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    Posts made by americancyco

    • RE: Holland / Dutch SOLUTION proposal, and other notes

      Personally I think Holland and DEI should be treated as two different nations.

      Because attack Holland just makes too much trouble for Japan and it doesn’t really reflect how the DEI were involed in WW2.
      Maybe the DEI could be activated / cpntrolled by Anzac.

      posted in Global War
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      americancyco
    • Axis and Allies revised for sale

      I have an extra revised version of Axis and Allies for sale

      UK (light tan not celery)
      The only thing missing are two pieces (1 Jap infnatry and the marshel card for
      It has all 12 grey factories and AA guns
      It has all the airplane movement roundels
      It has all the marsheling roundels and matching cards (except for

      Axis & Allies Revised
      Parts inventory

      U.S.S.R. Gemany U.K. Japan U.S. Other
      Infantry 15 15 15 14 15
      Armor 10 10 10 6 10
      Artillery 8 8 8 8 8

      Bomber 2 4 3 3 4
      Fighter 10 10 10 10 10

      Aircraft Carrier 2 2 3 3 3
      Battleship 2 2 3 4 3
      Destroyer 2 6 6 6 6
      Submarine 5 10 5 8 5
      Transport 4 5 6 8 6

      Anti-Aircraft 12
      Factories 12

      Subtotal: 60 72 69 71 70 24

      Grandtotal: 365 pieces

      all the charts in great condition
      original box (one corner of the box has tape but still in great condition)
      25 of each $1, $5, $10 all in near mint condition.
      grey and red chips

      I selling it for $30 (plus $12 shipping)
      I have dealt with Most Holy before and feel free to check out my ebay page for feedback.

      posted in Marketplace
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      americancyco
    • RE: Holland / Dutch SOLUTION proposal, and other notes

      I like your suggestion for the battle of River Plate. (Had to look that one up)

      I’m still confused by “coastal ships”  I thought they couldn’t move out of their starting zone.  Sorry if I’m completely wrong, I always found the coastal thing confusing.

      My opinions on Holland/Dutch Indies
      1-It is neutral until attacked, then it becomes it’s own minor nation under the control of Russia (only because they don’t get any other nations to control) sort of like your rule 3.

      *I would also rule that if not attacked they cannot declare war until the same turn as the US, since it was Japans attack on Pearl that lead to them declaring war on Japan.

      I never liked the rule that the Dutch do not collect income and cannot rebuild their fleet/army.

      posted in Global War
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      americancyco
    • RE: Hasbro/WotC Priorites (Not 1914)

      As much as I enjoy Axis and Allies, I’m sure monopoly out sells it by probally 50 to 1 each month.

      Monopoly is a classic game that will be around forever, in the grand scheme of things a new piece isn’t that big of a deal to the game but everyone knows of monolopy so it is news worthy in the “hey isn’t this interesting” sort of way.

      Introducing a new Axis and Allies game isn’t even a blip on the screen for most people.

      Also it’s not that fair because Monopoly is Hasbro.
      A&A is WoTC and if you didn’t already know WoTC only cares about Magic and DnD.

      posted in Axis & Allies 1914
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      americancyco
    • RE: Playing with paratroppers.

      This is how I use paratroops in 1942

      Just use a bomber (instead of a bombing raid or attack it can carry two paratroopers)
      The paratroopers must be dropped off at the first enemy territory.
      The bomber and the paratroopers must start in the same terrirtory.

      posted in House Rules
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      americancyco
    • RE: Waffen SS Infantry

      @IL

      I use the same stats for Tiger Tanks however I have a limit of 2 not 6.  Was wondering do you find that six is a little overpowering (number wise)
      I also allow Panzer Tanks (3-3-2-4) limit 4 build 2 per turn (starting turn 4 in 1940).  So over all I do have a total of 6 special tank units for Germany.

      I also use the same stats as the Tiger Tanks for Russia’s KV-1 with a limit of 5.

      I do like your suggestion for Waffen SS infantry, I already use Panzer Grenadiers (1-2-1-4) +1 when paired with Tanks or ART (max 6, 2 build per turn).  In your opinion do think having two special infantry unit types for Germany would be over kill?

      posted in House Rules
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      americancyco
    • RE: After Action Report! Good News! and bad…

      I could have missed it but where does it say minor axis build there units for free?  We have never played that way.

      page 25 says they are limited to producing 3 units per turn.

      if they produce for free then there is no reason for them to collect their own income.

      posted in Global War
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      americancyco
    • RE: After Action Report! Good News! and bad…

      I also use the original gray German pieces for my minor axis

      Except for Finnland which gets it’s own color because of the funky rules where it can fight w/ Russia, while still being a minor axis and Russia is not at war with Germany.

