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    AtePineapple

    @AtePineapple

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    Best posts made by AtePineapple

    • [Anniversary] Balancing Tech and Research

      Research is super fun, but can seriously unbalance the game if a player gets lucky with their first couple rolls. Therefore, we play that the player chooses which tech to research, however better techs have a lower chance of being successfully researched.

      The mechanism of researching is the same, you buy research tokens (dice rolls), roll for success, if none hit the tokens are banked for next turn and can roll again at no cost, if successful the tech is gained and the tokens are removed and must be rebought to do more research . The cost of each token (die roll) is increased to 8 IPC (normally is 5). But, tier 1 techs will be successfully researched with a roll of 3 or lower, tier 2 with roll of 2 or lower, and tier 3 with roll of 1:

      (3/6 chance) 1. adv artillery, inc factory prod . || mech infantry, war bonds
      (2/6 chance) 2. long-range aircraft, radar . . . . || paratroopers, rockets
      (1/6 chance) 3. heavy bombers, super subs . . || jet fighters, improved shipyards

      To balance out how multiple techs are gained, we separated complimentary tech into opposing groups to prevent them from easily being researched too quickly back-back and becoming OP. To research a tier 2 or 3 tech at least one tech from the tier below must be already obtained from WITHIN the branch. Note, the techs are separated into left and right branches.

      So to get heavy bombers (left, tier 3), you could research adv artillery or factory prod (left, tier 1) then radar or long-range air (left, tier 2). Then, to get jet fighters (right, tier 3), you’d have to also research 2 corresponding lower tier techs in the right branch, because adv artillery/radar/etc. don’t count towards the necessary lower tier techs for the right branch.

      Thoughts?

      posted in House Rules house rules r & d anniversary
      A
      AtePineapple
    • RE: [Anniversary] Italy changes sides

      An interesting rule, I feel like it just encourages KGF, though I guess it’s Italy first. Balance-wise I’m assuming you’re playing with NOs to keep up axis IPCs? Do you play with Turkish straights open or closed?

      posted in House Rules
      A
      AtePineapple

    Latest posts made by AtePineapple

    • RE: [Anniversary] Italy changes sides

      An interesting rule, I feel like it just encourages KGF, though I guess it’s Italy first. Balance-wise I’m assuming you’re playing with NOs to keep up axis IPCs? Do you play with Turkish straights open or closed?

      posted in House Rules
      A
      AtePineapple
    • RE: [Global 1940] A&A Mod with Cross-Domain Concept: Additional Moves in Combat and Non-Combat

      That’s a seriously interesting thought, I’ll have to try it in my next game. It seems like it should have alot of flaws, but I don’t think it does. Would the pieces you move during someone else turn be able to move again on your turn (effectively moving twice in one turn cycle)? In fact if you have 5 players, could you move the same units over and over again, obviously not.

      So where do you think the line is drawn? Because if I have 5 individual single combat moves, and can’t move those pieces again, it kind of takes away from my ability to act as a strong unified force during my actual turn. Or just takes some extended planing and passes during optional single-move times.

      posted in House Rules
      A
      AtePineapple
    • [Anniversary] Balancing Tech and Research

      Research is super fun, but can seriously unbalance the game if a player gets lucky with their first couple rolls. Therefore, we play that the player chooses which tech to research, however better techs have a lower chance of being successfully researched.

      The mechanism of researching is the same, you buy research tokens (dice rolls), roll for success, if none hit the tokens are banked for next turn and can roll again at no cost, if successful the tech is gained and the tokens are removed and must be rebought to do more research . The cost of each token (die roll) is increased to 8 IPC (normally is 5). But, tier 1 techs will be successfully researched with a roll of 3 or lower, tier 2 with roll of 2 or lower, and tier 3 with roll of 1:

      (3/6 chance) 1. adv artillery, inc factory prod . || mech infantry, war bonds
      (2/6 chance) 2. long-range aircraft, radar . . . . || paratroopers, rockets
      (1/6 chance) 3. heavy bombers, super subs . . || jet fighters, improved shipyards

      To balance out how multiple techs are gained, we separated complimentary tech into opposing groups to prevent them from easily being researched too quickly back-back and becoming OP. To research a tier 2 or 3 tech at least one tech from the tier below must be already obtained from WITHIN the branch. Note, the techs are separated into left and right branches.

      So to get heavy bombers (left, tier 3), you could research adv artillery or factory prod (left, tier 1) then radar or long-range air (left, tier 2). Then, to get jet fighters (right, tier 3), you’d have to also research 2 corresponding lower tier techs in the right branch, because adv artillery/radar/etc. don’t count towards the necessary lower tier techs for the right branch.

      Thoughts?

      posted in House Rules house rules r & d anniversary
      A
      AtePineapple