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    Topics created by Chris_Henry

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      FMG Still Alive?

      Marketplace
      • • • Chris_Henry
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      C

      Sweet, thanks all. IWNGU, hopefully you’ll be hearing from me soon!  :-D

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      Retreat Mechanic?

      House Rules
      • • • Chris_Henry
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      I totally agree with you on terrain. Played a huge role obviously, and just can’t be shown on this map. Weather as well at times, but again, only so much you can do.

      You make a fair point on limiting rounds of combat because of how far and fast some fronts moved compared to others. Again, not 100% how to quantify that in a game though. Unless I’m misunderstanding you, you’re talking about a similar idea without limiting the number of rounds of combat to three. But what’s stopping the defender from retreating after one round of battle each time then? I guess I feel it still doesn’t fix the problem of fast moving fronts, but I don’t know.

      You’re right, naval combat is another thing all together as well. I’ve thought on that one too, and my initial thought process is that combat shouldn’t necessarily happen every turn. If we assume ships can share a territory in the same manner that land units can finish a turn contesting a territory, we could role a die before each naval combat, a role of 1-4 battle commences, but at a 5-6 nothing happens during combat, as the two navies couldn’t locate each other. Having planes out scouting could add one to your dice role though, to better help search for the enemy fleet.

      I haven’t come up with any decent idea about air combat either, but again, I agree, it would be nice to have some sort of aerial combat that would dictate local air superiority in each battle.

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      Simple Partisan House Rule - Global/Euopre 1940

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      • • • Chris_Henry
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      General 6 StarsG

      Place 1 partisan in each axis controlled empty territory of Russia. Defends at 1.

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      Winter War

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      • • • Chris_Henry
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      John BrownJ

      @Chris_Henry:

      Thanks for the reply John. I was wondering about those expansions, I didn’t know if they were still in the plans or not, but I’m glad to hear they are! A board game is also an intriguing idea, but you’re right in that interest in that may be lacking.

      It seemed like a simple enough idea to get more action in the early stages of the game for those who would want it.

      I look forward to everything this has to offer!

      Thanks,

      Chris

      No problem, Chris. Yes, this game is going to be a blast, because everyone can add what they want to the game. I’m super stoked about the endless possibilities, we will have. :-D

      Cheers,

      John

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      Caroline Islands Triple Threat

      Axis & Allies Global 1940
      • • • Chris_Henry
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      I tend to J2 (never J1, IMO too much advantage in holding off a round) and have started putting a few units in the Carolines on J1. At worst it doesn’t change anything, at best it gives a few strike opportunities. Unless your plan is a very early (J4) India capture, it’s a good move.

      I have been starting with a BB, loaded carrier, sub, dd there and sometimes a transport as well. The merits of Japan taking the inf off Carolines to use in attacking other islands are worth discussion, since they’re the only Japanese land units in the starting setup that typically don’t get used offensively. Even the Paulau inf gets used for Celebes often, and the inf in Iwo Jima can be utilized without going out of your way too much.

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      Pacific Islands Warfare and Unit Totals

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      • • • Chris_Henry
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      I’ve always thought about making essentially everything worth at least 1 IPC anyways, hoping that that if nothing else would get some fighting. Maybe you’re right and pushing a couple IPC’s for each might do the trick as well!

      I’ll have to try it out and will let you know how it does. May try the prerequisites that were mentioned as well. Always wanted to do that with the Med as well (Allies must control Sicily before they can attack mainland Italy), so I may expand that and see if it brings some of those small territories into it. A Midway battle would be pretty sweet!  :-)

      Thanks for the feedback.

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      Vichy France - Global 1940

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      • • • Chris_Henry
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      @phd_angel

      Thanks so much! Sorry for the delayed response here. I was on parental leave with my son, so I wasn’t online much the last few months!

      I definitely appreciate the feedback. I’m with you, my hope for any houserule is to keep a semblance of realism while working out whatever game play issues there were that made the houserule pop up in the first place!

      The uncertainty of allegiances pre-battle is quite interesting. But I try to minimize dice randomness. IRL (in real life), Vichy troops (just like Italians) surrendered as soon as seeing enemy superiority: thus, in the game, if Allies send more land + air units than defending Vichy units, there is no battle but surrender. Or, make it unlikely that a battle would ensue (for example, need to roll a 1).

      I definitely agree overall here, I think this one got away from A&A mechanics the most. Part of me didn’t want to make it completely against the Axis, but I think something like you suggest on bringing more men (or maybe twice as many), would void any combat.

      IPC system, however, is historically inaccurate (as in most, if not all, Vichy mods I’ve seen): IRL, Nazi Germany profited handsomely on Vichy which had to quite richly sustain 300,000 German troops stationed in Northern France! So, in the game, Germany should actually gain IPC bonus, whereas Vichy and Free France gain nothing. How much, certainly 3 IPC, at least.

      I also get your point here. However, the main goal for me in creating the Vichy France rule was an overwhelming thought by players that the Axis has too great an advantage. By creating Vichy in this scenario it weakens the Axis some by taking away from them, as well as adding to the Allies by adding the Free French. I think if we were to give the Germans more IPC’s, it takes away the point of creating the rule in the first place (which again, was to try and help weaken the OOB Axis advantages).

      Finally, Germany never fought Vichy. IRL, with Operation Torch, Germany simply occupied Vichy in 1942, with no resistance whatsoever. Vichy units were disbanded. That can be also the case in the game.

      I also agree that combat did not really happen, at least on a large scale. I suppose I don’t know enough to understand every potential action that might have happened, no matter how small. This was again something designed to make the German player think twice before just invading the Vichy territories. It’s going to cost them a bit. Again, just a device to hopefully help balance.

      I personally don’t like the idea of bids at the beginning of a game. We try and either house rule to help change, or just deal with it how we can. But yeah, the main hope/goal here was to have a somewhat realistic scenario, while also hopefully tipping the scales a bit away from the Axis, while not ruining gameplay and design too much.

      Thanks so much for your input! Hope 2021 is treating you well!

      Chris

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