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    Posts made by Chacmool

    • Making my own WW1 game..

      I like A&A1914 very much but for better balance Ive made my own map… (without most of Africa for example)

      More infos will follow!!
      InStahlgewittern.png

      posted in Other Axis & Allies Variants
      ChacmoolC
      Chacmool
    • RE: 1914 map tweaks

      So heres my latest map for A&A 1914. Includes East Prussia and all correct borders, Has some Zones for Askarideployment in Africa.

      I kept Albania, neutral Greece and Moscow as Russian Capitol.

      1914Balance.png

      posted in House Rules
      ChacmoolC
      Chacmool
    • RE: The Great War 1914-1918: Clash of Empires

      @Imperious:

      It was also a major area of conflict between Italy and Austria. It must be represented and in the game it changes hands many times.

      Of course it was the major area in the conflict between both powers.

      But the Italians attacked the Austrians, they were the invaders so Isonzo should be the Austrian tt…

      I would name the Italian tt Udine, wich was captured after the Battle of Karfreit.

      posted in Other Axis & Allies Variants
      ChacmoolC
      Chacmool
    • RE: The Great War 1914-1918: Clash of Empires

      @Imperious:

      The game is looking at a Christmas release, not August 1st

      Well at least thats enough time to produce some ottoman Infantry sculpts…

      I would like to know something about the modified map. Some tts didn´t have right names if I remember it correctly. For example there was an italian “Isonzo” tt but the Isonzo was a river in AH at that time.

      posted in Other Axis & Allies Variants
      ChacmoolC
      Chacmool
    • RE: Balancing 1914

      I always missed the Schlieffenplan in this game…

      I think about a special Rule for GE in Round 1.

      First they must call out, that they will play the Schlieffen-Plan.

      They must use all troops in Alsace and Ruhr for the initial invasion of Belgium.
      If this attack is succesfull, they´ll get the chance to invade northern France in the same turn.
      Troops of Munich/Kiel and Hannover were allowed to move into Belgium.

      Something like that.

      posted in House Rules
      ChacmoolC
      Chacmool
    • RE: Still Playin?

      @ossel:

      In my opinion, the tournament rules are an absolute must for playing this game. The two-space move adds realism and fluidity to the game, and the economic/political collapse rules give players an actual reachable goal for taking out a country, as opposed to driving straight for capitals.

      I heartily hope that if there is a second edition of this game, these rules become OOB.

      I don´t like the Set Up changes for Tournement Rules. They make Russia too strong with 6 additional Infantries. US arrives much faster in Europe with the new port +1 movement rule, most of the time with Russia full in play.
      Africa becomes worthless map space…

      You only get me to play Tournement Rules with OOB Setup (imo the french and british naval change is helpful)

      posted in Axis & Allies 1914
      ChacmoolC
      Chacmool
    • RE: Balancing 1914

      To avoid the unhistorical Austrian attack the turn Sequence should be changed into

      1. Italy
      2. Austria
      3. Russia
      4. Germany
      5. France
      6. Britain
      7. Turkey
      8. USA

      with Italy beeing neutral and unattackable R1 so the game still starts with Austrias march into Serbia.

      posted in House Rules
      ChacmoolC
      Chacmool
    • RE: The Great War 1914-1918: Clash of Empires

      @Imperious:

      Doing that today.

      Did they pick up the phone ?

      posted in Other Axis & Allies Variants
      ChacmoolC
      Chacmool
    • RE: The Great War 1914-1918: Clash of Empires

      @Imperious:

      I want the 8/1 release date, while the producer wants earlier.

      Ottoman infantry question will need to wait till i call them for update

      Earlier than 8/1 release date means within the next 2 months…  8-)

      Did you call the producers for update (Ottomans) ?

      posted in Other Axis & Allies Variants
      ChacmoolC
      Chacmool
    • RE: Still Playin?

      We played the tournement rules for half a year but however came back to the original rules.

      OOB Rules have more charme in my eyes and were better when you have enough time to play and its more challening to do “the right moves”.
      (Only thing we have changed is additional Set Up: + 5 Inf and 3 Art in Hannover and one cruiser near East Africa and we took the USW Rules from the PTRs…)

      posted in Axis & Allies 1914
      ChacmoolC
      Chacmool
    • RE: ?? Best way to take France ??

      Flash, you were absolutely right. The US-war-declaration just followed the February Revolution in Russia.

