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    Posts made by Arreghas

    • Factories in AA 1914?

      Hello everyone.

      I’ve been thinking about adding factories to my 1914 game as a house rule. I was wondering what would be the most fun way to make them useful to the game.

      I have so far 3 ideas :

      1. Factories generate extra IPCs from a region (either a fixed amount or half the region’s value, to a minimum of 1)
      2. Factories are staging areas like in other AA games, to allow production elsewhere than in the capitals
      3. Factories generate a free unit per turn (say an Infantry)

      I find each idea has pros and cons :

      1. Extra IPCs may be a fun risk/reward strategy, but I don’t know if it would break the game for one side
        2) This is a tried and true method, but it just feels boring and unimaginative. Unless you get to add just 1 for the whole game and that new staging area becomes critical.
        3) This one seems to favor smaller powers more, which can be interesting but also game changing.

      I would like to hear your thoughts on what you think would be the best way to go about it.

      Thank you !

      posted in House Rules 1914
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      Arreghas
    • Using Factories in 1914 ?

      Hello everyone.

      I’ve been thinking about adding factories to my 1914 game as a house rule. I was wondering what would be the most fun way to make them useful to the game.

      I have so far 3 ideas :

      1. Factories generate extra IPCs from a region (either a fixed amount or half the region’s value, to a minimum of 1)
      2. Factories are staging areas like in other AA games, to allow production elsewhere than in the capitals
      3. Factories generate a free unit per turn (say an Infantry)

      I find each idea has pros and cons :

      1. Extra IPCs may be a fun risk/reward strategy, but I don’t know if it would break the game for one side
      2. This is a tried and true method, but it just feels boring and unimaginative. Unless you get to add just 1 for the whole game and that new staging area becomes critical.
      3. This one seems to favor smaller powers more, which can be interesting but also game changing.

      I would like to hear your thoughts on what you think would be the best way to go about it.

      Thank you !

      posted in Customizations
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      Arreghas
    • RE: tanks in A&A 1914 - What is the value?

      I’m late to the game on this post, but since I have played many many games of AA1914 over the last couple years (and it’s my favorite AA game), I’d like to share on how my group’s thoughts have evolved about tanks.

      The first few games, we barely made any, thinking they were not worth sacrificing 2 infantry units for the same cost. We lowered the IPC cost to 5, and within 2 games, tanks were on every battlefield. We figured we probably underestimated them, so we returned to the original cost.

      Now, they are always on the game board for some powers, namely Germany, France and the UK. Other countries may field them based on whether or not they are clearly in the attack mode. Our games will never last less than 10 turns, usually more like 14 or 15 before we call a winner.

      It’s important to remember that AA1914 is about weapons having synergies with each other, which means you need to figure out their niche for each and everyone of them, and they DO exist.

      What we found out about tanks is that, once they start protecting a high percentage of your per-turn production (say 25% or higher), they give you tremendous staying power on the offensive. For the main powers, this means that 3 tanks or more will have an impact. For small powers like Italy, a single tank may make a difference if they are on the offensive.

      When you play the usual rules, it takes time to bring reinforcements to the front (we use trucks as land transport equivalents so it is a bit faster) and therefore you want your offensive power to not erode as quickly, especially since the defender will have faster reinforcements. Many AA games were lost because the attacker made it to the enemy capital only to completely run out of steam, which meant a large scale retreat was needed.

      While it’s true that tanks alone will lose a fight, their role is to skew the results of a offensive battle in your favor. Since their effect is guaranteed compared to rolling dice, you know you will cut your losses. This turns a relatively equal fight into an advantage, or an unlucky roll into a salvageable situation. Their effect will show over 2 or 3 turns, eating into your enemy’s kills and allowing your units to actually be there to defend when he would choose to counterattack.

      Tanks alone are not worth it. But a few of them on a battlefield progressively eat away at your enemy’s army by forcing him to accept subpar kill ratios. Yes, more infantry MIGHT be good… if they were alive to defend for the counterattack. Tanks insure you will have a better attrition rate than your enemy, but the trick is you have to have a meaningful number of them compared to your IPC rate for them to make a difference. So, you either build enough of them to be worth it, or none at all.

      The one caveat I would have is if you and your enemies have a tendency to stack ungodly large armies on a single region and wait for that epic clash of arms. In my experience, you should avoid this situation at all costs and force engagements when armies have more than 25 infantry divisions, otherwise it becomes a stacking game, and those are typically slow with a predictable outcome (the losing side just hopes something will happen to turn the tides, while the winning side simply keeps increasing its leverage while waiting for the inevitable). Go on the offensive, move that front, make it as fluid as you can !

