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    Posts made by Azimuth

    • RE: Sea Units Starting in Hostile Sea Zones

      @shadowhawk Thank you!

      This is one of the reasons I don’t really like games with politics, because it creates or allows “weird” situations and tactics that hamper (to my very personal opinion) the relative “purity” of the game’s mechanics.

      The reason why I asked this question is that I am struggling a lot when playtesting my custom map on TripleA with some of these “side” rules. Meaning that I can create very rare situations that my game cannot handle . So trying to go deeper in the rules to understand when these kind of situations may happen (with the hope to find ways around). Currently, the problems are with:

      • Players starting with enemy sea units in the same sea zone (what I asked above)
      • transport starting the turn already loaded (and on my way I seem to have discovered a bug in TripleA with them)

      @SuperbattleshipYamato fully agree about subs, but they are part of my headache as well, hence the mention

      Anyway, just sharing.

      Thanks!

      posted in Axis & Allies Global 1940
      A
      Azimuth
    • Sea Units Starting in Hostile Sea Zones

      Hello,

      The rules give the following example:

      For example, an enemy may have built new sea units in a sea zone where you have ships.

      I am trying to make a complete list of the situations when a player starts the Combat Move in a Sea Zone with enemy units:

      • Just after war declaration (can be any Sea Units on both sides, but happens only once in the game)
      • with a submarine that was attacked during enemy turn (alone or as the only survivor of a bigger fleet) and managed to submerge.
      • with a submarine or a naval transport that were ignored during enemy Combat or Noncombat Move.
      • with any ship and an enemy submarine that attacked and submerged, OR moved into during Noncombat Move (this doesn’t make the Sea Zone hostile and thus doesn’t allow to move to a friendly Sea Zone during Combat Move)
      • …

      Do I miss anything?

      Thanks

      posted in Axis & Allies Global 1940
      A
      Azimuth
    • RE: Submerging before battle?

      @Krieghund Thank you for these clarifications ;)

      In between, I re-read all the complex rules about transports and submarines interactions and understood my mistake. And also understood that the above-described situation is a result of all these rules that is not easy to avoid without adding a lot of complexities and exceptions.

      Nevertheless I persist to think that this is a loophole which exists to keep the rules coherent and “simple” (as perfectly described by @shadowhawk), not something intended for the richness of the interactions.

      Or one should explain to me why (out of which principle), in the situation described above, the rules allow:

      • On one hand to perform both a full scale amphibious assault (let’s say) into Western Australia with the transport+Java units and a sea battle against the sneaking sub
      • But force to choose, on the other hand, between a “simple” reinforcement of the Philippines and attacking the sub.

      (I am discussing these points because I find them interesting, not because I have any pretensions against the game rules or its developers - Please don’t get me wrong)

      posted in Axis & Allies Global 1940
      A
      Azimuth
    • RE: Submerging before battle?

      @surfer Thank you, very interesting.

      It doesn’t exactly answer my questions, but still.

      So to summarize (or rephrase) about your example:

      • the initial plan is not blocked: it is still allowed to ignore the sub in SZ 42 during CM, and to load the Java unit and offload it to Philippines during NCM (sub don’t make a SZ hostile, so loading is allowed)
      • but the japanese sub cannot be attacked (neither by warships in SZ 42, nor by neighboring fleets) without cancelling the transport’s ability to follow the plan (non-combat amphibious move)

      Is that correct? And additionally, this all becomes irrelevant if the allies transport already carries units, right? (in that case, it can move during CM to avoid the battle with sub, and offload during NCM)

      Sorry to say that this all sounds like an exploit… None of the detailed steps are - per se - forbidden by the rules. But the total manoeuver is disrupted because of its chronology - most probably not something that was initially intended.

      posted in Axis & Allies Global 1940
      A
      Azimuth
    • RE: Submerging before battle?

      @shadowhawk Thank you, it makes (some kind of) sense for convoy raids.

      Nevertheless, the rule is phrased exactly the same in other versions of the game (Anniversary, and most probably 1942, hence I haven’t checked the later) whilst they don’t have convoy rules.

