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    Topics created by Argothair

    • A

      [Anniversary '41] Alternate National Objectives

      House Rules
      • • • Argothair
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      Caesar-SerionaC

      Looks fine but from what I can see, two objectives I don’t like the values.

      Northern Lend-Lease should be more due to getting equipment from both UK and US.
      Pacific Lend-Lease should be less because USSR refused to take any combat Lend Lease through that route because they did not want to give an excuse for Japan to declare war so they only took non combat issued items.

    • A

      [Anniversary] Alternate Setup: July 1942

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      • • • Argothair
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      Corpo24C

      This is a great alternative set up for 1942 anniversary game .  Love the turn order and how the Americans right off the bat get action in the pacific theatre.  I have played this set up twice and have seen the axis and allies both win a game.  I can vouch for this scenario as I had a blast playing it.  If you want more pieces and naval action quickly in the pacific then give this one a try.

    • A

      [House Rules] Keeping China Alive?

      1941 Scenario
      • • • Argothair
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      C

      We also have a different House rule that has proven to be very interesting:

      We use the Chinese Setup from 1942 but instead of Suiyuan having 2 Inf, we add an additional Inf in Yunnan (thous having 3 Inf 1 Fig)…

      The Japanese player can still opt to got for it with 3 Inf 2 Fig, but it is an evenly and very costly battle.

      Having more boots in China also makes the abundance of Japanese transports in 1941 less of a problem since the Japanese player has to send a bit more Infantry to China to counter them.

      We found this setup to be way more interesting and also historically accurate because China was a pain in the ass for Japan and it shouldn’t be that easy for Japan to defeat them.

    • A

      [1942.2] Increase Allied territory values instead of bid?

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      • • • Argothair
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      baron MünchhausenB

      @Ichabod:

      @Argothair:

      Ichabod, your idea of boosting capital territories’ income is interesting and worth considering as an alternate way to balance the game, although if we only boost capital territory income, then the Axis will have no incentive to fight over peripheral territories, which will become even more irrelevant to the war. As I’ve mentioned on other threads, it bothers me that Australia, South Africa, the Urals, and Archangel wind up being so irrelevant to the game, even though in reality they were a major component of the Allies’ industrial and logistical capacity.

      I agree with you that we should not be boosting any territories that would wind up just being a gift to the Axis, because the Axis have plenty of advantages already, but I think it is actually very hard for the Axis to stack Archangel in the early game – it’s three territories away from Berlin and its adjacent to Moscow, so if the Russians can’t at least trade Archangel (to share the extra income), then you’ve probably reached the endgame.

      I assure you, that as the Axis I will be trying to take as many territories as possible to boost my income even if the value is still the original 1 or 2 IPCs. I’ve played 42.2 only a few times. I grew up on Classic/Revised and it’s basically just an updated version. The 2x I played 42.2 however were enough to demonstrate to me how ridiculously unbalanced it is, way worse than G40 (which is my go to game).

      Start small, make the capital territories an increased value of 5 IPCs and see if it doesn’t unbalance the game.

      I’m telling you if you make irrelevant territories like Archangel or South Africa, or Australia worth more, the Axis will just capture those places, and poof, there goes your game balance and it’s even more lopsided. Archangel was captured on round 2 or 3 of the 2 games I played. It’s easy for Germany to push Russia back in 42.2; heck a caveman could do it.

      Axis can grab lands such as South Africa or Australia but I don’t think it might be optimal for Axis.
      Such are out of position and, if Germany waste money in Africa, this is less units against Russia.
      Same for Japan wasting resources against US instead of crushing India, then going Caucasus or Moscow.

      I do agree about Archangel and Karelia, it is on the north way toward Moscow.

    • A

      [Global 1940] Streamlined Factories & Victory Cities

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      • • • Argothair
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      S

      @argothair

      An interesting idea, to be sure! But where will we get the new units? Thank you!

    • A

      [Global 1940] Manpower Limitations?

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      • • • Argothair
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      Caesar-SerionaC

      @Argothair:

      I think I’m shooting for something in between those two extremes, Caesar. We have a rough idea of the manpower reserves of each nation – so maybe nations can only purchase X infantry per turn at the low cost of 3 IPCs per unit, and then after that they have to pay a higher cost of 3.5 IPCs or 4 IPCs per unit? And then X can vary by nation based on what we know about the nations’ manpower.

      E.g.
      China – 20 infantry / turn
      Russia – 18 infantry / turn
      America – 16 infantry / turn
      UK Pacific – 14 infantry / turn
      Germany – 12 infantry / turn
      Japan – 10 infantry / turn
      UK Europe – 8 infantry / turn
      Italy, France, ANZAC – 6 infantry / turn

      I’m not saying that’s accurate; that’s just an illustration of the level of detail that interests me. Other players might be interested in more detail or less detail than that.

      Not a bad idea but China and Russia will never have issues because 20 Chinese infantry equal $60, literally larger than the possible total value it can have unless you’re working a rule where China can leave their territories. I think 18 infantry for USSR would be $54 which is larger than it’s own national worth unless it captures Axis territories which the excuse for that is now it has more population to use.