      But why not say US only enters war after it loses its income because of USW ?

      If I do remember it correctly, THIS was the reason told to the world.

      If the Germany player doesn´t start USW, this game won´t see an US intervention!

      And here we are again - reconsidering the useless USW rules…

      posted in Axis & Allies 1914
      ChacmoolC
      Chacmool
    • RE: Balancing 1914

      My suggestions were playtested several times with OOB Rules:

      Set Up:

      5 additional Infantry and 3 Additional Artillery in Hannover.
      1 German Cruiser in SZ 26.

      Map:

      Switzerland is worth 3-4 IPCs

      Russian Revolution:

      RR occurs if Russian Homeland-tts (Look for definiton in the PTR) worth 10 IPC are occupied by the CPs after the Russian Players Turn.

      Russia is required to immediately surrender and leave the game at that time. It no longer has a turn, and all of its land, air, and sea units are removed from the board. Control of any territories that it was contesting is established, if necessary, using the rules for moving all units on one side out of a contested territory (see “Land Units”, page 15 of the rulebook). It also loses control of any territories that it controls, including its homeland territories. If units belonging to other powers on the same side are in these territories, control will likewise be established using the rules for moving all units on one side out of a contested territory; otherwise these territories will be uncontrolled (place any national control marker on it face down to denote this status) until another power moves into them. If a territory originally controlled by the surrendered power is captured by one if its former allies, the capturing power takes control of it. Russias IPC treasury will be claimed by the first enemy power to gain control of its capital.

      Unrestricted Submarine Warfare:

      USW takes place in SZs � 2,3,4,7,8,9,15.

      German player roles one dice for EVERY Sub that is in one of that SZs when it comes to collect income for the British player.
      The result will be split up between BE and US. (If its an odd number, the Brits suffer more)
      If US loses income for a second time, it will enter the war. (Generally US declares war R4, so beginning USW in R3 won´t change that)

      posted in House Rules
      ChacmoolC
      Chacmool
    • RE: USW Rethink

      USW Zones should be 2,3,4,7,8,9,15.

      You role one dice for EVERY Sub that is in one of that SZs when it comes to collect income for the British player.
      The result will be split up between BE and US. (If its an odd number the Brits suffer more)

      posted in Axis & Allies 1914
      ChacmoolC
      Chacmool
    • RE: ?? Best way to take France ??

      @Preussener:

      @Chacmool (on land strategy):
      If France puts their dozens units in Lorraine, they get easily crushed by a full German attack from Belgium and Munich (and the Ruhr, if you play with 2-move).
      Therefore, they can take Picardy with minimal effort.

      @

      You cannot attack Lorraine from Ruhr if you play with the 2-movement-rule because its a hostile tt. You can only move 2-tt into friendly or contested zones.

      Well as I pointed out earlier, with its initial forces Germany can not take Picardy with “minimal effort”. I would say its nearly impossible if France plays as I described it earlier. Maybe I need a battle report from you ;-). You didn`t answered what happens to Belgium. Do you risk that the big german snowball is getting out of supply letting the Brits land there R2/R3?

      posted in Axis & Allies 1914
      ChacmoolC
      Chacmool
    • RE: ?? Best way to take France ??

      For better game balancing besides more powerful USW and one additional german cruiser near East Africa, I suggest one german transport in the North Sea. Britain has transports of course, France has 3 (!) transports, even Austria and Italy do have one from the start.
      Why the Hochseeflotte is represented so weakly is beyond me…

      posted in Axis & Allies 1914
      ChacmoolC
      Chacmool
    • RE: ?? Best way to take France ??

      @Preussener:

      Hello, all,

      Following this rule, the best thing to do on land would be to send all 14 infantry and 6 artillery into Belgium. On the second turn, use all 30-something units available (including Munich forces) to take Lorraine. Third, take Picardy. Fourth, storm into the capital with about 30-something units. And finally, the Berlin force of nearly 20 units will be “having lunch in Paris”.

      Which forces should take Picardy R3 ? As France you can produce every turn 8 Inf which creates a massive resistance against the attackers.

      Lets see how France acts R1 after Belgium was taken by Germany:

      It builts 8 Inf .

