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    Posts made by Chicochico

    • RE: Balance Issues?

      @Canuck12:

      Also, a tip for your allies: Make sure you are shucking through Canada. Ie: You build transport and guys turn 1, move them all to Canada turn 2 and then land in Europe on 3. Continue to move new troops up into Canada each time. If you do this you should be able to build up extra transport capacity because after turn 3 you’re landing every round. So you only need to build men and no extra transports.

      Man, THIS. Why didn’t i think of that. USA factory being 3 sea spaces away from europe was really pissing me off, all i had to do was build my troops 1 turn earlier.

      I realize my game reports are anedoctal evidence of unbalance towards axis, since luck was really a big factor. In the second game, at the R1 attack, i couldn’t get a single hit in the first round, for example. So i dont want any change implemented because my lack of luck  :-P I’ll rewrite everything and post on HGD forum later.

      posted in Axis & Allies 1941
      C
      Chicochico
    • RE: Balance Issues?

      I played 2 games of 1941, both as allies, one without the balance changes, then one with the extra destroyer + 2 inf. We played total war.

      In the first game, russia hit germany hard on R1, but then lost everything on the G1 counterattack due to good german rolls. Russia fell fast after that. Japan dominated unnoposed on asia, usa took forever to start landing on europe, but i couldn’t keep every disembarked unit from dying imediatelly to german counteratacks. Germany and japan took all of asia, europe and africa, and japan had lots of planes and landed on alaska, so i gave up. The game went fast, but we played dozens of turns.

      In the second game, with the extra units: even with 2 extra infantry, russia rolled REALLY bad on R1, and germany got lots of "1"s on their G1 and G2 attack, which pretty much cleared the sovier forces on turn 2. UK managed to sneak a few bombing runs that sank a total of 3 japanese transports during the game, which really slowed japan advances on asia this time around. USA started landing units much earlier, but that didn’t kept Russia from falling, nor did it prevent the disembarked units from dying after 1 turn in france. This time, japan was much weaker, but that was from the transport fiasco. We called it a draw after turn 20 or so.

      In both games, my oponent had some great rolls at G1, while my URSS rolled terrible all the time (i blame low morale). Since you have so few units, some bad rolls can really cost you the war. It’s really hard for the allies to stay alive after landing in europe, or to build a navy large enough to scare germany away from trying to sink it with subs + planes.

      It’s HARD to reinforce your disembarked troops, thats my main issue. In both games, Uk was reduced (or would eventually be) to their capital+canada. I think eventually the axis would have won on both games, since usa + uk capital have an income of ~20 IPC, and the axis, with russia asia and africa, have an income of 30+ IPC (i think); besides, germany dont really need a navy. In 2 turns, USA builds 2 transports and 4 infantry, to land them on turn 3 or 4. Meanwhile, germany can buy 15-20 infantry. And Japan, after clearing the pacific, will send its carrier fleet to the atlantic, so you have to invest even more allied money in a useless navy. How can you beat that?

      I gotta play again, luck played a big role in the first turns. Maybe i’ll stack everything on moscow instead of attacking on R1. Or maybe im just really bad  :lol:

      posted in Axis & Allies 1941
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      Chicochico
    • RE: Reroll 6s

      Why not use a 5 sided die then? :)

      http://www.gmdice.com/transparent-ruby-red-5-sided-dice-d5

      posted in House Rules
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      Chicochico
    • RE: THE CONFLICT - The Great War 1914

      Can we get some pictures from the current state of the game? Looks really interesting.

      posted in Other Axis & Allies Variants
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      Chicochico
    • RE: Global 2nd edition Q+A ( AAG40.2)

      Thanks a lot!

      So (4) is not all wrong then, unless the book specifically states that it only counts for originally pro-axis territories? (dont have it here w/ me). But i understand why it wouldn’t work, it would be unbalanced to have the french attack, say, Sierra Leone, just to allow the soviets to make 27 IPC a turn out of south america. Plus 15+ in africa :p

      Here’s another. Like my question 6, except during the non-combat movement turn; can i move my carries and then launch the loaded fighters to land somewhere else?

      posted in Axis & Allies Global 1940
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      Chicochico
    • RE: Global 2nd edition Q+A ( AAG40.2)

      I have a ton of little questoins that came up while playing (AAG40.2) and i doubt i can remember them all. Some aren’t 1940-related, but bear with me :-P

      1. before USA and URSS declare war / are declared, can they activate  pro-allies neutrals?

      2. what if f.ex. URSS invades a neutral before being at war? If any allied power attacks a neutral minor power, all true-neutrals will become pro-axis, but if URSS (while neutral) invades a neutral minor power, what happens?

      3. a friend told me that if a neutral minor ‘survives’ an attack, it will ‘regenerate’ its troops back to their starting quantity, is that the case?

      4. if all neutrals become pro-axis, they won’t activate the soviet “+3$ per axis territory” NO, right?

      5. i just installed and played tripleA a little, and one thing i noticed is that aircraft carriers are ALWAYS choosen as casualities, to absorb damage, first, before anything else. Well, sometimes i much rather sacrifice a sub or two so my planes can still land! Do battleship/carriers HAVE to absorb one hit before you can start sacrificing stuff?

      6. this one caused some discussion. If you move an aircraft carrier + its planes to attack, do the planes sort out BEFORE the carrier start moving, or AFTER? Can i, during the combat move turn, move my aircarrier 2 seazones, THEN from that new location move my fighters 2, sink a transport, then move them back to land on the ship?

