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    Topics created by Arreghas

    • A

      Unit Colors for 1914

      Axis & Allies 1914
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      Has anyone found proper colors to use for custom units for 1914 for each power ? I’ve had no luck finding anything so I try to color match to the best of my abilities but if there was RGB or CMYK info out there it would be awesome for modders.

    • A

      Unofficial AAA1914 House Rules & Variants

      House Rules
      • 1914 house rules customizations • • Arreghas
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      A

      @mhal21 I don’t play poison gas warfare for one simple reason. Poison gas was not as much of a thing as people think it was in WWI. Yes it was terrifying and it made the headlines when it happened, but the estimates are that around 150 000 casualties happened due to gas, which is something like 2-3 days of a huge battle on the Western front.
      I know some people have dabbled with it so there is stuff out there. You might want to hop on the Axis and Allies Facebook page to ask your question !

    • A

      Interesting (Hopefully) Website for Tweakers

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      Call77C

      @arreghas cool thanks

    • A

      Some Rules for Thought AA1914 ?

      House Rules
      • 1914 artillery rules ships unit cost • • Arreghas
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      @arreghas

      Thank you for responding!

      In regards to your comments:

      Adjusting Ship Costs: You’re probably right, but each piece in Axis And Allies never equals one division-in Global 1940, Germany probably had over a hundred divisions, and yet there is nowhere near that many infantry and tank units represented on the board at the start. I have a feeling that one tank equals one division, and one infantry equals one corps. Likewise, Germany had over a hundred divisions at the in 1914, which the game doesn’t represent. Each corps had two divisions, so an infantry unit probably represents a corps. So you should think about how you should tackle this problem.

      I’m surprised you were able to get extra pieces from Historical Board Gaming-everything from 1914 is almost always out of stock, especially the German ones (I really want the Ottoman ones, though, because that is the only power that doesn’t have World War 2 pieces corresponding to the colour of the country, but those are always out of stock). Still, a few months ago I found a lot of transports for several countries including Germany, and some naval units. Land and air units are the hardest to find, and I could only find ones for the US.

      Submarine Rules: Cruisers are more simple, so maybe we can think of them as cruisers and destroyers together (the lack of any destroyer units is puzzling, as there were many destroyers in 1914).

      Restricted And Unrestricted Submarine Warfare: Great that you agree!

      Defensive Dive: I’m happy that you find my idea interesting!

      Aircraft Combat: Despite what you said, I think your current rule doesn’t solve this. Perhaps a better rule would be that the side in an air battle that has less aircraft can retreat, which ends the air battle and hand either air superiority (half of the opponent’s artillery is upgraded) or air supremacy (all of the artillery is upgraded)-it’s your choice.

      I have nothing to say about Artillery Neutralisation.

      Interesting truck pieces! For some reason, I have a feeling I’ve seen those from another topic.

      As for my game, whilst the Central Powers won the sea, Germany would capitulated before that happened had the Allies not made many mistakes. So I think your assessment is accurate, although the Central Powers in my game got some bad luck in naval battles, which contributed to investing even more in ships-due to naval superiority, Germany was able to invade Scotland. Still, even without the bad luck, the Allies could have taken Berlin without making the mistakes they did.

    • A

      1914 : Freighters, Merchant Raiders & Sub Warfare

      House Rules
      • • • Arreghas
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      Hey guys,

      Been thinking of ways to make naval warfare more enticing in AA1914.

      I think it is an opportunity to give something unique to both sides, so here’s what I was thinking.

      For the Entente (Allies) : Freighters. You can build 1 per 8 land IPC you command, costs 3 IPC, 2 movement speed. Every time it ends its turn either next to a neutral country worth 2 IPCs or more or in the naval base of one of your allies (not your own), you gain 2 IPCs.