      All in all, if you feel you are going to be on the attack for a while, build tanks and watch your enemy lose more and more units for less and less of yours. Your staying power will be greatly enhanced and they will turn the tide of war in your favor.

      posted in Axis & Allies 1914
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      Arreghas
    • Looking for new units for A&A ?

      If you need to find buildings or units for your A&A games (especially for 1914 variant), please feel free to browse this shop :

      https://www.shapeways.com/shops/tablegamewiz

      You will find many opportunities to customize the game to your needs and make your games even more fun !

      Happy gaming !

      posted in Marketplace
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      Arreghas
    • RE: If you need some WWI / WWII buildings

      Here’s the latest addition, flak towers !

      https://www.shapeways.com/product/68WV3LMFT/wwii-flak-tower-x6?optionId=65736803&li=shop-inventory

      posted in Customizations
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      Arreghas
    • RE: Remake

      I play this game about 4 times a year with friends. We’ve tweaked the rules are few times and now we have a pretty much optimal setup. The only added unit are trucks (basically land transports for Inf, Art and Tanks) and it makes for interesting moves and plays.

      We’re of the mentality that historical accuracy should not get in the way of replayability and fun, so rules such as limiting the number of units in India, or changing the US involvement makes for more and more linear gameplays that are basically the same strategies happening with the dice becoming the sole factor in the game. We like to try new things.

      Also, adding new units in a d6 game where the unit costs are single digits makes it almost impossible to balance correctly. Every time we tried tweaking land units values and costs we basically destroyed a unit and made another one completely OP. I think you would have to switch to a d8 system and multiply costs by 5 (and income of course) to allow proper tweaking. Also, it’s very easy to make units that sound good on paper but end up being fairly situational.

      We’re dabbling with the idea of allowing players to build one extra factory at the start of the game, which would make for some cool tweaks. I am also thinking about bombers that would be expensive units that deal damage automatically and you can’t block it via tanks (though again, it may be situational). We’re also thinking of making air combat optional or last just one round as well, with the winner being the one with the most air planes in the end. We’ve had a few games where it was a 7v5 air battle and it makes no sense to lose so much IPCs in one go in a game that is about grinding, especially when this means you basically can never again challenge the enemy’s 4 hit artilleries.

      All in all, the game as it is is pretty much fun and can become even better with few adjustments. The trick is to add an element that has good synergy with the current game meta. Otherwise you might as well just make a whole new game with its own rules.

      posted in House Rules
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      Arreghas
    • If you need some WWI / WWII buildings

      Here’s some of what I have done.

      https://www.shapeways.com/shops/tablegamewiz?li=pb

      Ideas and suggestions are welcome and I will gladly look into making the parts you need. Please note that I will not do elaborate pieces like airplanes / infantry anymore. I prefer to work on buildings and other similar shapes.

      posted in Customizations
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      Arreghas
    • V2 Rockets !

      https://www.shapeways.com/product/GHF4BKMBN/v2-rockets?optionId=62875073&li=shop-inventory

      Now you can all destroy the Allied scum from afar with those powerful weapons !

      posted in Marketplace
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      Arreghas
    • RE: Need some good playable miniatures ?

      Who wants an army camp ?

      https://www.shapeways.com/product/X5JRFGRNH/army-camp?optionId=62375497&li=shop-inventory

      There is also a version for 12 to lower the per item cost.

      https://www.shapeways.com/product/42MQDZTJB/army-camp-x12?optionId=62375931

      posted in Marketplace
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      Arreghas
    • RE: A Question Of Balance

      @DessertFox599:

      Maybe it’s just me but I find the game to be well balanced. It might be the players I play with, but I find most of my games 50 50

      I think the game is skewed in the Allies’ favor, though that is true of many A&A games. The one thing it does give is that it forces both sides to adopt different playstyles.

      Compared to other A&As I have played (Europe, 1941,1942), I think that 1914 gives the Axis a slightly better chance of winning than other games, though you still do need a little luck of the dice.

      What I do like about 1914 is that the one-combat round only makes it harder for people to lose a game in a single large battle and smaller battles can actually cause you issues if you get a bad roll, opening up opportunities. Overall, it’s my favorite game regardless of who I play.

      posted in House Rules
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      Arreghas
    • RE: Need some good playable miniatures ?

      @Leatherneckinlv:

      How about victory cities for ALL victory cities…Manila, Honk Kong, Honolulu, Stalingrad, Cairo cities like this are not made

      If you have ideas about how you would like that to look like, send me a private message ! I’ll be glad to help out if I can.

      posted in Marketplace
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      Arreghas
    • RE: Need some good playable miniatures ?

      Thank you !