      So I remain puzzled.

      But the main reason why I don’t know well these rules and their applications is that in my limited experience, if there is another ship, then it is a destroyer in 90% of the cases, and then the rule doesn’t apply at all.

      posted in Axis & Allies Global 1940
      A
      Azimuth
    • RE: A questionable excerpt from the aircraft carriers rules

      @Cernel said in A questionable excerpt from the aircraft carriers rules:

      Thanks for the clarification.

      because the simple fact that no air can land before the current Noncombat Move phase

      I remember looking long and hard for an exception to this statement in the anniversary rules, precisely because of this wording (that I interpreted as an evidence that there were cases when planes landed before NCM).

      But fair enough.

      posted in Axis & Allies Global 1940
      A
      Azimuth
    • RE: A questionable excerpt from the aircraft carriers rules

      @Cernel said in A questionable excerpt from the aircraft carriers rules:
      I would be interested to know the answer to your question. And additionally, I have always been confused by this wording:

      unless the air unit has landed safely elsewhere

      As the rules state that Retreating air units remain in the contested space temporarily, I don’t understand how they could have landed already. Shouldn’t it be:

      unless the air unit can safely land elsewhere

      ?

      posted in Axis & Allies Global 1940
      A
      Azimuth
    • Submerging before battle?

      Hello,

      I would like to understand better how this rule is usually applied by experienced players:

      Before the general sea battle takes place, both attacking and defending submarines can choose to either make a Surprise Strike die roll or submerge. A player may choose to submerge all, some, or none of his or her submarines.

      Clear. But practically speaking, I would expect:

      • the rule never to be enforced for attacking subs (otherwise what is the purpose to bring them into the battle?)
      • the rule to be applied for defending subs only if no other defending units, because the ability to be used as canon fodder and save better/more expensive units always prevail otherwise (unless the battle is so dramatically hopeless that it is clearly wiser to save at least the subs).
      • the option of submerging only some of the subs never to be used (cannot figure out a situation where it could be an interesting choice)

      Or are there other parameters/situations I’ve not considered for this rule to exist?

      And side-question about TripleA: the engine doesn’t give the option to partially submerge, right? Are there players still enforcing this option? And how?

      Thanks!

      posted in Axis & Allies Global 1940
      A
      Azimuth
    • RE: WW2 Spring 1942 "Ironclad" - an enhanced AA50 game on TripleA

      @jkprince indeed 🙂

      Thank you both for your interest!

      posted in Other Axis & Allies Variants
      A
      Azimuth
    • RE: WW2 Spring 1942 "Ironclad" - an enhanced AA50 game on TripleA

      @barnee Thank you :)

      No I haven’t uploaded it yet, but I shared the files with some people. There are still a lot of details to clean (it’s endless…)

      I am developping two games using the same map, “Ironclad” and “Fall Blau” (further modded, with a reviewed units roster) - so the name on the map is very generic, with the idea that the name of the version will be displayed dinamically below. But this is still WIP.

      posted in Other Axis & Allies Variants
      A
      Azimuth
    • RE: WW2 Spring 1942 "Ironclad" - an enhanced AA50 game on TripleA

      Hello!

      Thanks to a fruitful discussion with @Black_Elk, I managed to solve the zoom issue I had because of the square format of the map. It is now possible to display the full map on the screen. And as I gained some extra empty space on the right, I implemented… the victory cities board of stamps!

      FullScreen.png

      Isn’t it neat?

