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    Posts made by axis_roll

    • RE: Aircraft movement thoughts.

      Axis&Allies is a simulation at a Macro level.

      Unit movement ranges, territory boards, are more strategical in their relationship to each other rather than on a true scale of distance/movement capability.

      You are trying to inflict squadron level restrictions on units that are conceptual in size (i.e. what does one ftr REALLY represent?)  It is most certainly NOT one plane.

      While the idea you pose is great, it is for games played at a small unit level, not for Axis & Allies, IMHO.

      posted in House Rules
      axis_rollA
      axis_roll
    • RE: AA50 Rules Errata and Q+A

      apologies for not going thru 72 pages of this thread (or even doing a search), flog my lazy a$$ for that  :-o

      Can I non-combat a sub into a SZ that contains a Destroyer and immediately submerge?  I know I have to stop in a SZ with a destroyer (can not pass thru), but not sure just moving into the same SZ as the DD would always require combat if I wanted to enter and dive without a battle.

      Thank you!

      posted in Axis & Allies Anniversary Edition
      axis_rollA
      axis_roll
    • RE: [House Rules] Bid Amount?

      @Argothair:

      It could work well. What if…you drop the preconditions? Pick any Allied territory; its new value is 3 IPCs, and it gets an AA gun and factory.

      Is there a downside? Is it abusable? The most unrealistic / overpowered choice I can think of is Sudan…but the UK mustered and organized thousands of troops from Yemen, Qatar, Jordan, Kenya, etc. at Port Sudan before sending them north to Cairo and Tobruk.

      Don’t automatically make it a 3 IPC TT, just make it +1 to a max value of 3.  so a 1 IPC TT like Sudan would only become 2, producing 2 units.  This would help control an overpowering Sudan.  Although Japan can muster a J2 attack of 4 inf, art, tank, 2 ftr, cruiser on Sudan if they wanted.

      posted in Axis & Allies Anniversary Edition
      axis_rollA
      axis_roll
    • RE: [House Rules] Bid Amount?

      @Argothair:

      Well, you could let the Allies choose where to put it. Australia, Brazil, South Africa, or even Archangel could be reasonable choices, although I agree that most players would want it in India.

      Well, sure, it could be anywhere, but if you want it to be the most useful, India would be the best

      posted in Axis & Allies Anniversary Edition
      axis_rollA
      axis_roll
    • RE: [House Rules] Bid Amount?

      @vodot:

      What about waiving the bid and giving the allies a free IC+AAA to place somewhere?

      That’d have to be a UK IC in india.  That might make things pretty interesting

      posted in Axis & Allies Anniversary Edition
      axis_rollA
      axis_roll
    • (Anniversary-1941) Chicago rules - National Advantages

      These National Advantages are optional for Chicago Rules. 
      (National Advantages v0.99 Nov 2017)
      National Advantages v0.99 Nov 2017.doc

      posted in House Rules
      axis_rollA
      axis_roll
    • (Anniversary-1941) Chicago rules - Tech via a Point System

      These are optional for Chicago Rules, and can be incorporated in the out of the box rules as well.
      (TECH via a POINT SYSTEM v3.9 Nov 2017)
      TECH via a POINT SYSTEM v3.9 Nov 2017.doc

      posted in House Rules
      axis_rollA
      axis_roll
    • (Anniversary-1941) Chicago rules - Base Rule changes

      With the re-issue of AA50, I thought there might be some renewed interest in the Anniversary Edition of the game.  My play group has been playing AA50 since it was first issued, and have found it’s flaws and shortcomings.  Along those lines, we created the Chicago Rules to fix the issues and enable a viable Pacific Theater of war.  There is a base set of changes that includes changes to the National Objective.  There is optional Tech Via Point System that tries to even out the techs values by making the ‘better’ tech cost more.  Then to spice things up, we took the National Advantage concept from Revised and added these (also optional), enabling greater variances in strategies that can be employed.

      I’ll post the Base Rules here (Chicago rules variant  4.8 - Nov 2017), and the Tech via a Point System (https://www.axisandallies.org/forums/index.php?topic=41065.0) and National Advantages (https://www.axisandallies.org/forums/index.php?topic=41066.0) in separate posts.

      Chicago rules variant 4.8 - Nov 2017.doc

      posted in House Rules
      axis_rollA
      axis_roll
    • RE: [House Rules] Keeping China Alive?

