Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. CanucKev
    3. Topics
    C
    • Profile
    • Following 0
    • Followers 0
    • Topics 9
    • Posts 49
    • Best 0
    • Controversial 0
    • Groups 0

    Topics created by CanucKev

    • C

      All IC's unlimited?

      House Rules
      • • • CanucKev
      12
      0
      Votes
      12
      Posts
      3.0k
      Views

      L

      @theduke:

      that sounds like 2nd or 3rd edition rules (i.e. “original” axis and allies), not 1st edition. are you sure? i’m taking about the very 1st edition… an edition basically no one plays anymore.

      The 1st ed was w/ unlimited IC’s.  Even ones you purchased.

      Very unbalanced b/c GBR would get an IC for Persia, and move all of the India units to Sinkiang to allow US to buy the IC on the first round.  Round 2 and beyond sees $ 60+/turn worth of allied armor pouring onto the Eurasia landmass to take everything over.

    • C

      Teaching to (relative) newbies?

      Player Help
      • • • CanucKev
      4
      0
      Votes
      4
      Posts
      1.9k
      Views

      C

      I don’t have the CD … and I was referring to the ground rules ;) How do you think it’s best to teach them the ground rules? Just go unit-by-unit (which I think would be a waste of time, since it’s all on the reference card anyway)? I guess it’s obvious that I should start with the objective and order of play, and what to do in a turn … but do you think I should do anything more than that? Or, where should I go from there?

    • C

      Which destroyer rules do you prefer?

      General Discussion
      • • • CanucKev
      2
      0
      Votes
      2
      Posts
      1.3k
      Views

      stuka pilotS

      Well to me subs have never been a giant threat. Then again, I have not gone against too many people who utilized them well enough for me to worry. But since one of the purposes of the destroyer was to hunt subs the rule of having a destroyer present for air attacks makes sense to me. Plus it makes the subs and destroyers each a tad more valuable to use.

      To make a board game as authentic to real life as possible is kind of like taking a single frame from a movie. You won’t cover everything but you can at least get the gist of it. :wink:

    • C

      The National Hockey League … how much do you care?

      General Discussion
      • • • CanucKev
      51
      0
      Votes
      51
      Posts
      8.1k
      Views

      YannyY

      Most hockey fans are aligned with the owners and less pissed about the season being canceled than they are about the players holding up the negociating process.

      But the season’s not over. Read my blog for updates: njdevs.blogspot.com

    • C

      More Powerful Airplanes

      House Rules
      • • • CanucKev
      6
      0
      Votes
      6
      Posts
      1.3k
      Views

      Imperious LeaderI

      and add these too just for giggles:

      I dont favor planes getting a free attack… but to create combined arms situation each attacking plane in combat aids the attack of a tank with a +1 attack modifer at a 1/1 basis. consequently, each tank aids the attack of each matching infantry unit with a +1 attack modifier for each unit at a 1/1 basis. Now you wont buy those stupid stacks of infantry and the static infantry push mechanic is dead. You will now buy other crap to win….

      In this “advanced system” below basically in ground combat with opposing air forces (both defender and attacker have planes) each plane hit is allocated to enemy planes. When the sky is cleared of planes, then air hits are allocated to ground targets. In fact air rolls are done seperatly from ground unit rolls. Note: The modifiers to land units are applied even if their is air combat.

      Interception of Air Units (Counter air)
      During your opponents turn, your fighters may intercept and may fire at moving enemy air units in range of their territory during the combat movement phase. The maximum range of interception is two territories distance from the enemy air units. One round of air interception combat occurs in any territory or sea zone that is within the two space range of the enemy air units. Your Intercepting air units are using their attack values, while the planes from the phasing player are defending. The planes performing the interception must now move back to their original territory. Following interception combat, the active player planes are simply moved to conduct their originally intended attack… No air interception can take place during returning air movement, non-combat movement or during air base changes.

      Air Interdiction of Ground Units
      Each Bomber can attempt to stop the movement of enemy units out of a given territory. The Bomber is placed into the space until the following turn when it can then be used for further missions. For each Armor class unit that attempts to move into or leave the space is subject to a roll of one D12. A roll of 1 and the unit is destroyed. A roll of 2-3 and the unit may not leave the space that turn. Air units that move across the airspace of territories with enemy Artillery units can be fired at by anti- aircraft rolls. This roll is done just prior to when the plane leaves the space.

      Close Combat Ground Support
      The use of planes to support ground attacks is a basic use of airpower. Each Fighter or Dive-bomber can aid each armor class two unit with a +1 attack modifier at a 1/1 basis. Defending ground units can call on DAS if they have fighters in range.

      Defensive Air Support
      During Ground Combat Resolution, defending fighters may move to an adjacent territory and participate in the defense of friendly ground units being attacked. Movement of these units takes one full combat round before they can be used. (Example: On round one, the defending player announces that he will dispatch fighters and on round two they are used in combat). All air units then fight combat rounds concurrent but separate to the current ground combat rounds. Aircraft called up for DAS missions are not committed to fight a minimum number of combat rounds. For example: defensive Air Support was called in on combat round one and ready to fight on round two, but the defender rolled very poorly on his first round and decided to call off DAS and not risk losing his planes. At the end of ground combat resolution, surviving Defensive Air Support (DAS) units must return to their original territory, if possible. All hits and loses from air combat are taken from those participating air units until 1) only one side has planes, 2) one side retreats their planes, or 3) one side retreats his ground units thus ending combat. Note: planes that “retreat” do not get a free parting shot from enemy planes. If one side has planes left over the hits can be applied to ground units for the duration of combat rounds. On their own turn they can still move into new combat missions, but they cannot perform multiple defensive air functions such as DAS and coastal defense. Only one action can be done on their turn, and one action delegated in a defensive action during another players turn.

      Hope this helps somebody-

    • C

      First-strike subs on defence - is it better?

      Axis & Allies Revised Edition
      • • • CanucKev
      2
      0
      Votes
      2
      Posts
      997
      Views

      ?

      I hate it, theres too many rules hurting the attacker, the attacker has the initiative, and theoretically wins.

    • C

      The delay before the USA enters action

      House Rules
      • • • CanucKev
      7
      0
      Votes
      7
      Posts
      1.1k
      Views

      whoman69W

      It does a couple of things which really hurt the Allies. They can no longer send naval units directly to guard the UK seazone. I haven’t looked at the board, but if East Canada is still within a movement of the UK, then ferrying troops across the Atlantic would still be the same. Does it also place the US farther from Africa?

    • C

      Making battleships more "worth it"

      House Rules
      • • • CanucKev
      9
      0
      Votes
      9
      Posts
      1.6k
      Views

      D

      Hey, I just wasn’t sure what he ment thats all. :)

    • C

      Leningrad or Stalingrad for a victory city?

      Player Help
      • • • CanucKev
      11
      0
      Votes
      11
      Posts
      4.0k
      Views

      Y

      I disagree, the importance of Karelia on the old map makes it the better choice for me. The loss of Karelia is a huge blow to Russia, and a big positive for Germany. To be frank, I’d concentrate on Karelia regardless of a vc in the Caucasus because once you take Karelia you can hit the Cau or not. Once you take Russia the Caucasus is a goner anyway…

      The way the old map is setup I’d put it in Karelia. As far as fair or not, it’s not hard to take Karelia/Leningrad in the Revised edition…

      If you really wanted to switch this up, for the historical reasons regarding the battle of Stalingrad, move the IC and AAgun to the Caucasus, then make the Caucasus the vc. I think that would change things up and be interesting.

    • 1 / 1