Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. crusaderiv
    3. Posts
    0%
    C
    • Profile
    • Following 0
    • Followers 0
    • Topics 45
    • Posts 944
    • Best 5
    • Controversial 0
    • Groups 0

    Posts made by crusaderiv

    • RE: Lets Talk Oil

      My friend works for a oil & reseach company.
      he knows almost everything about oil & gas history.

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: DD spotting subs
      • When you say escort do you mean cruisers?

      escort = different kind of destroyer.
      In our rule we have…
      Escort =
      move 2
      att 1
      def 2
      cost 8

      destoyer =
      move = 2
      att = 2
      def 2
      cost 10

      Only escort and destroyer can attack sub.

      posted in House Rules
      C
      crusaderiv
    • RE: Larry Harris thoughts on House rules in AA50…

      In our world at war game, we had the same problem.
      Japan take out China too fast. (China was divided in 13 territory).
      But 2 years ago I resolved the problem.
      I divided China in 17 territoy!
      Much harder for Japanese player to go through.
      I keep the Volounteer fighter rule (flying tiger) and it’s much better….

      posted in House Rules
      C
      crusaderiv
    • RE: National Advantages for Axis & Allies 1942 Ed.

      UK ADVANTAGE

      Radar and Home guards and Enigma Code must be part of UK N.A but….

      1. BRITISH RUNAWAY
      • UK player may retreat infantry by sea during combat move or amphibious assault.
        attacker/defender can stop the attack and may retreat but only the infantry can.
        To do so, transport must be in the adjacent sea zone.
        You must respect the load limit. (maximum 2 infantries per transport)
        Artillery and tank cannot retreat. Those units must stay on the beach and your opponent win the battle and receive 1 IPC for each salvage.
        This rule represent the battle of dunkirk, the battle of greece and malaya retreat.
      1. OCEAN LINER
        At the beginning of the game, UK player may choose 1 transport as Ocean Liner.
        Move = 4
        Defend = 1
        Attack 0
        Loading limit = 4 infantries (May transport US,France or others allies)
      2. MINE SWEEPER
        UK player may choose 1 destroyer to remove ennemy mine.
        1 per turn.
      3. COMMONWHEALT CONSCRIPTION & LABOR
        At the beginning of the game, Uk player add 1 industry in Canada and on each turn,
        1 infantry in India and 1 in Australia.
      4. MONSOON IN ASIA
        2 times during the game, Uk player may call ‘‘monsoon’’.
        Axis player cannot move ground units in Malaysia,Burma, new Guinea and India.
        But Uk units cannot move either.
      5. SUPPLIES LINE
        After the thrid, Uk player receive 2 IPC from the bank if Royal Navy control the Atlantic, the med and the Indian Ocean.
      posted in House Rules
      C
      crusaderiv
    • RE: Generals for AA games

      Since a couple of month, I try to figure it out.

      I had 1/72 figurines and some represent marshal,generals and admiral.
      My tought was…
      Each player start the game with 4 generals and/or admiral.
      _For examples: germany star with Von Runstedt,Rommel,Von Mantein & Von Bock _These unit may give the opportunity to the defender/attacker to retreat one or some units without to leave the battle board.
      If you lost all your generals you must return IPC to the bank.

      Better idea?__

      posted in House Rules
      C
      crusaderiv
    • RE: National Advantages for Axis & Allies 1942 Ed.

      USSR AVANTAGE

      Scorched earth,trans-siberian railway,mobile industry and general winter are a must but you can add…

      1. CITIZEN TAKES ARM
        Russian infantry defend at 3  :-) in Moscow,Stalingrad and Leningrad.
      2. CAUCASUS MOUNT
        Only infantry can pass through the Caucaus & Iran frontier.
      3. SINO-SOVIET PACT
        Russian & Japan player may signed a non-agression pact (4 turns).
        or a cease of fire (2 turn). Each player receive 2 IPC from the bank if they respect the pact but may pay 10 IPC if the attack.
      4. RUSSIAN SPY (Since 1943, secrets informants revealed Hitler plan to the USSR commanders. -the battle of Koursk is a good example-
        So 2 times during the game, russian player may call ‘‘Russian spy’’.
        So at the beginning of a battle, all german ground units attack capabilities are reduced by one in the first round of combat.
      posted in House Rules
      C
      crusaderiv
    • RE: National Advantages for Axis & Allies 1942 Ed.

      I realy think that you can do something with minelaying and/or magnetic mine.
      Friends and member of our club love this little rule.
      It’s free and it’s easy to apply.

      Each turn just put 1 marker in the sea zone of your choice.
      If a ennmy warship pass through the sea. (During combat or non combat move).
      On Roll of 1, you sunk a ship. (your choice).
      One mine exploded, its remove from the gameboard.

      German & Italian mine make a lot of damage in the med (to block the Malta route) and in the Atlantic ocean.
      A least, it could be use for axis N.A.

      posted in House Rules
      C
      crusaderiv
    • RE: National Advantages for Axis & Allies 1942 Ed.

      Hey Otzea

      You got some good point abpout aixs influence.

      Don’t forget Iraq.

      posted in House Rules
      C
      crusaderiv
    • RE: National Advantages for Axis & Allies 1942 Ed.

      Allies N.A tomorrow….