      @Argothair:

      Anyone know any practical strategies for keeping China alive for more than 2 turns? ……by the time a Russian unit in China is combat effective, the Chinese army is all dead and China is only recruiting at best 1 infantry per turn, and so it’s not really worth saving. Thoughts? Suggestions?

      exactly.  Roll well on defense, that’s their best hope… take many Japanese infantry with you as you die.

      posted in 1941 Scenario
      axis_rollA
      axis_roll
    • RE: [House Rules] Keeping China Alive?

      @SS:

      @Nowhere:

      There’s a much simpler answer to China… instead of changing turn order and everything else… just allow the Chinese player to place the Flying Tigers where he wants on initial deployment, and my guess is they won’t be where they will be destroyed on turn-1 every single time Japan nukes them before the Chinese have a chance to use them once. Having access to the Flying Tigers for both offense and selective defense is critical to China, and almost never ever happens, because Japan ALWAYS kills them on turn-1 before China even moves once. This one minor change on setup changes the entire dynamic in China without people having to change turn-order or use selective bids.

      Have you play tested this yet ?

      The ability to move the flying tigers before the game starts is an integral part of our Chicago Rules, so we’ve game play tested this allot.  This really helps keep China alive.

      posted in 1941 Scenario
      axis_rollA
      axis_roll
    • RE: First Game

      National Objectives give both sides more money, but generally help the axis more.

      I would rethink not incorporating a bid to even things out or the axis will always win (barring horrible dice for the axis round 1).

      there’s Tech haters and tech lovers, and that’s a discussion that’s been going on for years (ever since A&A first edition). Techs are cool if the were basically even in strength and not a randomly developed.

      posted in 1941 Scenario
      axis_rollA
      axis_roll
    • RE: Germany Strategy

      The most effective allied strategy is to KGF.  For this main reason, Germany should fatten up and not lose the war by ensuring many infantry as part of their buys.  Japan will be unstoppable by round 5 (at the latest) since There is no good way to slow Japan enough that really makes a difference.  Japan can even fly a ftr or two to Europe to help keep the allies off Fortress Europe.

      posted in 1941 Scenario
      axis_rollA
      axis_roll
    • RE: [House Rules] Bid Amount?

      Another factor is whether Tech is being used.  Those too, like the national objectives, are optional (thank goodness)

      posted in Axis & Allies Anniversary Edition
      axis_rollA
      axis_roll
    • Create child forums here by A&A version

      I posted this in another forum, perhaps this might be a better place to generate some interest.

      I believe it would be much more efficient to have sub forums here by A&A version.

      It can be hard to wade thru all the house rules in this forum when I might be looking for something specific to A&A pacific or AA50….

      posted in House Rules
      axis_rollA
      axis_roll
    • Please sub divide this forum by Version

      Some house rules just don’t work/were not intend for all versions of A&A.  I believe it would be in the best interest of house rule enthusiasts to create a sub forum here by version (i.e. 2nd edition, revised, Anniversary, Global, etc).

      posted in House Rules
      axis_rollA
      axis_roll
    • RE: Anniversary edition reprint announced at Origins?

      @SS:

      I wonder if any of Axis roll got any of his Chicago house rules added to new game ?

      I believe even this game had bids in it.

      As much as I would wish that, I was never contacted.

      I would be willing to share our house rules as they have been play tested for many years (easily over 100+ games) with many subtle yet significant changes to make the game fairly even (allies do have a chance, even without running the usual KGF strategy)

      posted in News
      axis_rollA
      axis_roll
    • RE: AA50 reprint?

      When it gets reinvigorated, my game playing group has created some awesome house rules that makes the game even more playable.  :mrgreen:

      posted in Axis & Allies Anniversary Edition
      axis_rollA
      axis_roll
    • RE: 1940 global and Anniversary differences

      The difference?

      AA50 takes half the time to play

      posted in Axis & Allies Anniversary Edition
      axis_rollA
      axis_roll
    • RE: NHL Regular Season 2016-17

      @SS:

      :x axis roll not looking good ! “Kaaaaaaaaannnnnnnnneeeeeeeee come back” !!!

      Sad end to a very good season.  Just goes to show you how hard the NHL playoffs are.

      posted in General Discussion
      axis_rollA
      axis_roll
    • RE: AA50 Rules Errata and Q+A

      @Mill:

      Japan’s NO reads “Gain 5 IPCs if Axis powers control at least one of the following territories: Hawaiian Islands, Australia, and/or India.”

      Should that be for each, or is just 5 IPCs if they have any of them?

      The gain for Japan is only 5 IPCs. 
      The axis has to control 1 (or more) of India, Australia, or Hawaii

      posted in Axis & Allies Anniversary Edition
      axis_rollA
      axis_roll
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