      Well, I should still work on it, because it’s hard to find the right balance for transparency. But it is working well: see below examples on how Singapore’s stamp is changing depending on whom managed to occupy the city ;)

      SingaporeChi.png SingaporeFre.png SingaporeJap.png

      posted in Other Axis & Allies Variants
      A
      Azimuth
    • RE: TripleA 1914 download here

      @Black_Elk Great, that’s exactly what I had in mind ;)

      I think it is possible to find what is the exact minimal ratio to minimize the empty space on the right. And I already have some ideas on what to put there. It’s great how sometimes technical constrains give you the opportunity to develop nice stuff!

      posted in TripleA Support
      A
      Azimuth
    • RE: WW2 Spring 1942 "Ironclad" - an enhanced AA50 game on TripleA

      @jkprince thank you for your interest ;)

      If you send me an e-mail address or alike, I’d be glad to share the folder for a “beta-version”

      posted in Other Axis & Allies Variants
      A
      Azimuth
    • RE: Custom map for AA50

      @8d88 I am working with a graphist who helped me giving the map a much more “professional” look. It looks really great now! But there are still a lot of small details to correct and as I am working abroad for a couple of months, the project has been postponed (but definitely not abandonned!)

      Once this will be done, I can of course consider making a translated version (not a big deal) for anyone interested.

      But unfortunately, if you reduce it to 120 cm, the pieces won’t fit in Europe for sure. It might be further distorted, but believe me, this is a very hard job :(

      I’ll keep you posted in any cases.

      posted in Customizations
      A
      Azimuth
    • RE: Custom map for AA50

      @8d88 thank you for your message! Actually, the current project is quite far from the map I shared in the opening post. I twisted it already multiple time to increase space in Europe. I also printed several draft, and it fits (or at least, with similar constrains than the original map), because it’s total diameter is 155 cm (that’s big 😆). It also means that there are quite a lot of empty spaces on the table (which is useful for other purposes). But overall, this is all “for fun” and the design (polar projection) is definitely not the best for a game with an emphasis on Northern Hemisphere.

      posted in Customizations
      A
      Azimuth
    • RE: Custom map for AA50

      @vodot Thank you :)

      You motivated me to open a separate post about the project:

      https://www.axisandallies.org/forums/topic/40630/ww2-spring-1942-ironclad-an-enhanced-aa50-game-on-triplea

      posted in Customizations
      A
      Azimuth
    • RE: WW2 Spring 1942 "Ironclad" - an enhanced AA50 game on TripleA

      Neutral powers

      Neutral powers are countries that haven’t (yet) joined the war. They have their own armies, fleets, IPC values and naval bases. There are no more impassable territories, but some connections between territories are instead forbiden (in the Alps, the Sahara, the Himalaya and around Mongolia). As in the original game, neutral territories cannot be crossed by land units, nor flew over by aircrafts.

      Turkey.png

      Axis (and Soviet) agression
      Only Axis players are allowed to invade neutral countries. Each player can decide to launch one (and only one) invasion at the beggining of the Combat Move phase. The attacked territory joins then immediately the Allies side under British command (or Commonwealth in the case of Ireland). All land and sea units defend as if they were normal British (Commonwealth) units. If the invasion doesn’t succeed, the territory and its units remains British (for IPC collection and other purposes). The list of territories that can be attackedthis way is the following:

      • Sweden (3 IPC)
      • Switzerland (2 IPC)
      • Ireland (1 IPC) - joins as Commonwealth territory
      • Saudi Arabia (3 IPC)
      • Afghanistan (1 IPC)
      • Turkey (3 IPC)

      The Soviet Union can invade the two neutral territories with which it shares direct borders (Afghanistan and Turkey) following the same rules. In this cases, these territories are considered under German control for battle resolution and for the rest of the game.

      Iberian Gambit
      Spain and Portugal (and their colonies) are in the middle of a special game between Axis and Allies. UK or USA can persuade Portugal to join their side, but this provokes Spain to immediately join the Axis side (under German command). Italy and Germany can do the opposite: rallying Spain and pushing Portugal to join the Allies (under British command). The “gambit” is announced by the player at the beggining of the Combat Move and can be followed by invasion moves into the concerned territories.

      • Portugal (1 IPC), Terceira (0 IPC), Angola (1 IPC), Mozambique (1 IPC)
      • Spain (3 IPC), Tangier (0 IPC), Rio de Oro (0 IPC)

      Latin America at war
      The three neutral territories in South America cannot be directly invaded. Instead, they all immediately join the war if any Axis player lands troops in continental America (from Alaska to Brazil, excluding the islands).