      Well, I think the german and japanese soldiers (and staff comanders) was better than Italian or Rumanian.
      I just base it with the comments of Rommel, Von Runstedt and others commanders.
      Yes some Italians divion as Ariete, Alpine troops or cavalry was great but the moral was poor inside the Italian army.
      In fact, the problem was the Italian chief of staff not the soldiers.

      Of course…battle won = moral = efficiency

      posted in House Rules
      C
      crusaderiv
    • RE: National Advantages for Axis & Allies 1942 Ed.

      ITALY ADVANTAGE

      1. GUSTAV LINE
        If the allies pass through Northern Italy,axis infantry defend at 3 in the first round of combat.
      2. LYBIA LANDMINE FRONT
        Allies tanks cannot attack in the first round of combat if they pass through the frontier of Libya.
      3. OIL DISCOVERS!
        Italian player gets 3 IPC from bank if Italy control Egypt & Libya.
      4. ITALIAN CARGO FACILITY
        Italian transport can move 3 sea zone.

      That’s enough for Italy.

      posted in House Rules
      C
      crusaderiv
    • RE: National Advantages for Axis & Allies 1942 Ed.

      JAPAN ADVANTAGE

      1. BANZAI ATTACK
        If you only attack with infantry, All infantries attack at 2 in the first round of combat but they cannot retreat.
      2. TOKYO EXPRESS
        Destroyer can transport 1 infantry during the non combat move in a new conquered island.
      3. JAPANESE FANATISM!
        Japanese infantry defend at 3 in Japan or everywhere in the pacific.
      4. KAMIKAZE
        1 fighter may be choose as kamikaze.
        Attack at 5,move 2. (Fighter is remove from play whatever the result)
      5. IMPERIAL NAVY CRUISING SPEED  
        Heavy & light cruiser can retreat in an adjacent sea zone after a winning naval combat.
      6. SNEAK ATTACK
        Once during the game, Japan player can play 2 round in 1 turn.
      posted in House Rules
      C
      crusaderiv
    • RE: National Advantages for Axis & Allies 1942 Ed.

      Ok let’s go

      (Don’t forget that those N.A are for the 1939 world at war games but can be use for any A&A games )

      GERMANY ADVANTAGE

      1. GERMAN RAILWAY SUPPLIES
        German player can move 1 infantry in a new conquered European territory.
      2. WOLF PACK: If you have 3 sub or more, sub’s attack at 3 in the first round of combat (Same as common national rules).
      3. BLITZKRIEG: German player can play 2 rounds in one turn.
        Warships are not included in the Blitzkrig and must be played during the first round.
        Maximum of 2 blitzkrieg. Cannot play 2 Blitz in a row.
      4. DEUTSCHLAND!
        German infantries defend at 3 in the first round of combat anywhere in Germany.
      5. THE AlP’S
        Only German & Italian units may pass through the alp.
      6. GERMANY TECHNOLOGY DEVELOPMENT
        Once Germany is at war against the allies and USSR, German player can make a second roll after a missing attempt.
      posted in House Rules
      C
      crusaderiv
    • RE: Re: Field Marshal Games Pieces Project Discussion thread

      OK so should I wait to make my order.

      A set of 8 different dice?

      :evil:

      Al

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: National Advantages for Axis & Allies 1942 Ed.

      Sorry Mr Andersson.
      I’m a veteran player since 30 years, i’m always looking for new realitic rules, prototype pieces and new concept.

      I have done my own realistic map, rules, pieces, set up, special unit and national advatange 20 years ago. But even today, I always looking for something new.

      You’ve done a good job but I have the right to give my opinion.

      :wink:

      AL.

      posted in House Rules
      C
      crusaderiv
    • RE: Espionage Idea

      we? huh?

      LOL…

      Members of our club.
      We’re always looking for new rules.

      We looking for new concept for spying and convoy.
      Something more realistic.

      Al.

      posted in House Rules
      C
      crusaderiv
    • RE: Re: Field Marshal Games Pieces Project Discussion thread

      For sure i’m gonna get the full set.

      But France is also present in my world at war games.
      (subliminal message to field marshall games).

      AL

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: Re: Field Marshal Games Pieces Project Discussion thread

      I understand your idea.
      The A&A pieces are not so bad but when I look your combat dice, I guess you like prototype & precision stuff.
      So I think you’ll be able to make something good.

      Just can’t wait to see your pieces.
      For now, I’m going to order a set of combat dice.

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • RE: National Advantages for Axis & Allies 1942 Ed.

      When i say nothing new it’s because those national advantage are available in others axis & allies games and even in the world at war games.
      Maybe it’s new for A&A 1942 but there’s no originality.

      posted in House Rules
      C
      crusaderiv
    • RE: Lets Talk Torpedo Planes

      Attack at 2 or less but attack at 3 in the first round of combat against carrier,heavy & light cruiser and battleship.
      Cost = 8
      Move = 5
      defend at 1.

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • Self-propelled gun

      Germany and USSR may produce a self propelled gun.

      Attack at 2 (But in the first round, on a 3 or less, ennemy tank cannot defend and remove from the gameboard). - Kinda sub first shot attack-
      Defend at 2
      move = 2
      cost = 5

      posted in Other Axis & Allies Variants
      C
      crusaderiv
    • 1
    • 2
    • 42
    • 43
    • 44
    • 45
    • 46
    • 47
    • 48
    • 44 / 48