      Feel free to show this to others and send me ideas for models that you would like to see made !

      posted in Marketplace
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      Arreghas
    • RE: Need some good playable miniatures ?

      Here’s what it looks like :

      https://www.shapeways.com/product/W67J9TEQS/small-factory?optionId=62307177&li=shop-inventory

      There’s a stack of 12 available as well !

      posted in Marketplace
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      Arreghas
    • RE: Need some good playable miniatures ?

      Lots of these sound cool !

      Got some images and ideas for the minor factories ?

      posted in Marketplace
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      Arreghas
    • Need some good playable miniatures ?

      Look me up for ideas and let me know what you would like made for your game !

      https://www.shapeways.com/shops/tablegamewiz

      posted in Marketplace
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      Arreghas
    • RE: Axis and Allies - Which games are worth extra units ?

      Interesting conversation gentlemen.

      You are indeed proving to me that changing any rule set is complex indeed and requires very thoughtful analysis.

      Personally I like the die system although I also enjoy the 1914 concept of single combat round and unit synergies, and that is how I have been trying to modify the game instead of simply making units stronger or cheaper.

      I’m thinking right now of a “flanking” mechanic for mobile units… Hmmm, I’ll need to think about it more.

      posted in House Rules
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      Arreghas
    • Axis and Allies - Which games are worth extra units ?

      I see a lot of extra units on HBG for different kinds of infantry, tanks and whatnot, and I keep wondering if any of it is good for strategy-level combat - by strategy-level, I mean games where you conquer entire continents, not just fight for a region of a country at the division level.

      With IPC costs ranging in the 3-5 range for land units most of the time and with a d6 calculation for hits, I am having a hard time introducing new units in the mix in a way that they are useful or do not make other units pointless.

      The only way I found so far was in AA1914 since there are more mechanics associated with land and air units (tank absorption, artillery support, air superiority) so that means you can build chemistry around new units.

      What do you guys do to add new units to the game without breaking it or making it overly complex in WW2 strategy-level games ?

      posted in House Rules
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      Arreghas
    • How to integrate bombers in AA1914 ?

      One thing I like about AA1914 is the synergy between units and I want to keep that while adding on new things.

      I am looking at how bombers could be added in a nice way.

      Simply making it a powerful offensive unit would be wasteful in my mind because that means it would either be completely worth it or completely useless IPC wise. In other AA games, bombers are sometimes useful but in this scenario, with Infantry hitting on 2s and 3s, it’s just not THAT useful to have a unit with a stronger attack.

      So far, here’s the rule I came with that would make it interesting :

      1. Bomber attacks or defends only when you have air superiority or no one has it
      2. Bomber attacks or defends before combat by rolling one die for every enemy ground unit (or maybe a set number)
      3. For every roll of 1, the defender has a suppressed unit, which means it cannot fire during that round of combat; this would decrease your enemy’s effective force for the duration of the battle.

      I came with this idea after realizing that simply making a unit with a lot of dice to throw makes it uninteresting and hard to make different than simply having more troops.

      I did come at first with the idea that the bomber would destroy units before the actual combat, but it is very difficult to find a balance that makes sense for all sizes of battles without finding a flaw.

      I may give it more thought. Until then, I welcome some input.

      posted in House Rules
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      Arreghas
    • RE: Aircraft Rule Change for AA1914

      Carolina,

      I see your point and believe you are touching on good items. That being said, for this to work, I would say that the defender should have the choice to decide if he fights for the air altogether.

      Say you are attacked and the enemy has 3 airplanes and you have 1, you should be allowed to either defend OR not defend. The latter would mean that you forego aerial combat and leave your enemy master of the air for just showing up and your aircraft is not allowed to fire at the ground units.

      Forcing the defender into one mandatory round means he could still get wiped consistently. I think players should have the option of :

      1. Engage in air battles at all (if you are the defender)
      2. Retreat from the battle and yield air supremacy

      Yeah, on second thought, that sounds like a good rule !

      posted in House Rules
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      Arreghas
    • Aircraft Rule Change for AA1914

      I find that a fight to the death for Fighters in AA1914, where all other land battles are one round, makes it risky and sometimes not profitable to invest in air power as you can win or lose an entire set of IPCs on that one 4v4 battle that goes bad for you.

      To make aircraft more interesting, I think Air Superiority should be decided as goes :

      1. Aircraft now hit on d3 instead of d2
      2. Attack lasts ONE round
      3. Player with the most aircraft at the end has Superiority; a tie means no one has the advantage

      I understand this means you can overwhelm your enemy with large forces or aircraft, but honestly what odds would a 1v3 have of winning ? At least this way you strategize based on that to get that bonus.

      What do you think ?

      posted in House Rules
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