      • Colombia-Venezuela-Ecuador (2 IPC) - join under American command
      • Peru-Bolivia (1 IPC) - join under American command
      • Argentina-Chile (2 IPC) - join the Axis player who landed the troops.

      Soviet–Japanese Neutrality Pact

      (special rules for Mongolia - still under playtesting)

      posted in Other Axis & Allies Variants
      A
      Azimuth
    • RE: WW2 Spring 1942 "Ironclad" - an enhanced AA50 game on TripleA

      The Commonwealth

      The Commonwealth can be added as a separate player from the United Kingdom. It comprises Canada, Australia, New Zealand and South Africa (6 territories, 10 IPCs), as well as the territory of Papua (no IPC value). It will never grow bigger than that, as Commonwealth troops conquer new territories on behalf of UK. It has no capital and can produce units as long as it controls at least one of its core territories. It has no factories and cannot build any, but units can be placed on any core territory (and adjacent sea zones) with the limitation of 1 unit per IPC value of the territory.

      The Commonwealth play first in the game (before the Japanese), which may well upset the usual opening strategies of Germany and Japan.

      New Zealand.png
      New Zealand has been buffed with a fighter and a cruiser… But they are so far… (newly added Sea Zone 66 is partially out of the board)

      Billion Dollar Gift
      Each round, before Purchase phase, the Commonwealth can decide EITHER to give ALL their IPCs to the United Kingdom (who can use it directly during their turn) OR to use them for national production.

      Save the Empire
      If London falls to the Axis, and if the Commonwealth still controls at least one of its victory cities (Ottawa or Sydney), they collect additional IPCs for all territories still controlled by UK at the end of their turn. This money can be used to produce units (but the same restrictions regarding placement of units apply).

      If London is later liberated, money collection reverts to normal rules.

      posted in Other Axis & Allies Variants
      A
      Azimuth
    • RE: WW2 Spring 1942 "Ironclad" - an enhanced AA50 game on TripleA

      France

      France is added as a special neutral (axis aligned) power. These rules are an adaptation of those posted by Dragon81 there:
      https://www.axisandallies.org/forums/topic/32430/axis-allies-anniversary-upgraded-version

      At the beggining of the game, France still controls a couple of territories (Southern France and some colonies) with few land units but an almost intact mighty fleet. Free France is not represented and is considered as controlled by UK.

      French units don’t move and ships are considered stationned in the ports, so they don’t block other players movements.

      Bearn.png
      French aircraft carrier “Béarn” stuck in Martinique

      Invasion by the Allies
      Each round, any allied player can decide to invade one or more French territories. This decision should be communicated at the beggining of the Combat Move phase, and all French units become immediately hostile to that player. French land and sea units defend against any attacks, including amphibious assaults (dices are rolled by any Axis player). After the battle, if the territory has been captured, the fate of any remaining French fleet on the adjacent sea zone is decided according to the following rules:

      • if the sea zone is empty or occupied by Allies, the ships are captured by the allied player who invaded the territory.
      • if the sea zone is occupied by at least 1 Axis surface warship (not submarine), the Axis player roll a die for each French ship: on a 1, the ship is captured, on any other result, the ship is scuttled (removed from the game).

      After Non-Combat Move phase, France returns to its full neutrality.

      Occupation by the Axis
      Axis powers can move into/through French territories during Non-Combat Move (but cannot cross/can fly over during Combat Move). At any time in the game, any Axis player can decide to occupy Vichy France and to try to seize their fleet. The decision should be communicated at the beggining of the Combat Move phase. The Axis player can then move into any French territory during that phase. French units don’t defend against this occupation. After the Combat phase:

      • any French territory containing at least one Axis land unit is captured by that player, and any remaining French unit dismantled (removed from the game).
      • all other French territories join Free France: the territory and its land units are changed to British control.
      • all remaining French fleet are handled as above (captured or scuttled).

