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    Posts made by Biofury

    • RE: Anti-Aircraft Guns and Heavy Artillery

      @Imperious:

      attack 4
      defence 2
      move 1
      cost 8

      Would you allow these siege artillery pieces to counter-attack during a battleships offshore bombardment right before the amphibious assault? And if you did what value would you make the hit, A “1” like the AA-guns or even with the battleship using the guns natural “4”?

      posted in House Rules
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      Biofury
    • RE: New concepts in naval combat

      Ive dropped the idea of rearranging and changing the map and instead bought one of those large world maps and drew in the borders for territories and sea zones. I cant stand narrow Atlantic and Pacific Oceans and hate the idea of how US transports can just go from eastern US to Africa in 1 turn without the Axis being unable to have a chance of hitting them in the middle of the ocean.

      Also came up with a new unit for those fuel pumps…

      Supply Dumps/Ports

      Cost: 5-10? ipc / Move: 2 / Atk: – / Def: –
      You may place 1 newly purchased land unit on each territory that is equipped with a  supply dump once per turn. If an attacker overkills a defender (more hits than neccessary rolled), the defender has the option of destroying the supply dump so the attacker cant claim it. Supply dumps are first placed on a territory with an IC. A transport can carry them also, but only 1 supply dump and nothing else. Once used to deploy a new unit, Supply dumps can no longer be moved.

      Starting placement: Egypt, India, Southern Europe…

      Not sure on starting placements, maybe some ideas from you guys, what do you think.

      Supply Ship (Use either MB transport or Revised transport)
      Cost: 8 IPC / Move: 2 / Atk: – / Def: –
      When a battleship is damaged, taking only 1 hit, you may repair the ship at no cost if grouped with a supply ship in the same sea zone at the end of your turn. If a battleship has no Supply ship, then it must be repaired at a port and suffers the effects of being damaged, atk: 3 / def :3 / move: 1

      posted in House Rules
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      Biofury
    • RE: Commanders for A&A revised

      I like this idea of using leaders, but not generic ones, I’ve made a horde of them representing actual figures, but now using them all will clutter up the board, so then comes the fun part of cutting down on how many leaders each side gets. So far im settled with 1 or 2 for each nation. Use Rommel to take over Egypt, unless Monte is there to block him and Patton sets foot in Morocco coming in from behind. In the meantime Zhukov drives the Nazi’s back and Yamamoto has fun in the Pacific until the bomber carrying him is shot down.

      posted in House Rules
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      Biofury
    • RE: New concepts in naval combat

      Problem with KGF plan is like the British mentality in the real war they wanted USA to focus 100% on Germany first, but of course we did not accept that fact and routed at least 30% of supplies/manpower etc to Pacific theatre, becuase ignoring Japan and letting them trample through New Guinea and walk across across Australia then going east would have been foolish. And we wont ignore someone that bombs Pearl and claims Autu and Kiska for themselves. Just think of what a “pipeline” connecting both Axis powers would have done.

      Im still playing around with my map, I keep making changes and never seem to finish.
      I do have a handful of these mineature red fuel pumps (half the size of infantry) from another board game that I want to incorporate in Axis and Allies some how. But currently dont know what to do with them. I’ve added territories from the Nova version that were dropped out by MB and rearranged the islands to their actual spot in the pacific with many more sea zones and islands in the area.

      posted in House Rules
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      Biofury
    • RE: Optional Naval Rules

      You’ve quoted us with your “bombers shot down 10% of the time” rule. Many bombing raids included fighters in this activity and using all these new rules drastically change it, if you use the 10% rule that is.

      posted in House Rules
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      Biofury
    • RE: Nuclear weapons

      Game Over when a player develops nukes. Destroy all units in the province including AA guns and industrial complexes. That short and simple and grim. No need to roll dice for economic damage from SBR since the player cant place any new units without an IC. Hence the unconditional surrender of the opposing force.

      posted in House Rules
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      Biofury
    • RE: New concepts in naval combat

      How about adding more islands and sea zones in the Pacific and increasing IPC in a few areas. (Yep, I made my own expansion for it) Cheaper ships will not really encourage me to fight in the south Pacific, instead add more islands, sea zones, add more and adjust some IPC values. Its bad enough that the game currently doesnt support any fighting for Port Moresby and the control of Australia. The East Indies are a great source for oil.

      posted in House Rules
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      Biofury
    • RE: Optional Naval Rules

      With Atlantic Wall and Fortress Europe advantages, Vichy France wont fall unless the allies bring in a huge amphibious force. This assumes of course that the Nazi player doesn’t leave the western front open, as they did in the real war when Hitler sent all his Panzer divisions crashing into Poland, then immediately rushed back to France. (No smart German player will leave a 6 IPC valued province ripe for picking)

      posted in House Rules
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      Biofury
    • RE: Super Heavy Tanks