      For the CPs (Axis):

      Restricted Sub Warfare : Active from the game’s onset, on the British turn, every CP sub in sea zones 2, 7 and 8 roll and on a 3 or less, 1 IPC is deduced from the UK’s income. Unrestricted Sub Warfare : Active when declared by Germany. Same as above except that it applies to the UK and the US’ turns and every sub in those areas are automatic hits and 1 IPC is deduced. The Entente may remove one roll for every surface warship in those zones. Merchant Raiders : 3 IPCs, movement speed of 2. They are stealthy and can therefore sail past blockading enemies like subs do. Every turn they end up adjacent to an enemy territory, that enemy loses 1 IPC. If the territory is worth 2 IPCs or more, the lost IPC is instead transferred to the raider’s owner. Only 1 IPC per raider may be deducted and gained this way. To sink the raider, the Entente must send ships in that area to find it. Instead of normal combat, the Entente declares which ships is on “raider” duty. He gets 1 point per ship sent and then rolls a die. If the number rolled is equal to or less than the number of ships sent, the raider is found and destroyed (so if 3 ships are sent on patrol, a roll of 3 or less destroys the ship). He gets only one roll per turn. The CPs may only have one raider per 6 land IPCs they own.

      I think this could make naval combat more fun and significant in the game, especially for the CPs who could see value in trying to take command of the seas or force the Allies to chase them around. On the Entente side, it would give some countries (Italy, USA particularly) a shot at boosting their IPCs and decide if they play the long economic game at the risk of lacking armies.

      Let me know what you think !

    • A

      Shout-Out to The Plastic Commando !

      Axis & Allies 1914
      • • • Arreghas
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      The Plastic CommandoT

      @Arreghas Thank you sir!

    • A

      AA1914 - Playing with Statistical Losses

      House Rules
      • 1914 • • Arreghas
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      @SS-GEN said in AA1914 - Playing with Statistical Losses:

      Ok. Low luck with a twist right ?
      So how does the -10/+10 roll work ? say
      A
      6 inf = 15
      3 art = 6
      Total = 21 points
      Then div 6 into 21 = 3.3
      3 hits plus a 3 left or half hit.
      How does the rest of this work ?

      Hello!

      If using the 1914 values ( 2 for Inf, 3 for Artillery and supported Inf), it gives this :

      3 Inf x 2 = 6 3 Supported Inf x 3 = 9 3 Art x 3 = 9

      (9+9+6) = 24
      24 / 6 = 4 hits.
      Roll for +/- 10%. We typically call for a minimum variance of one, so you would end up with between 3 and 5 kills.

      We round the number before rolling, so in your case, 21 hit points divided by 6 gives 3.5, so we count 4 kills before rolling for +/-.

      This makes for low luck games but that +/- 1 or 10% can be the difference sometimes between changing your strategy or staying with it without killing you on one bad roll.

      I hope this helps you out. Enjoy!

    • A

      AA 1914 - Artillery Duels ?

      House Rules
      • 1914 • • Arreghas
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      @Arreghas I really like the rule. Here’s what I like the most

      I think it would speed up the game It helps minimize giant stacks of troops It’s historically accurate. Concentrated artillery bombardments were used all throughout the war, especially by the Germans in Russia during 1915

      I just have one suggestion. I feel like having the artillery not being able to battle if they do this will discourage people from doing this, so here’s what I propose:

      When you choose to have an “artillery duel” artillery just hit at one less, like you said. You and the defender use all your artillery in the territory Once per turn you may choose to have your artillery battle at their normal values. However, the roll at 1 until your next turn.
    • A

      [1914] Contested Territories - An Interesting Tweak?

      House Rules
      • contested territory rules 1914 • • Arreghas
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      @Arreghas I really love this idea!
      One of the biggest problems I find in my games is stacking. Its not as fun when the game just comes down to two giant stacks on the western front, and the CPs can never win because they can never get enough guys there. However, I think this house rule combined with Economic and Political Collapse could fix that problem and give the game more of a trench warfare feel. Thank you for sharing and keep up the good work!

    • A

      Contested Territory - What do you think of this change ?

      House Rules
      • • • Arreghas
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      I find it odd that a single unit can be used to stop an army of 50 divisions. Given that a single turn can make the difference because your enemy can stop you cold with a lone infantry, I was wondering if a small tweak would be interesting.

      The tweak would be that units contesting a territory can only “hold up” 3 times as many units on the enemy side, allowing said enemy to move “through” and continue the attack in other areas.

      For example, if the attacking side has 20 land divisions and the defense has 3, the attacker could choose to move “through” with up to 11 units (being forced to leave 3*3 = 9 divisions to fight) and attack an area behind the enemy lines or to the side. To do this, the attacker would be forced to commit to an assault on the 3 divisions; it can’t just move through without fighting them.