      Liberation of France
      At the beggining of the British turn, if Paris has been liberated (France controlled by Allies), a regular French turn is permanently added to the game (with the same phases than all other players). France is played by the British player as another separate allied power. He takes immediate control of all remaining French units on the board and place French markers on France and any territory considered as initially French and occupied by the Allies (Southern France, Algeria Tunisia, Morocco, French West Africa, French Equatorial Africa, Madagascar, French Indo-China, New Caledonia, Bora Bora and French Guiana). For the rest of the game, France is handled as any other Allied powers (same rules apply in case its capital is occupied again, etc.)

      posted in Other Axis & Allies Variants
      A
      Azimuth
    • RE: WW2 Spring 1942 "Ironclad" - an enhanced AA50 game on TripleA

      The map

      So, let’s start with the map:
      Map.png

      It is circular (mostly for fun - as it is for sure not the most convenient projection for an AA style game) and slightly more historically accurate than the original map, with reviewed territory borders, alternate names and some details (including lot of islands!) not used in the game. This is a personnal choice that can be challenged - but I think that I managed to keep it overall playable.

      Oh yeah, and Italians turned purple because I kept confusing them with others ;)

      Territories
      There are a total of 125 territories (vs. 97 in AA50). These additions are a mix of historical accuracy and gameplay modifications, and most of them exist in other versions of the game.

      • Europe: Denmark, Greece, Portugal, Southern France
      • Asia: Iraq, Korea, Malaya, Thailand, Syria
      • Africa: Morocco, Nigeria, Rio de Oro, Tanganyika, Tangier
      • America: French and British West Indies
      • Oceania: West Australia, Papua

      Several islands have been added as well, mostly to expand the Pacific theater of the war. I chose to standardise the nomenclature to differentiate between the short list of strategic islands (hosting naval / air bases) - the only ones considered as territories - and their archipelagos. This way, Truk Atoll replaces the OOB territory of Caroline Islands. Islands considered as territories are drawn in bubbles on the map to avoid confusion. I also removed IPC values for all islands (with the exception of Madagascar, New Zealand and Hawaii) to better represent their only strategic (vs. industrial production) role.

      • Kiska (Aleutian Islands)
      • Trincomalee (Ceylon)
      • Hainan
      • Bora Bora (French Polynesia)
      • Canton (Phoenix Islands)
      • Malta
      • Tutuila (Samoan Islands)
      • Terceira (Azores)
      • New Caledonia

      Sea zones
      The number of them is kept (almost) unchanged (66 vs. 65), but many connections have been modified to adapt to the projection change and new territories, as well as for some chnages in the gameplay. Northern America is a bit more isolated: a ship can no longer reach Northern Africa or the British Isles from the East Coast in one round only. In the Pacific, Guadalcanal is no longer two moves away from US coast. This, again, to promote the need of islands captures.

      Victory cities
      Cairo (Egypt) and Singapore (Malay States) are added as victory cities, and victory conditions are changed accordingly:

      • Projection of Power: 15 VCs
      • Honorable Surrender: 17 VCs
      • Total Victory: 20 VCs

      Straits
      Straits have been added and work the same way canals do.

      • Strait of Gibraltar, controlled by Gibraltar (and Tangier if Spain goes to war)
      • Danish Straits, controlled by Danemark
      • Turkish Straits, controlled by Turkey
      • Strait of Malacca, controlled by Malay States
      • North Channel, controlled by United Kingdom

      Naval bases
      Having the main naval bases of WW2 present on the map was one of the main objective of my initial project. In the game, they work as permanent infrastructures (cannot be built or destroyed) that are captured together with the territory they belong to. In order to move their regular two spaces, ships need to have a friendly naval base adjacent to their initial sea zone. Otherwise, their movement is restricted to only one space. This major rule drastically change naval warfare and makes island hopping much more important than in the original game. Additionnaly, AA gun can “scramble” from territories with a naval base (coastal artillery), making AA gun transport useful in some situations and weakening the overpower of planes.

      Naval bases.png
      Royal Navy and Kriegsmarine bases in the North Sea.

      posted in Other Axis & Allies Variants
      A
      Azimuth
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