      Yes, I also came up with nation specific units as well, got all crazy with it too, even changing economic IPC values for territories. The biggest differences were the armors, fighters and bombers especially with 4 different levels of bombing damage, actually 5 with atom bomb. However I found it a little awkward if using  6 sided dice. Its more suited if you convert to 12 sided dice instead and incorporate elite leaders, but it will break the game and become way unbalanced.

      posted in House Rules
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      Biofury
    • RE: New concepts in naval combat

      If you have Cruisers for 16 ipc, then leave Carriers at standard 18 ipc.
      Battleships should stay at standard 24 ipc (ducks from the thrown tomatoes by the other members :-P) and heres why…

      1. Revised edition and many house rules put Battleships at 2 hits without ever adjusting the price. (I dont like this rule, the smaller ships in a fleet are their to protect the flagship (battleship or carrier) by intercepting the enemy torps. All the smaller ones should go down before the flagship. You dont need to blow up the entire battleship to sink it. Just a well placed hit can break its back and send it to Davey Jones locker, maybe hit its fuel or power source, etc…
      2. Battleships can conduct shore bombardment and the shelled units cannot fire back (unless you use the coastal defense gun house rule)
      3. Battleships attack at 4
      4. Battleships defend at 4
      5. Sure 24 ipc is high but remember that the battleships saw their last days in use during the second world war, made obsolete by fighters and aircraft carriers. Why use big guns, when you can just drop ordnance over the enemys’ ships from greater range. Battleships are even easier targets than tanks for a fighter. With this in mind, and 1 hit only at 24 ipc, no one is gonna buy battleships anymore and instead build carriers, just like after the war. This also means you build more ships to protect that starting battleship that would be a pain to lose…
      posted in House Rules
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      Biofury
    • RE: New concepts in naval combat

      Cruisers are smaller than Carriers, you should adjust the price as well, more materials involved in their construction.

      posted in House Rules
      B
      Biofury
    • RE: Super Heavy Tanks

      I meant thats the only type of tank Japan can have. Was there a mass produced Jap tank thats on par with a panther, T-34 or M4. Leave the price at 5, Japan didnt have that many tanks to begin with, since artillery is more useful in the mountainous, wet and muddy terrain of the pacific islands and easier to move with than tanks. Instead of tanks, Japan focused on the use of pillboxes.

      USA gets either 3/2 or 3/3, not both depending on how you compare the M4 to T-34’s and panthers.

      This is starting to become pointless, not much difference to show on a 6 sided die. So keep all armor the same, either all 3/2 or 3/3 at 5 ipc. If your gonna change stats for each nations tanks, might as well change the stats of the fighters and bombers as well… “Betty” didnt carry as much payload as the “Super Fortress” did

      posted in House Rules
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      Biofury
    • RE: Super Heavy Tanks

      Light Tanks (Jap)
      Cost: 5
      Move: 2
      Attack: 2
      Defend: 2

      Medium Tanks (UK / USA?)
      Cost: 5
      Move: 2
      Attack: 3
      Defend: 2

      Heavy Tanks (Germany / USSR/ USA?)
      Cost: 5
      Move: 2
      Attack: 3
      Defend: 3

      Might as well throw in the leader bonuses too for having Rommell or Patton in the field

      Light Tanks are basically below average sized cannons and thinly armored mobile artillery without the infantry support bonus. I dont really like using different versions of all the mass produced tanks of world war 2, not enough difference to distingush each one on a 6 sided die. If you want to get that technical just play axis and allies mineatures. IF you want to do national advantages/drawbacks, give Japs tanks attack of 1-2 and Germany tanks defense of 1-3.

      posted in House Rules
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      Biofury
    • RE: Optional Naval Rules

      There is nothing wrong with the standard 3/3 destroyer, simply assume the piece to represent a small group consisting of cruisers and destroyers. And the battleship piece represents a small group of battleships and cruisers combined.

      The cruisers optional anti-air gun rule is a good idea, but that depends if the amount of AA guns on a unit of cruisers is to match in the same volumne all the AA guns in one territory protecting numerous cities and factories, since you are limited to only one gun per province.

      In short all of this depends on how many actual ships, infantry, tanks, artillery, etc… you think each piece represents. Everyone has different ideas on how many actual units consist of one game piece.

      posted in House Rules
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      Biofury
    • Anti-Aircraft Guns and Heavy Artillery

      Just curious to see what method players are doing to knock down enemy birds.
      The second method is the original nova version and more AA guns would be purchased this way. This would also make them more lethal and intimidating and would force fighters to escort bombers to receive the hits (this method would favor Germany since Allies love to SBR)

      And another thing is how would you stat heavy artillery such as… 8in M1’s, 203mm 1931’s, Paris Gun, 240mm M1, 16in 1919’s, etc… Cannons used to bombard enemy locations at the front lines and even coastal defence. I need something to represent all those cannons I have from Risk.
      I came up with Cost: 8-10 / Move: 1 / Attack: 4 / Defend 1 or 2 (maybe you can do better?) 8-)

      posted in House Rules
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      Biofury
    • RE: The 5 Territory J1 Seizure

      How do you attack with your ground forces from FIB to Singkiang??? This is impossible without air power as the Himalaya’s are blocking your route…

      posted in Axis & Allies Classic
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      Biofury
    • RE: Has anyone played with the 3/3 tanks from the new AH edition

      @Loki:

      I heard someone mention the idea sometime of allowing tanks to take their second move after combat if they had one left. That might be interesting because in essence it would allow tanks to strafe like fighters can do. Maybe it would suck, I don’t know.

