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    Posts made by crusaderiv

    • RE: FMG - JAPAN UNITS

      http://www.mediafire.com/i/?ztwdyu2oddc
      And don’t forget Yamamoto and Nagumo!!!

      http://www.mediafire.com/i/?juozgjumir3

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: FMG - JAPAN UNITS

      http://www.mediafire.com/i/?ze52tnzmztm
      Good choice guys….

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: Poll: FMG U.S. aircraft

      _definatly two different tanks!

      either early war or late war

      medium and heavy tank

      very important_

      No, 3 different type. 
      Medium & heavy tank and……self-propelled gun!
      For USA, USSR and Germany it’s a must…

      About the US fighter.
      2 different type. US army = P47 (I love that monster)
      US navy = Vought Corsair

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: Here is where you can purchase extra pieces.

      Well, I have extra infantry and carrier if some one is looking for some….

      posted in Axis & Allies Classic
      C
      crusaderiv
    • RE: A stronger China?

      I’ve also thought of giving China (in all incarnations) the ability to purchase American armor units in limited quantity if certain conditions are met. I’m still trying to work it out however.

      Hum……not historicaly accuracy at all.
      Chinese industries didn’t have the ability to built tank.
      You must think about conscription. OK for more artillery and flying tiger but no tank.

      posted in House Rules
      C
      crusaderiv
    • RE: Railway

      This is my original idea,
      Ahhhhhhhhhh……are you sure? :-D

      i like the ability to bomb it or reduce it , just like in the war. Thats what the allies did to Germany before and after D-day.
      Yes but because germany lost air supremacy over France and Germany.

      posted in House Rules
      C
      crusaderiv
    • RE: World at war (Expansion)

      Eddie and Brain,
      I’m working on that….
      I don’t forget you…

      AL.

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: A stronger China?

      When I redone my map I separated China into 17 territories.
      More difficult for japan player to take out china….

      posted in House Rules
      C
      crusaderiv
    • RE: Railway

      Railway = no cost.
      Damageable? Attack from fighter, bomber….
      Naa…
      Artillery and infantry move two spaces during non combat move…
      Simple as that…

      posted in House Rules
      C
      crusaderiv
    • RE: World at war (Expansion)

      Can you make a pdf of it?
      Hum…don’t know to transfert a word document to PDF.
      But let me check that.

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: World at war (Expansion)

      WAW has gone down hill as evident by there forum being rarely visited or used, and the constant promise over the past 5 years that there WAW 2.0 with all the bells as whistles will come out in just a few months.

      That’s the reason why a rewrite the rules.
      I keeped the essential but I add a lot of thing like oilfield, capitals, ports, light bomber, reconnaissance airplane, dive bomber, escort, light and heavy cruiser escort carrier,mine and more.

      I also change the vichy rule and Japan/USSR situation.
      So if you want a copy, It will be pleasure for me to send it.

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: Railway

      Railway movement should only happen in Non-Combat-Movement Phase in my opinion.
      I agree with supermetizo.
      Infantry and artillery can move 2 zones.

      North Africa did not have rail movement except in Egypt which was two hexes, anyway.
      Wrong!!! ( I study railway history)
      Africa:
      There was a railway between morocco-lybia.
      Cairo (egypt) to suez canal.
      Morocco though west french africa and french equatorial to Liberia.
      South africa to kenya.
      (Those railway was built by french and british company).

      Germany-USSR
      Bandar Shapur (Southern Iran) Stalingrad-Moscow-Arkhangelsk.
      Moscow-Leningrad-minsk-smolensk
      Some railway between Germany-Poland-Ukraine and Germany-slovakia-hungary-rumania.
      (Note: Russian railway didn’t have the same railroad gauge has the rest of European countries.

      In Asia, the principal railway:
      Manchukuo to korea (part of trans-siberian)
      Manchukuo to pekin- hofeh-shandong to kwangtung.
      1 railway in indochina.(saigon)
      Singapore (malaya) to bangkok (thailand).
      Rangoon-Moulmen-Mandalay-Mogaung.(malaya though burma)
      Note: This railway was completed with US and UK POW.
      There was a lot of small railroad in India and one join burma to Chittagong and the terminal was ledo. (burma).

      posted in House Rules
      C
      crusaderiv
    • RE: World at war (Expansion)

      Are you using a different map?
      Yes brain…you saw and comment my map on another topic.
      The map of xeno game is not prototype at all.

      The US is now as far away from France as it is from Japan. How crazy is that.
      There’s 5 sea zone between eastern USA and France on my custom map.

      Have you heard anything credible, other than Mikes last post in October that it is again coming out soon? No.