    • A

      [1942 2nd Ed.] Argo's Summer 1942 Map

      House Rules
      • • • Argothair
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      A

      Fair enough! And thanks very much for the writeup. If anyone tries this again, consider adding:

      2 German subs in SZ 10 (Greenland)
      2 German subs in SZ 12 (west of Morocco)
      1 Japanese carrier with 1 Japanese fighter in SZ 62 (east of Tokyo)

    • A

      Asymmetric Declarations of War - Strategy?

      Axis & Allies Global 1940
      • • • Argothair
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      Caesar-SerionaC

      I can’t say the best plans as Axis as I am usually USSR when I play but when you use the term Asymmetric Warfare, you do know that means when two armies that are not equal fight each other like a professional army vs a militia would be an example for Asymmetric Warfare.

    • A

      Occupying Southern France in Balanced Mod

      Axis & Allies Global 1940
      • • • Argothair
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      S

      @Argothair:

      You’re correct, and I apologize for the error, but my basic question stands: Britain starts with two Atlantic transports. Is there a way to reliably kill them both, take Normandy, take France, kill at least one of Britain’s two main fleets, and not lose 8+ German planes in the attempt, all on G1?

      No, is the short answer, or at least you shouldn’t try.

      Letting the SZ110 fleet escape might allow you to accomplish that but you’d rather sink that than tie up 4+ planes on sinking two ships.

    • A

      Argothair (Allies) vs. Taamvan (Axis), 1942.2 Game 1

      Play Boardgames
      • • • Argothair
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      T

      Thanks buddy.  Here is my turn.

      triplea_39757.0_UK2.tsvg

    • A

      Opponent for 1942.2, AA50, PoS, or Revised?

      Find Online Players
      • • • Argothair
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      B

      If you ever need a player for 1942.2 just ask me. I, however, haven’t ever used the play by forum so I might need some help.
      Thanks

    • A

      1940 Scenario for 1942.2 Map (need extra colors for pieces)

      House Rules
      • • • Argothair
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      A

      Yup! Scale was perfect for the map…the infantry are too large to fit comfortably in Belorussia or West Russia, but they fit great in France, Italy, Africa, and China! Quality is 3.5/5 stars. Some of the infantry didn’t detach cleanly from the sprue, and the modeling is slightly chunky, but overall the pieces are durable, handsome, and clearly distinguishable.

    • A

      Cheap/Weak Fighters on Expensive Carriers?

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      • • • Argothair
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      C

      @Argothair:

      My question is more about what do you do when you only have enough sculpts or enough attention span to play with one type of fighter. Is there a way to keep island bases vs. carrier bases balanced with only one type of fighter?

      Or to put it another way: introducing a special extra unit simply for the sake of creating more unit variety is one thing, but introducing a special unit in order to fix a perceived problem with the game map or with the game rules is something else.  It’s not necessarily a bad idea, but perhaps an adjustment to the rules would be a more direct approach.

    • A

      Cumulative Tech for 1942.2 Map

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      • • • Argothair
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      A

      Thanks! I mostly agree with your comment about per-dice research efficiency; the only reason I didn’t include additional penalties for triple-stacking your scientists is for the sake of simplicity. If you want to play with a -3 penalty, or (even better) a -4 penalty that rounds up to a -3 penalty if you roll three 1’s, then go right ahead!

      Giving each Axis nation 3 tokens and each Allied nation 2 tokens tends to give the Axis an early edge in research (they will manage their first couple of breakthroughs earlier than the Allies will), but then the Allies will start to catch up and then overtake the Axis later in the war, because the Axis scientists (on average) will be more “crowded” and will take more stacking penalties.

      You could bump Radar to 14 pts. or even to 16 pts. if you really want to, but there are limited opportunities to make full use of the potential synergy. E.g., suppose Germany is using a “Dark Skies” approach to ward off Allied fleets with its enormous Nazi bomber squadrons. Britain might want both Radar and Anti-Aircraft Cruisers to help protect its fleet. Russia, on the other hand, only needs Radar – they’re not going to build any cruisers. Similarly, Russia doesn’t have much use for Jet Fighters, since if it’s suffering from a strategic bombing campaign, it won’t be able to afford much in the way of extra fighters. There’s also the concern that “Heavy Bombers” has always been an overpowered technology in every version of Axis & Allies that had tech. I tried to err in the opposite direction by making the anti-aircraft techs roughly as powerful as the aircraft-enhancement techs!

      There is an “Improved Artillery” tech in some of the OOB versions of Axis & Allies, and I’ve never seen anyone buy it, except maybe Russia, who really does have to count every dollar and might not be able to afford enough artillery to fully power its infantry stacks. It is really challenging to fully exploit the advantage of 2:1 artillery support is that it’s really hard to maintain the desired ratio. E.g. if I have a stack of 10 infantry and 5 artillery, then after one round of combat, I probably have something like 2 infantry and 5 artillery, and the extra artillery support becomes moot. It stays moot on defense, too, when those artillery try to hold the ground they just captured. But if I have a stack of 20 infantry and 5 artillery instead, then my army is hugely inefficient – even with 2:1 artillery support, I’m only generating 40 pips of punch on 25 units, so I’m going to give you multiple rounds of combat in which to score hits and wear down my army.