      Its fun playing like this, definetely makes Germany better, but also helps the Soviets repel the Japs and Nazis after they move into one of their territories and it keeps Tanks with a def of 2, which means the enemy will probably use their fighters to bomb them when the bulk of your infantry is in the next territory blocking the enemy from hitting your tanks. I dont see tanks as a 3/3 unless they’re the heavier versions that appeared towards the end of the war (tigers/IS-2’s etc…)

      posted in House Rules
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      Biofury
    • RE: All IC's unlimited?

      Seems like the Allies would always win if you had the option of building factories. The Axis right away lose their advantage of better positioning, not to forget the Allies obvious economic advantage as well. I dont see the Axis side ever winning against smart Allied player if you dont use the factories restricted option.

      posted in House Rules
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      Biofury
    • Super Heavy Tanks

      Check out these two machines from U.S. and Germany……

      http://en.wikipedia.org/wiki/T-28_Super_Heavy_Tank

      http://en.wikipedia.org/wiki/Maus_%28tank%29

      What kind of game stats would you put for these tanks? Would you put them as advanced tech or just have them ready to be bought instead.

      Super-Tank

      Cost: 8, 10 or 12 ???

      Move: 1  (Very slow and heavy)

      Attack: 3    (Same sized cannons as other heavy tanks of the time / not as damaging as battleships main guns or bombers dropping thousands of pounds of bombs which attack from 1-4)

      Defend: 4  (Each supertank improves the defense of 1 infantry unit from 1-3. Similar to the artillery benefit for offense)

      T-28 Special: German infantry do not get the “Atlantic Wall” or “Fortress Europe” defense bonus when attacked by a U.S. force.

      Maus Special: German Super-Tanks defend from 1-5 on the first cycle of combat only. (this represents their ability to move and hide underwater before a coming battle)

      posted in House Rules
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      Biofury
    • RE: Nice House Rules

      Remove heavy bombers technology and do the following

      1. Replace Heavy Bomber tech with Atom Bomb /  One successful Strategic Bombing attack per turn destroys everything in enemy province.

      ======================
      Additional Ally advantages

      1. Superfortress / USA starts with bombers (B-29 superfortress) that move at 8 spaces and have an attack value of 5. (only 1 roll per bomber)

      2. Marines / USA player can designate all Infantry units (beginning of the turn) in one amphibious assault as Marines. Attack at 1-2. (artillery does not increase attack value)

      3. Home Guard / UK player Infantry on the United Kingdom territory defend at 1-3.

      4. Industry Movement / Soviet player may move one of his Industrial Complex units each turn at a rate of 1 movement point. (cannot move and produce on the same turn)

      5. USSR economic penalty / (ally disadvantage) Allied forces occupied in the USSR or occupying USSR Territories prevents USSR from collecting IPCs from these territories. The reasoning behind this is the cost of feeding and caring for the foreign forces and also the cost of countering the anti-Communist political propaganda that these forces would introduce to the Soviet populace.

      ==================================
      Additional Axis Advatages

      1. Kamikaze / Japan player may move one Ftr per turn its full movement allowance and attacks at 1-4. Whether it survived the attack or not it is eliminated after the battle.

      2. Panzerkorps / German player may designate one of his armour as SS Panzerkorps during each of his player-turns. May designate any Armour as SS at beginning of the turn. Attacks at 1-4 and defends at 1-5.

      3. U-Boats / Germany builds these subs at 6 IPCs, but must be deployed in the Submarine Pens. Encourages Germany to expand its Navy

      4. Submarine Pens / The territory of Germany has a built in Sub Pen. The Sub Pen works by giving shelter from air attack to Subs in the Baltic Sea Zone. New U-boats must be placed here.

      5. Kiel Kanal / With this variant Germany can still move ships from the Baltic to the Atlantic to avoid the North Sea and UK waters. Must control Western Europe. Germany navy can avoid sea zone surrounding the UK. The Kanal counts as 1 movemnt space. And Axis must control Germany and Western Europe to use it.

      Just like actual war, USA will be encourage to spend money to research A-Bomb tech and drop them over Japan with its superior bombers, or possibly Germany.

      posted in House Rules
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      Biofury
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