      Also, I contacted Mike and asked for a copy of the old WAW online file. He said he would get back to me. Maybe he will get back to me in a “few months”. Do you have one?
      No. Anyway, I rewrite the rules with some of my friends because there was a lot of incorrect things in WAW rules.  (want a copy of my rules?)

      The posts for Xeno are looking mighty thin. I actually don’t even see WAW Expansion advertised. I wonder if the new WAW 2005 contains the rules for both the regular WAW and the Expansion. Mabe the Expansion became the basic game. I knew a lot of people who thought WAW, without the Expansion really stunk. It would be great to have a combined rule book. But between you and me, when AA Europe comes out, if you can indeed combine them, that may just permanently replace Xeno. However if they ever come out with WAW online 2.0, and it is as good as it is promised, it could win out.
      I agree.

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • CONVOY RULE

      OPTIONAL RULES - The Merchant Marine

      The merchant marine was very important during the Second World War. From the beginning of the war, the British government had imposed a naval blockade against Germany and within a few weeks, the allies had captured several ships along with their cargo destined for the third Reich.
      Hitler responded by imposing a counter-blockade to stifle the economy of Great Britain. Up until early in 1943, the Kriegsmarine, the Luftwaffe, and especially the U-Boats nearly destroyed the war effort in England by sinking thousands of vessels of all flags.
      Once at war, the U.S. military used the same strategy against Japan, by imposing blockades and stifling the shipping lanes of Japanese merchant vessels.
      At the end of the war, the United States had sunk nearly 80% of the Nippon shipping efforts!

      After trying almost all games of Axis & Allies and its variants, we found that in many cases, Japan and England could continue fighting and manufacturing weapons even if the player lost control of the Pacific and Atlantic.
      Furthermore, these two countries are islands. Their economy was heavily dependent on raw materials essential to the manufacturing of tanks, planes and ships, such as zinc, chromium, copper, cotton, silk and especially gasoline!
      For Italy and Germany, the blockades had less of an impact because they could easily procure their raw materials through Eastern Europe

      The merchant also had a very important role to play in the victory of the USSR.
      From 1942, the allies had begun to send materials to Russia through convoys crossing the Atlantic.
      The ships carrying cargo from the United States and Great Britain [were able to fight off] the mines,  U-Boats and German air force to deliver huge amounts of military equipment into Russia. Had it not been for this assistance, the Soviet Union would probably have lost the war.
      The Allies and the Axis countries knew very well that victory depended on the control of the Arctic, Atlantic, Pacific and Indian Oceans.
      Convoys had been a major issue in during the second world war, so we are thinking of introducing a new game piece; the cargo.

      Note : This rules must de added to world at war game but you can use or modify the following rules to fit your game of A & A game.

      At the start of the game all players have merchant ships except for China.
      Here is the list  :
      Germany = 3 Cargos
      Japan = 6 freighters
      Italy 1 = Cargo
      UK = 9 freighter
      USA = 10 bound cargo.
      USSR = 2 cargo
      France = 2 cargo

      At the start of the game the ships are use only to transport materials, merchandise and oil on pre-established shipping routes on the map.
      The ship can not defend itself, attack or transport troops.
      Only the destroyer and / or Escort can participate in the defense of a merchant ship.
      However he may retire after the first round of combat.
      (Apply the same rules as that of transportation).
      A cargo costs 4 IPC and always moves 3 spaces at a time up to its destination. Once safely arrived , the merchant ship must leave on the next round to its point of origin. Light bombers, fighter aircraft, submarines and warships can attack the cargo freighters.
      If the merchant vessel is sunk before reaching its destination, the ship and its cargo are lost

      Important: If the point of departure or arrival of a cargo ship is taken by the enemy and there is no route, the cargo ship may be stored in another port until the territory is regained.
      Once the USSR is attacked by the Axis countries, the U.S. and English players may help the Russian player by sending aid through via merchant ships. The stock must be unloaded in the Russian ports of Murmansk and / or Archangel but if the port falls under the control of countries of the axis, the material can be unloaded and the player must wait to regain control of the port or the cargo returns to its point of origin.
      Once all players are at war, the cargo ships can carry 1 airplane, 1 tank or 2 artilleries.