      You get the same problem in reverse if you want to only boost the artillery’s native attack power. With a stack of, e.g., 8 infantry and 3 artillery, the tech would only give you +3 pips of punch – it’s just not very exciting. You could try attacking with a stack of all artillery, e.g., 10 artillery for $40, but that just seems weird and un-thematic.

      Anyway, let me know if you try out the rules, with or without some modifications! I’d be curious to see how they work in live play. I’m defending my rules so you have the benefit of my opinions, but they’re just opinions, and ultimately the house rules are there for everyone to enjoy however they like…if you think you’ll have more fun tweaking the costs or nerfing a couple of the techs, then go with what seems fun! :-)

    • A

      Clean Up Sticky Threads on House Rules Forum?

      Website/Forum Discussion
      • • • Argothair
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      Private-PanicP

      Perhaps our forum “management” are in training for setting that very forum next Marc! :roll:

    • A

      Central Pacific / Naval Supply

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      • • • Argothair
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      Der KuenstlerD

      I agree this should be addressed. On the custom map we use all islands are worth at least 1 IPC, which helps somewhat, but like you said, it’s only financial.

      I like the supply concept you have. Instead of tampering with all the unit stats, perhaps you could say that no surface attacks can be launched unless a friendly land zone is located in an adjacent sea zone. (double that distance with a naval base)

    • A

      Active Theaters on a Middle-weight A&A Map

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      • • • Argothair
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      Der KuenstlerD

      Yes the Negotiations Chart and Research chart are both included in the 7.0 production chart here about halfway down the page:

      http://www.axisandallies.org/forums/index.php?topic=34496.30

    • A

      Ideal Distances for a New A&A Map

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      • • • Argothair
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      C

      @Argothair:

      Should it take more turns, in general, to move a basic unit by land, by sea, or by air? Why?

      For whatever it’s worth, sea transporation and land transportation and air transportation in the real world exist on a continuum in which speed is inversely proportional to tonnage.  Shipping by sea is (and has been since ancient times) the cheapest way to move vast quantities of goods over great distances, giant supertankers being a good example of this principle, but it has the disadvantage of being slow and (for obvious reasons) of being limited to oceans and seas and coastlines and certain rivers.  Shipping by air is the fastest method, but it’s expensive and it involves much smaller payloads; it also has limitations imposed by landing strip requirements.  Helicopters are more flexible in this regard than fixed-wing aircraft, but they have terrible fuel consumption, a short range, high maintenance costs and small payload capacities.  Transporation by land is roughly half-way between those two extremes.  Of the two land options, rail shipping is in many ways superior because combines fairly high speed with low fuel consumption and large payload capacity, but it’s limited to places where rail lines exist.  Trucking is more versatile because there are more roads in more places than rail lines, and in a pinch some trucks can operate off-road, but they’re not as efficient at moving tonnage than trains.

    • A

      A0 Turn (New turn order for 1942.2 map)

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      • • • Argothair
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      R

      I played another game with India at 5, but I played against myself instead of the AI (first time doing that!).

      Russia got absolutely diced in the heavy Ukraine strafe, and so West Russia was abandoned R2 and with no fighter support (Iceland gone G1, no other good routes) Germany rolled over them on turn G5.

      Once the fighter route was gone I went heavy tanks in India, hoping to swing out against the Japanese and provide defence for Moscow.  I did have 8 UK tanks about to rush in to Moscow for defence (on UK6), but that would have exposed India on J6 AND Japanese tanks were closing in on Moscow as well, so it would have been a 1 or 2 turn delay at most.  Japan had the luxury of building a factory in Manchuria for north route tanks and just stacking Yunnan with art and inf (with their fleet in the adjacent SZ) and deadzone Burma, so the UK troop buildup in India couldn’t really pivot out of India as much as I thought.  Any foray out of India, and the 5 IPC factory would be gone, so the two armies stayed in the gravitational pull of one another.

      I’ve never really done a KJF, but I think that might work a lot better with 5 IPC India.  I might read some KJF strategies and try it out.  So far, 5 IPC India is a failure, haha.

    • A

      I'm upset about the way you moved our thread!

      Website/Forum Discussion
      • • • Argothair
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      Imperious LeaderI

      Exactly, And im following what he told me with regard to house rules popping up in every forum, and people latter complaining about the volume of these threads….everywhere

      Ultimately it’s up to David Jensen to chime in and outline how he wishes that the forums be organized… I will support his policies, but his policies need to be known. Perhaps the discussion of bids can be immune from the label of house rules to prevent these problems in the future… but it’s up to David, it’s his website.

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