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    Posts made by D-Day

    • New maps I am working on some advice asked for

      Well I have at last finished (sort of) a map for A&A Europe that I am happy with (Hey it took only 17 years and was started even bfore there was a A&A Europe :lol: ) It is I can say quite nice I worked on expanding a 1 inch by inch square area to a 1 and 1 half inch square area effectively doubling the size of the map. For example Canada is now four territories (Ontario, manitoba, Quebec and the Maritimes (Which is actually an island group)). meanwhile the German player has to deicde if he will move toward the economic heartland of Russia or toward Moscow. I decided to keep the original values for the territories hence alot of empty spaces with no value except for getting you where you want to go. Further this put them in somthing resembling original geographic positions (For example Solvokia is the industrial heatland of Czecheslovakia (now two territories))

      Now I am ready to turn my attention to Conquest of the Empire I was wondering if it was up to you what would you import into the game from the new A&A series. I was thinking of either using the convoy system or the Supply line introduced in A&A Pacific to represent things such as the Egyptian grain convoys. Any suggestions?

      posted in Other Axis & Allies Variants
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    • RE: A&AE technology chart

      A Tier system? I hope I don’t show my ignorence here but what is this exactly?

      posted in Axis & Allies Europe
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    • RE: A&AE technology chart

      Moses, I didn’t ignore your first post just needed time to repsond properly. :) anyway:

      First I should give a little background on how I composed the chart, My primary thinking was to show how in general Tech research in WWII was in the end a waste of time and resources which could have been spent better elsewhere. But yet there was some gems which occured inadvertently for example the MBT was a result of building a better and better medium battle tank, so in theory at least be the easist to get your hands on as would be Industrial tech, Fleet Subs and basic rockets.

      @TG:

      “At the cost of 8 IPCs you can buy 1 Rocket per turn”

      Sucks. What’s the point of spending IPCs on something that will do LESS damage then I originally payed? :-?

      Good point though again I was thinking while expensive conventionally(and being nearly useless), if you get with Atomic tech it becomes quite powerful. However I am thinking about lowering the cost just a little bit to make it somehwat practical.

      Submarine Rockets

      Waste of money. Now I lose an AA-gun IN ADDITION to my sub.[/quote}

      No, the AA gun only stands in for the rocket as there is no piece for it, however you could always substitute something elese for it

      Switch all on board fighters for the older A&A Fighter units, from now on you may either build the standard fighters (the older units) or jet fighters (16 IPCs).

      Psstt… jet fighters are weak. I would much rather buy an original fighter and 1 inf, than spend 16 on a plane with a sub-par special ability. “Defense: 5” does not define “awesome.” :-?

      I too know in the end Jet fighters of the period meant little in combat but they seem to be a must have flavor additive. Meanwhile the additional cost would be more related to the cost of making the jet fuel rather then the aircraft itself.

      5 Rockets (Short Range)

      Still, I much rather spend 4 IPCs on one 1 inf and pocket the rest. 4 IPCs to deal an average of 3.5 IPCs that RANGE LIMITED does not define “awesome” :-?

      Again this shows how wasteful the V2 was of resources, and besides you can’t have the tech chart and no Vengence weapons.

      6 Naval AA

      Pssst… like I’ll be playing much with BBs… :-?

      I should I have mentioned that I see the chart being used in Both A&AE and A&AP.

      7 Industrial Technology*

      Funny. Seven is one of the most rolled numbers (using combinations), and industrial technology seems the most powerful… :)

      I should given some more background here. You can only get INdustrial tech once. Further it is an Atomic advancement which by the way you can only earn once with this tech. You would have to get either Long range Rockets or Heavy Bombers to get the bomb.

      8 Fleet Submarines

      Whoa… now this sounds pretty good. :) (Again, 8 is a very frequently rolled combination)

      I thought so too :)

      9 Main Battle Tanks

      Good buy. :)

      Ditto

      10 Long Range Fighters & Long Range Bombers

      Should combine these two together (use this as your #3 to lower the odds of unlocking it). :)

      Kinda agree with that but I wanted to try to replicate the problem of having no fighter escort for long range bombers which was a headache at the start of the war in some way.

      12 Heavy Bombers

      Sounds good, though 35 IPCs is a little high for something you must roll a ‘12’ to unlock (1/36 chance)

      Your also paying for your nuclear research in that 35 IPC’s as well.