      You know where I think a lot of my views on this come from.  The rules for Canada and Union of South Africa being played as their own nations.  They are allowed to take over territory and such just like any other major nation.  I guess personally I see that as an unfair advantage for the allies and that is probally why I am such a supporter of minor axis being allowed to capture territories.

      MY personal opinion to your question about minors building ships (I always ruled they could, because of their lack of needed a factory to build any other type of unit).  I never really had it come up because they would never save up that much money.

      As for your question about them building fighters on a Germany carrier, I never even thlought of that.

      posted in Global War
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      americancyco
    • RE: "Diplomatic Actions": For example, paying for a Coup to flip a territory.

      I sort of do this already in my game but only with certain nations and a certain trigger is required before the nation is allowed to make the die roll.

      posted in House Rules
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      americancyco
    • RE: After Action Report! Good News! and bad…

      Maybe I’m not expressing my concern clearly (or you just disagree which is cool  :-D )

      Minor allies are limited to producing 3 units (max) per turn.  Ok but since they don’t really collect much money (only the value of their home territory) they really wouldn’t have the money to produce anything more then INF.  Unless they wanted to just save their income for many turns to buy say a plane or something.

      Finland, Hungary and Argentina get $3 per turn that is one soldier per turn
      Bulgaria and Romania get $4 per turn income, not much better, thats what a soldier with $1 left over?

      Sure Germany can build factories in the minor territories but those factories produce German units, in addition to the minor units that can be produced.

      If the minor was allowed to collect for it’s captured terriroies then they would collect more money and be able to buy better equipment, faster.

      I understand your point of multi-minor nations attacking and taking a territory but since they are all controled by the Germany player it would be pretty easy to just assign the captured territory to any one of the attacking nations, German players choice.

      posted in Global War
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      americancyco
    • RE: After Action Report! Good News! and bad…

      Here are the house rules we use with this game

      we use the mongolia rules from G40

      Germany has to be making 50$ at the start of their turn before they can try to influence Spain/Portugal into joining.  Otherwise Spain is neutral.
      Germany must be making 55$ before they can try to influence Turkey into joining.
      (This prevents Italy from walking in at the beginning of the game and also keeps SZ 43 out of the game for a while)

      When Germany controls Egypt they can try to influence Iraq into joining.
      When Axis control Egypt, the UK can try to influence Iran into joining.

      Influence spend $5 and roll a d6 on a 1-2 you influence the nation into joining.  One roll per turn only, done during the build tech step.

      Also when someone attacks a neutral that neutral should it not be taken over automatically join the opposing side.
      Same with attacking a pro leaning ally of the opposing side.  This automatically actives the pro leaning ally.

      to represent this on the map i do the following.
      nations that can be influenced into joining the axis are yellow until said time the join, then they become black.
      Iran is a light green then it becomes tan
      Siam is pacific RED

      Pro axis / axis minors are (classic Germany grey which becomes black when activated)
      Finland (is xeno blue)
      Pro allies (light blue)
      Dutch (orange)
      true neutral (white)
      Mongolia (light grey)

      Another reason I do this is I agree the ability to not really build up minor axis does more harm then good.
      Unless I am reading the rules wrong (and that could of course be the case)  minor axis keep there own money but only collect money for the territory they start with.  So my understanding is if Finland takes over Karelia the 2 collected gets added to Germany.
      If Hungary should take over Greece the 2 collected goes to Germany.

      The way the rules are (unless I am wrong on this) there really is no point in even taking the minor nations outside their home country because they would not gain anything.  They would expend troops taking over the new territory but not gain extra money to help rebuild the lost troops.

      As for convoy.  We never use them, because I have to admit I liked the way convoys where done on the Global map with the convey in the middle of a single sea zone makes it easier to figure out.

      posted in Global War
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      americancyco
    • RE: Russia and mobile industry

      I like the either you move you IC or you use it to build rule.

      Im not opposed outright to the moving capital of Russia, but like I said it can’t be done turn 1.  Maybe when Germany declares war on Russia then this rule would kick in.  That might work out a little better.

      posted in Global War
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      americancyco
    • RE: Russia and mobile industry
      1. Being that Moscow can be split with mobile industry, you could say that the minor IC on the move also holds the Russian government and 1/2 its bankroll (axis can capture the other 1/2 if they take Moscow w/minor IC). This would slightly change how Russia can relocate its capital, and what the axis need to do to squash them.

      I’m not sure I like this rule, it could turn out to be far too good for Russia.  Maybe if they had to wait to a certain turn before they could do this.