      The number could be tweaked and there’s probably a ton of ramifications I haven’t thought about, so feel free to point out pros and cons. I just feel that stopping gigantic armies with minimal forces is very advantageous for the defender, which is usually the Allies. Giving the opportunity to move troops around would make for more aggressive and interesting plays. It would force the defender to choose to either sacrifice more armies for the delaying actions or just plain retreat and give that space entirely.

      Let me know how you would implement this !

    • A

      Factories in AA 1914?

      House Rules
      • 1914 • • Arreghas
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      @Faramir

      That’s an interesting way of looking at it. Thank you !

    • A

      Using Factories in 1914 ?

      Customizations
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      @CWO-Marc

      I have been thinking that some powers in the game could benefit from having “export” industries that drive their economy. It would make for more diversified game play by some of the smaller powers.

      In the end, whether it’s a factory or a mine or anything else doesn’t matter so much. The idea is to give the game a bit more depth strategically and long term investments like economy or extra staging areas can be definitely game changing.

      Thank you for your input !

    • A

      Looking for new units for A&A ?

      Marketplace
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      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 !

    • A

      If you need some WWI / WWII buildings

      Customizations
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      Here’s the latest addition, flak towers !

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

    • A

      V2 Rockets !

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      General 6 StarsG

      NIEN !  Sweet looking piece.

    • A

      Need some good playable miniatures ?

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      @Rand:

      How about some British Colonial Infantry?

      These guys from “War! Age of Imperialism” look great as British colonial troops, right down to the pith helmets:

      https://boardgamegeek.com/image/859745/war-age-imperialism

    • A

      Axis and Allies - Which games are worth extra units ?

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      @Arreghas:

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

      Yes, that’s quite correct.  An important point to remember is that a complex game such as Global 1940 is similar to other complex devices (such as automotive vehicles): they are systems consisting of multiple interrelated parts which are designed to work together in a particular way and which reflect many design choices and compromises.  Sometimes it’s possible to make minor or even major alterations to some of those components without affecting significantly the performance the overall system, but sometimes even a minor adjustment to a single critical component can wreck the whole thing.  (Take as an example the recent Galaxy Note 7 debacle.  There’s been speculation that Samsung may have changed the electrolyte in the lithium-ion batteries to something less stable, or that it may have gone too far in thinning the separator which keeps the positive and negative sides apart so that the battery doesn’t short-circuit and overheat.)  And design considerations have to take into account the fundamental question of what purpose the system is supposed to serve.  A luxury limousine, a Formula One race-car and a semi-trailer truck are all automotive vehicles, but they’re all optimized to do specific jobs and they all place different leves of emphasis on different capabilities such as passenger comfort, baggage / cargo-holding capacity, speed, fuel consumption efficiency and so forth.

    • A

      How to integrate bombers in AA1914 ?

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      ?

      We play with as a separate step not involving any units - it is just a die roll.

      Strategic Bombing:

      The K. u. K. Luftfahrtruppen, Deutsche Luftstreitkrafte, Group de Bombardment, Royal Naval Air Service, and Corpo Aeronautico Militare all participated in strategic bombing raids on the enemy during WW1.  
      Procedure:  
      1. At the beginning of each player’s turn, A-H, Germany, France, Britain, and Italy can roll 1 die to determine if they cause IPC loss to the enemy.  
      2. A roll of 1 is a hit (Germany to France or Britain, AH to Italy, Italy to AH, and France and Britain to Germany), a roll of 2 thru 5 is a miss, and a roll of 6 is a miss and causes damage by your strategic campaign to be reduced by 1 for the remainder of the war.  
      3. For a hit, roll another die for damage.  A 1, 2, or 3, and that is the IPC loss, a 4, 5, or 6 is 0 IPC loss.  The damage is assessed against the IPC count for the next turn. (If neutral Italy rule in use for turn 1, a hit by A-H will also cause Italy to enter the war.)
      4. Damaged bombing capability (roll of 6 in step 2), can be repaired by spending 1 IPC per damage.

    • A

      Aircraft Rule Change for AA1914

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      Charles de GaulleC

      Now it sounds so good I will try this next time.

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