      I have really liked your suggestions and critisms well though out and backed up from a game point of view which I was lacking I think. Do you have a better arrangment for the numbers and Tech? I would be very interested in it since now you have a better understanding were I am coming from now.

      posted in Axis & Allies Europe
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    • RE: A&AE technology chart

      @Anonymous:

      5 off of naval units seems way too high.

      Not really as it mainly effects Battleships and Aircraft Carriers (I forgot to add transports and Destroyers are not included in this.)

      And I don’t know what Atomic Advancement means.

      Yea I fogot to mention that, sorry. Atomic Advancements are needed to aquire the A bomb, of which you need 2 in order to gain the tech. The first one presuming to give you a controlled reaction and the second conducting a successful test. The effect is simple one factory per turn within range of your long range bombers can be destroyed without conducting a strategic bombing raid, however the bomber used is enligable for any further use that turn.

      posted in Axis & Allies Europe
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    • RE: A&AE technology chart

      Notes

      1 This is the proposed German A 9 rocket which could have reached New York from Europe and could even have put a satellite or human into low orbit (the Saturn V rocket was eventually an out growth of this wartime project).

      2 The Germans were developing a method to launch submarine launched rockets toward the end of the war to meet Hitler’s long stated desire to attack New York. Never mind that the warhead which the rocket would have carried would have been meaningless to the US Industrial capacity.

      3 Of course this represents the first generation of Jet Fighters (Meteor, Me 262, F-89) which began to enter into the service of the major powers beginning in 1944.

      4 This is of course the V 2

      5 This shows the heavy radar guided and heavily armed 20mm and 40mm AA equipment found on late war American and British vessels.

      6 This represents the development and the effect of the American Gato Class fleet sub and the much too late German type XXI U-boat had on naval warfare.

      7 This represent the growing power of the medium tank which turned into the modern MBT sometime around 1942 with the production of the Russian T 34 and the German Panther, later the Americans introduced the M26 Pershing and the British the Centurion.

      8 This is the American B 29 Superfortress, which had been originally designed to fight in Europe. If this technology is rolled again the player has developed extra long range bombers which have an unlimited movement but must leave from and enter a friendly controlled land territory and uses 3 die in Strategic bombing raids. This shows the American B-36 Peacemaker.

      posted in Axis & Allies Europe
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    • A&AE technology chart

      Comments?

      Axis and Allies Europe
      Technology Chart

      Die
      Roll Technology Gained

      2 Rockets (Long Range)*
      At the cost of 8 IPCs you can buy 1 Rocket per turn then choose one of your AA guns (it must be 6 adjacent spaces or less away from the target) to launch rockets at an enemy industrial complex by rolling one die. The resulting roll determines the number of IPCs the defender must surrender to the bank (1

      3 Submarine Rockets
      If you have acquired the Rocket (Short Range) technology you may transport one AA gun in a Submarine so that you may launch Rockets (Short Range) from your Submarines. If you do not have the Rocket (Short Range) Technology roll again. (2

      4 Jet Fighters
      Switch all on board fighters for the older A&A Fighter units, from now on you may either build the standard fighters (the older units) or jet fighters (16 IPCs). Jet fighters function as normal fighter units except that they defend at 5. (3

      5 Rockets (Short Range)
      At the cost of 4 IPCs a piece you can buy 1 Rocket per turn then choose one of your AA guns (it must be 3 adjacent spaces or less away from the target) to launch rockets at an enemy industrial complex by rolling one die. The resulting number determines the number of IPCs the defender must surrender to the bank (4

      6 Naval AA
      Your Battleships may act as AA guns and conduct an attack on attacking fighters as outlined in step 2 of the land combat sequence during Naval combat and before Submarines make first strike attacks or submerge. (5

      7 Industrial Technology*
      Economic relief! The basic cost of land units is reduced by 1,Air units by 3, and Naval Units (except Submarines) by 5 IPCs. Notice the basic economic cost of each unit is given on your reference chart.