      6 Inf + 2 Art from Burgundy to Lorraine makes 12 Inf 4 Art + one Fighter from Paris in Lorraine.
      6 Inf + 2 Art from Paris to Picardie, 1 Inf from Brest to Picardie makes 13 Inf + 4 Art in Picardie.
      1 Inf from Bordeaux to Burgundy.
      2 Inf from Marocco/Algeria to Portugal makes 5 Inf + 1 Art that could be shipped to Picardie in the next Round.

      R2 Germany attacks Lorraine from Belgium (lets say they suffered two hits R1 so 12 Inf 6 Art) and Alsace (11Inf 3 Art).

      Makes 23 Inf + 9 Art against 12 Inf 4 Art 1 Fighter.

      Battle calc says GE takes Lorraine and looses 33 IPcs so it has 12 Inf and 9 Art in Lorraine left.
      In Belgium were 9 Inf and 4 Art from R1 Setups of Kiel/Hannover.

      France builts 8 Infantry.
      8 Infantry built in R1 go from Paris to Burgundy so it has 9 Inf there. (or they could throw everything into Picardie!)
      5 Inf and 1 Art were shipped from Portugal to Picardie so it has now 18 Inf and 5 Art awaiting German troops from Belgium and Lorraine Round 3.  (All-in scenario would mean 27 Inf 5 Art of France in Picardie)

      Another Question is how many german units were left in Belgium and Lorraine to make sure to hold this tts
      (possible British amphibous assault in Belgium, French troops from Burgundy could cut off the whole German army).

      I cannot see how GE could take Picardy R3 - if you play strictly defensive with the Frenchies - and we didnt even mentioned the BEF yet…

      I agree with you that Germany should go into a massive naval build up. But on the land the OHL should throw everything against the Russians (troops from Preußen, Schlesien, Berlin and Hannover), only take Belgium but then play defensly on the western front.
      After the fall of the tsar the CPs must (!) move towards India before the Turks have surrenderd.

      And maybe risk a naval battle for the Atlantic with all these German Battleships build in the first 3 Rounds…

      I still believe that the key to win this game for the CPs is the Austrian player.

      posted in Axis & Allies 1914
      ChacmoolC
      Chacmool
    • RE: The Great War 1914-1918: Clash of Empires

      @protevangelium:

      Has a photo of the map been posted? Not sure if I missed it; I’ve seen the photos of the unit sculpts.

      Yes IL posted an image on page 3 in this thread.

      posted in Other Axis & Allies Variants
      ChacmoolC
      Chacmool
    • RE: New players need help

      Russian Revolution should occur if tts worth 8 IPC were captured by the CPs and one more tt is contested after Russias turn.

      I think the 2 movment rule of LHPTR is not in favour for the CPs.

      Make USW more powerful with one dice for every Sub that is in historical SZ2,3,4,7,8,9,15.
      Result of all dices will be the IPC loss!!!

      I don´t like the +1 port rule also (brings US-troops even faster to Europe) but since you didnt mention them…

      I thought about something like Strategic-Rail-movement cards that can be played by each nation for the extra movement of one stack of units to another tt between the turns. Once played the cards wont come back so you have to play them wisely in the game. (I think one game of A&A1914 should go only 9-12 Rounds for determing a winner) Germany has at the beginning of the game 12 cards,Austria 10, GB 8, Fr 6, Ru 6, OE 2, It 2;

      To make the game more historical (no Austrian attack on Venice R1) reduce two Art and five Infantry from Tirol. Also reduce 1 Art and 3 Infantry from Triest.
      Hannover gets 3 Art and 5 Inf, Kiel gets 3 Inf.
      Venice gets additional 1 Art and 1 Inf from Piedmont. Toscany gets 2 Infantry from Piedmont.
      I would add two german Subs in the Atlantic.

      posted in Axis & Allies 1914
      ChacmoolC
      Chacmool
    • RE: 1914 battle calc

      Cool !!

      I have waited for this, would be great if there was an app with an A&A1914 calculator.
      I already got one for A&A WW2 games…

      posted in Software
      ChacmoolC
      Chacmool
    • RE: The Great War 1914-1918: Clash of Empires

      Sounds nice.

      I found some errors or strange tt-names like Kosovo for Serbia/Belgrad or Moscow as Capital for Russia.

      Can you say something about Spain? Seems that its not white-neutral like Switzerland. Can one alliance
      bring Spain on its side (with money?) ?

      posted in Other Axis & Allies Variants
      ChacmoolC
      Chacmool
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