 9/12 and writing a new setup reference, then next game starting with a Russian rule of non-combat only first round, so we don’t have this problem.
-
RE: [1942 SE] Balancing the game suggestionposted in House Rules
@Imperious-Leader I think a handful of play tested alternate setups/scenario’s could be a very positive thing for the game. It pains me that Russia is pretty much locked into 1 opening move.
-
RE: Please Merge Accountposted in Axis & Allies 1942 Online
@JuliusBorisovBeamdog nice customer service!
-
RE: Zombies 1942: How Does Axis Win?posted in Axis & Allies & Zombies
@DoManMacgee I’ve used the OOB board without the zombies to teach new players, and so far I think it’s better than 1941 for that.
-
RE: Zombies 1942: How Does Axis Win?posted in Axis & Allies & Zombies
My Initial feeling is that players should be rewarded for taking on the zombies as much as players are rewarded defensively for generating them.
Flipping a card and getting a tech doesn’t feel fun or interesting for anyone.
I’ve been playing around with killing x number of zombies in a turn generating tech rolls. Like 1 roll for every 5 zombies killed in a turn.
This way the players who kill the most zombies are the best at killing zombies.I’m not sure yet if this is enough to balance the game.
I’ve also been trying with boosting the IPC production of Germany and Japan capital territories, this along with the tech change seem to be helping the game balance for me.I guess this post fits more with house rules. But I don’t see any other way to balance the game and give the axis a chance.
If only changing the setup and no other rules I think Germany would need more tanks and aircraft. I would probably give more aircraft to Japan as well.
The only strategy that somewhat worked for me as the axis was picking territories for initial battles where I didn’t really want to be so that later I can go around the pile of zombies. But even this was really too much attrition for the axis. Then in territories you don’t want to clog up with zombies you have to go in with tanks and aircraft, plus you need some zombie tech.
-
RE: The Rules of Axis & Allies & Zombiesposted in Axis & Allies & Zombies
I was pretty skeptical at first too but picked it up anyway to check out the experimental mechanics. It was more fun and interesting than I expected. Strategy can’t be taken too seriously, but at the same time the zombies create some brain crunching situations at times. It’s more of a beer and pretzels experience but that also makes it fun for mixing different skill levels at one table. And the board has proven good without the zombies to teach new players on. It seems like the 1942 se expansion could use some refinement, but I’m glad it’s included too.
-
G40 Rulebook?posted in Customizations
Has anyone made a combined and concise rulebook for Global 1940?
Introducing new players to the game and handing them 2 rulebooks and pointing out that some rules are stuck at the back of the books separately does not help the learning curve at all.
So I started thinking about putting something together, but wanted to see first if there’s anything existing.
-
[Anniversary] Balance with modern units and rules?posted in House Rules
Anyone playing anniversary with modern rules and/or units from 1942.2 or G40??
Any tips for balancing the game and/or changing the initial setup??I’m excited to see the game being re-released but I like the modern rules for AA guns and tanks too much to go back I think, and I’m sure adding the units from G40 would be cool too.
-
RE: Looking for Players Belgiumposted in Player Locator
@Spertixx - I’m in Leuven, and know a few people who like the game here.
-
RE: Balancing AAZ 1942posted in House Rules
@panther This is indeed the recommendation I’ve followed. Forgot to mention I’m testing with low luck dice.
-
Balancing AAZ 1942posted in House Rules
AAZ 1942 seems wildly unbalanced.
So far in playtesting increasing the territory value of Germany to 16 IPCs and Japan to 12 IPCs is feeling much better.
I’m playtesting without zombie technology, without ‘desperate measures’ effects, and only shuffling the zombie deck once the deck is exhausted, in order to limit randomness and keep testing more consistent.
Setup same as AAZ manual page 5 except:
United States
Western United States 2 infantry, 1AAA, 1 Fighter, Industrial Complex
Hawaiian Islands 1 infantry, 1 Fighter
Sea Zone 11 1 Destroyer, 2 Transport
Sea Zone 19 1 Cruiser
Sea Zone 53 1 Aircraft Carrier, 1 Fighter, 1 Destroyer, 1 Submarine
Sea Zone 56 1 Battleship, 1 Destroyer, 1 Transport -
RE: AAZ: House Rule - Tech Acquired through Combat?posted in House Rules
Or maybe noting zombie kills per nation and for every X number of kills tech is achieved.
-
AAZ: House Rule - Tech Acquired through Combat?posted in House Rules
My first impression playing the game is that the tech implementation doesn’t feel right (surprise, surprise right?)
I don’t mind the little bonuses on the cards, I think I could take or leave them, but I’m thinking a better way to handle acquiring tech would be by rewarding players for taking out mobs of zombies. Makes sense that the more you fight zombies the more you discover about them.
I suggest zombie tech is acquired only if a player kills 5+ zombies in a single battle.
Players that want of need tech can take out a mob and are guaranteed a reward.
-
RE: Grasshopper’s Dice & Cards (A&A Gaming Accessories)posted in Axis & Allies Global 1940
makeplayingcards.com pricing for european customers seems insanely high (37 euros plus shipping per deck). Would it be possible to post the image files for your decks someplace?