      7. can you build a minor factory in a territory that wasnt originally yours? 6b. Or a territory with no income? Like, germans building a minor factory in Bessarabia (a soviet territory with 0 income).

      8. all allied units defend togheter (like UK and anzac troops in egypt); i was told this is not the case for allied planes loaded on carriers? Say, an uk and a soviet plane on Uk carrier, both at war with italy, are attacked, the soviet plane won’t fight?

      Man, there are more, but i can’t remember now. ty in advance.

      posted in Axis & Allies Global 1940
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      Chicochico
    • RE: New minor power (global 1940 2nd)

      Im not against Canada as an independent power. They already have their roundel design, a factory and harbor. All you have to do is split them from UK, but that will be kinda bad for the allies i think, since UK needs all the income it can get. Unless you seriously boost canada starting navy.

      ‘minor-powering brazil’ house rule is intended to make allies more interesting to play with. I agree with the silliness or Brazil in australia, so i’ll remove the naval base as sugested. Although that kind of hurts the ‘protect the convoy zone’ theme i was going on.

      posted in House Rules
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      Chicochico
    • New minor power (global 1940 2nd)

      Hello! I barely post but i have lurked alot. Here i’ll detail a house rule that im gonna propose to my buddies next time we play. Forgive my grammar, english is not my first language.

      Usually i play with 2 friends (1942 or, recently, 1940 global 2nd), but the thing is, among us, axis is much more popular. Maybe its because its easier to play, or it FEELS overpowered at least - i know the game is supposed to be balanced, but we are just really bad players ok :) Our purchases are far from optmized, so there’s nothing much we can do to stop germany initial stack of stuff with green chips under them.

      We’ll eventually get better, and then when we realize the allied potential, or memorize some good first-turn moves and purchases, we wont need a bid or “balancing” house rules anymore. But for now we’ll go with whats more fun (and that is playing axis, or so we all feel here).

      So we usually play with bids, and they are getting bigger every game. Thats why i came up with this alternate rule. We roll who’s the lucky b��t��d that get to play axis on the dice, but the allies will get an extra help.

      Ill propose we change Brazil (our country yay) from a neutral pro-allied into a minor allied power. They start at peace, use american pieces (for now, but i purchased a light-blue set for them, yay FMG), can only declare war on axis powers that are at war with USA, and go last in turn.

      Brazil starts with what’s already on the map: a 2 IPC territory and 3 infantry. However, as an independent allied power, it also gains:

      1x Destroyer and 1x Transport, in SZ85
      1x Minor Factory
      1x Naval Base (maybe i’ll drop this)

      National Objectives are:
      3 IPC: If convoy sea zones 85 and 101 are free of any hostile naval units. Theme: trading and purchasing of modern military equipment from the americans.
      5 IPC: For the first time Brazil invade an italian-controlled territory (occupying an empty italian territory doesn’t count) or defeat a german submarine. Theme: good old war-time propaganda.

      So that’s 27-42 IPC worth of stuff on the map and 2-5 extra IPC to the allied income. So it’s a weaker ANZAC. Still, for a long time it will mean basically 2 extra allied infantry in africa every 2 turns, hardly a game breaking change, and probably some players would still prefer 15+ IPC worth of stuff somewhere else. It wont change our debates about who get to play axis of greenchips, though.

      Historically, Brazil fought in Italy and against german subs (go read in wikipedia!) In some way, i guess i wanted to see my country represented as a little more than just ‘land troop here, gain $2 and 3 troops’, i had veterans in the family and all; but what i wanted more was to find an extra incentive for playing allies, so the non-axis players wont sulk for the few first hours. In 1942 it wasn’t so bad, but 1940 the axis is BRUTAL. You have to sit there as allies, losing stuff non-stop for ever (it feels so!).

      So, thoughts? Sugestions? Is it gonna unbalance the board too much?

      posted in House Rules
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      Chicochico
    • RE: Changing Dice

      If you just want to change from D6 do D12, then just double all attack and defenses values, unless you want to edit costs and powers to satisfy historical details, such as better german tanks, etc. But then you have to mess around with initial deployment too (if russians are gonna have weaker infantry, then they need to start with more of them, right?).

      I have a 30 sided die i got as a gift. So i’ll just multiply everything by 5 :D

      Infantry at 5/10/3
      tanks at 15/15/6 :D

      posted in House Rules
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      Chicochico
    • RE: Axis and Allies Europe 1940 2nd Edition ( AAE40.2) FAQ/question

      I got a question.

      On the rulebook (1940 2nd ed), page 24, Conduct Convoy. On the  lower left corner, there’s a picture of a UK sub on the coast of Italy. The text says:

      “On Italy’s turn, the UK submarine in sea zone 97 can cost italy up to 2 IPCs. If it is still there on Germany’s turn, the sub can also cost germany up to 2 IPCs of its income from Yugoslavia.”

      Now, the picture shows a UK sub on a convoy seazone, right next to Southern Italy (3 IPC), Northern Italy (4 IPC), Albania (1 IPC) and Yugoslavia (2 IPC). That means the sub can cause upo to 8 IPC worth of damage to the Italian player, and 2 IPC damage to the german, right? So why does the text says “can cost italy up to 2 IPCs”?? Is there a limit on how much damage per territory for each sub or something like that? I’ve read the section several times and i dont get it. Is it a printing error?

      posted in Axis & Allies Europe 1940
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      Chicochico
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