      I’m just saying I for one, if I ever got stuck playing Russia again ;) , I would split my capital on Russia 1 (1949) and start moving it to near the Ural mountains (far side).  Russia is so big and Germany usually wont pick a  fight with Russia early in the game they are more concerned about Poland, France and the rest of Europe.  Japan can’t attack too early so by time Russia is attacked their new capital would be safely tucked away.

      But I have to admit I am picturing little red ICs to represnt these and that picture idea is cool :)

      posted in Global War
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      americancyco
    • RE: Variants for HBG "Battle Pieces" - Axis Minors

      +1 to attacks when ith ART or TANKS (as opposed to just ART)

      posted in House Rules
      A
      americancyco
    • RE: Variants for HBG "Battle Pieces" - Axis Minors

      This is what I use

      Panzer Grenadier  $4 * ATK 1 * DEF 2 * Move 1  (+1 when combined with artillery or tank.  Max of 6 on the board at a time)
      KV-1 Tank            8 * 4 * 4 * 3 (Max of 5, build a max of 2 per turn)
      Panzer tank          4 * 3 * 3 * 2 (Max of 4, build 2 per turn)
      Tiger Tank            8 * 4 * 4 * 2 (max of 2, build 1 per turn)
      Truck                    4 * - * - * 2  (Use same rules as transport, can carry 2 INT or 1 INF and 1 ART)
      Akagi aircraft carrier    - * 0 * 2 * 2  (replace 1 aircraft carrier at start of game for free carries 3 fighters)
      Escort Carrier        10 * 0 * 1 * 2    (Carry one aircraft)
      Hood battlecruiser UK    20 * 4 * 4 * 4    (can only build one per game)
      Yamato Battleship    24 * 4 * 4 * 2  (takes 3 hits, max of 4, build 1 per turn)

      posted in House Rules
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      americancyco
    • RE: After Action Report! Good News! and bad…

      I agree make all rule changes on different color text.

      posted in Global War
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      americancyco
    • RE: After Action Report! Good News! and bad…

      We played this last weekend.  Now most of the group is used to normal axis and allies so we tried this map.  It was fun, (I was Japan my partner made so many mistakes as Germany we stood no chance).

      G1.1  He attacked HOLLAND.  I was like 'what are you doing?"  So right out of the gate Holland/Dutch is in the war and as Japan I was not happy that the Dutch where no longer neutral.  He also attacked Yugoslavia turn one (because he wanted Hungray to join him).
      G1.2 He finally attacks Poland and barely captures Paris to bring Italy into the game.

      No not his fault but he rolls sucked and he lost a lot of units.

      Apparently we played the rules wrong because we ruled if you attack a pro neutral it automatically joins the opposing side army.
      That being said Yugoslavia becomes UK.  He takes the land units but Yugoslavia’s navy joined UK.

      So at this point I’m asking if Japan can sue for peace already?

      Russia 1 * Russia now has a pretty strong wall of defense against Germany who is really weak at this point.

      Italy 1 * Italy for the most part takes control of the med. sea and thats about it.  (same guy is playing Italy and Germany).  he did so bad on Germany turn 1 he is now afraid to really do anything.

      Japan 1 * I make a descent push into China without picking any other fights

      UK 1 * They retake Paris

      I quit the game, we stood no chance at all.

      posted in Global War
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      americancyco
    • RE: A&A 1942 2nd edition (1940) set up

      Ok updated the setup based on suggestions

      Russia 5 inf became 3 (still no fighter, its 1940 and they are not at war with anyone they have time to buy one)

      Germany: beefed up NE europe
      as far as Southern Europe I understand why you say they should be pro allies, but I think if I dropped a pro allie nation in the middle there it would be too much for the axis to come back from.  And if they dont attack it it would be make Italy far too weak.

      Japan: changed 1 fighter on each aircraft carrier to a tact bomber

      FEC: sz 35 picked up a cruiser

      Persia picked up 1 INF

      opinions?

      posted in House Rules
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      americancyco
    • RE: A&A 1942 2nd edition (1941) set up

      Ok now that I have some free time.  I looked at people’s suggestions and made some changes to my set up.

      Russia: gained a fighter and lowered the 5 inf to 3 inf

      FEC: gained a cruiser in SZ 35

      US: lost a bomber in West US but picked up 1 ART
      They also gained a cruiser in SZ 19

      Japan:
      Gained a cruiser in SZ 60
      also on the aircraft carriers they now each have 1 fighter and 1 tact. bomber

      opinions?
      I am going to use the victory cities rules as follows:
      damage to Battleships or Aircraft carriers must be repaired at a friendly victory city
      victory cities may scramble 1 fighter into naval combat

      posted in House Rules
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      americancyco
    • RE: Setting up AA 1941 for the first time

      Are you using tokens?

      posted in Axis & Allies 1941
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      americancyco
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