      Convoys routes:
      Great Britain:
      UK - Canada (3 freighters)
      UK-South Africa (2 freighters)
      South-Africa-Southern Iran (2 freighters)
      India-Australia (1 cargo)

      France:
      Southern France, French Guyana (1 cargo)
      Southern France-French West Africa (1 cargo)

      Germany:
      East Germany-Sweden (1 cargo)
      West Germany-Norway (1 cargo)

      USSR:
      Murmansk - UK (1 cargo)
      Archangel - UK (1 cargo)

      Italy:
      Southern Italy-Libya (1 cargo)

      Japan:
      Japan Marshall Island (1 cargo)
      Japan’s Caroline Island (1 cargo)
      Japan-Marianne’s Island (1 cargo)
      Japan-China (1 cargo)
      Japan-Thailand (1 cargo)

      A merchant ship is very important because whenever you lose 1, you shall undergo a penalty of 5% per ship.
      So if you lose 3 ships, you willhave to pay 15% to the bank.
      Example: On turn # 2, the level of production of the English player is 40.
      He loses two merchant vessels in 1 round and suffers a penalty of 10%.
      He will therefore provide the bank 4 IPC.
      The English player has 9 merchant ships at the start of the game, so he could face a penalty of 45% each round!!
      Of course, you can buy ships whenever you lose one.
      If you return to the total number of boats you should posses, the penalty no longer applies.
      Note  : The U.S. player is subject to the same penalty as other players.

      Important: A ship can cross a sea zone even if occupied by enemy warships.

      LEND LEASE & MERCANT U.S. MARINE.
      US player has only 6 cargo ships at the start of the game.
      But he has the opportunity to buy other cargo ships for a maximum of 10 freighters.
      Here’s how  :
      The U.S. Player receives 18 IPC in his first round. (Peace Time Production)
      From then on he will receive 25% + per round or 4.5 (on a 5 rounds IPC).
      This money should be used separately to purchase merchant ships.
      These vessels can ONLY be used to transport raw war materials to the allies.
      But once at war, the U.S. player can send weapons (planes, tanks and artillery)
      to their key allies, such as the USSR and Great Britain following routes drawn on the map.
      Note: The cargo should not be used by the U.S. Navy and can not transport special units.
      So the higher your war production, the more arms you can send to your allies. Therefore the U.S. player must carefully choose the weapons that will be sent to the allies.

      American convoy route:
      Eastern USA - Brazil (1 cargo)
      Eastern USA - Saudi-Arabia (2 freighters)
      Western USA - Australia (2 freighters)

      • Eastern USA - UK (2 freighters)
      • Eastern USA - Murmansk / Archangel (3 freighters)
      • = At a time when Russia went to war.

      Once its mission is complete, the merchant vessel must return to its point of origin and start again.  The merchant ship must always be moving and cannot leave its pre-determined route. If the starting point of the merchant vessel and/or destination have been taken by an opponent, you can change the route of your cargo ship to send to another destination as drawn on the map.

      NEUTRAL COUNTRY
      Some countries have also neutral merchant ships.
      You can get hold of a cargo ship If you take control of a neutral territory.

      posted in House Rules
      C
      crusaderiv
    • RE: World at war (Expansion)

      Absolutely right….Eddie…

      Anyway, with my map, there’s 6 sea zone between Japan and Western USA so it’s impossible to the japanese player to take out Western USA on the first turn!

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: World at war (Expansion)

      What do you think is more important…Japan slugging through Chinese territories or keeping the U.S. from taking part in the War in Europe.

      Japan slugging through chinese territories of course. It’s not a big job to pass through China.
      (Even if we divided China in 17 territories)!
      Used IJN to scratch the Royal Navy and take the control of the indian ocean, India and the middle east. After that, attack USSR from the east and south while Germany attack on the other side.
      If you open 3 differents front, Russian player cannot survive!
      Once USSR is down, return IJN in the pacific and wait the US navy.

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: Rail Gun Rules?

      They only made 2 of these and only Germany had the technology or the need, as these were used to bomb Sevastopol in 1942 and they were not used again.

      If i’m not wrong, Gustav and/or Dora was also used to bombed england.

      Rail cannon didn’t have any impact in the war so I not sure if it’s necessary.

      posted in House Rules
      C
      crusaderiv
    • RE: Ship camouflage, where to find?

      I found a lot of info on the net including for Royal navy warships but don’t remember the sources.
      You can also found info with world war II books.

      Good luck.

      posted in House Rules
      C
      crusaderiv
    • RE: World at war (Expansion)

      You’re right.

      I thought to place a larger Europe map over the gameboard…you know like a 2 level chess game.
      But it wasn’t a good idea. It will be better with an other table with the Europe map.
      We play our games in my dining room but 2 tableboard one beside the other, don’t know if it will be too much.

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: World at war (Expansion)

      Doesn’t Europe get a little crowded? Most game boards blow up this area for easier game play.

      Europe is blow up at the bottom of the gameboard.
      I would like to enlarge Europe because yes…. a bigger Europe it’s a must.
      But with 84’’ x 44’’ map, where can I put a lager Europe?!?!/“”

      posted in Other Axis & Allies Variants
      C
      crusaderiv
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