      8 Fleet Submarines
      Switch all of you subs on board for the older A&A sub units, from now on all new built subs are considered to be Fleet submarines and have a movement of 4 sea zones per turn and they now attack at 3 instead of 2. Fleet Submarines cost the same amount of IPCs as did the older models. (6

      9 Main Battle Tanks
      Using the older A&A armor units you may build Main Battle Tanks (MBT) which are as good on the defense as they are on the attack, defending on a 3 instead of a 2. (7

      10 Long Range Fighters
      The movement capability of all your fighters is increased from 4 to 6 adjacent spaces. Jet fighters do not receive this technology

      11 Long Range Bombers
      The movement capability of all you bombers is increased from 6 to 8 adjacent spaces.

      12 Heavy Bombers
      Switch all on board bombers for the older A&A bomber units, from now on you may either build the standard bomber (the older units) or newer and more costlier (35 IPCs) Heavy bombers. These bombers use normal bombers in all respects save that in Strategic bombing raids they use 3 die for every bomber that survives an AA attack. Add the die totals, the sum is the number of IPCs that the defender must surrender to the bank. (8

      • One Atomic Advancement is gained
      posted in Axis & Allies Europe
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    • RE: 1939: World at War

      EXACTLY my friend. :lol:

      posted in Other Axis & Allies Variants
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    • RE: 1939: World at War

      By 1944 the Russians had blown there bolt economically speaking by 45, in aircraft alone production dropped from 17,913 fighters in 1944 to only 8.849 in 1945, Ground Attack went from 11,100 in 44 to a mere 5, 484 in 45. Frankly the Russians Economy was strained to the breaking point by 1945 even with substancial allied help. In one alone situtaion Russia would have had to face a Germany economy which went from producing only 10, 808 fifghters in 1943 to 25, 285 in 44, from 5,570 tanks in 43 to 8,337 in 44 add in the non effect of allied bombing causing temporary displacement in the conomic effort and you can see that germany was more than capable of matching Russian out put. Ask any body who plays AH’s Third Riech and they will be sure to tell you once the Germans get up off the ground it can get screay real quick.

      Then add in without a western front that wold have freed up approxamatly 10 to 15 front line heavy divisions for use on the eastern front which could have A.) countered the Bagration offensive or B.) enabled Germany to launch her own attack in 44. Russian Mass is also a Myth, while some sectors of front were heavily reinforced others were weak and spoty and if the Germans had had the ability (Created by an unhindered economy and lack of second front) to exploite them a balance could have been achieved.

      This also ignored the fact the entire Russian supply system relied upon the use of American made trucks and light vehicles, how else do you think they got those huge numbers of tanks? Russian manpower was nearly exhausted as well as evidenced by the large numbers of Asiatic troops, largely considered unreliable by the Red Army, in Europe in 45.

      posted in Other Axis & Allies Variants
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    • RE: A Conservative Europe(2002)?

      @FinsterniS:

      about fear and politic…

      When germany was in pain after WWI, they choose to listen to rightish party, they (we) were afraid.

      If I remember correctly people were listening to the left (communists) just as much as the right (Nazi’s) in the late 20’s and early 30’s. Street battles were common between the two groups as well. In the 32 electon the left gained the most votes, not the right. In the Great depresson here in the US, it was the left, and not the right, which gained its most strength from the hardtimes people lived in. By 1934, many felt the country was on the verge of a Communist upriasing. Liberals play on fear just as much, “without us (liberals) will you get food, were will you get work were will you live? Its the right who wants to take those things away from you.” Fear is the weapon of extremists regardless of what side they are on and to say only one side has a monopoly on it is to show a general ignorence of the facts of history.

      posted in General Discussion
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    • RE: If the US had stayed out of N. Korea and Viet Nam…

      Before Veitnam, the Cold war was in balance, both sides could have gone on indiffenetly, after Veitnam the Russians became embolded and started to go everywhere, Africa, Asia, etc… In the end our stumble in SE asia cuased the Communists to over reach in the wke of our percieved defeat. They did not think we could bounce back like we did in the 80’s both militarily and most importantly eonomically “Capitalism will collapse under its own weight!”. Of course we now know that was false, they could not keep up the burden they had acquird in the 70’s with renewed pressure from the west and in consequence they lost the Cold War.

      In the end without Veitnam, we would not have won the Cold War.

      posted in General Discussion
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    • RE: German Rifle Company

      Actually it was three platoons, however since the other night when I worte this I have done a bit more research and found out that what I discribed was in actuality the organization used in 1941 and not 39-40. There was two standard OBs one with simply three platoons and HQ section (Commanding officer and three messengers) and another with three platoons, a half platoon with two MMGs, and the HQ section. I am reowrking this now and will have an updated version pretty soon before moving on to the other company OBs of the 39-41 period.

      posted in Axis & Allies Europe
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    • German Rifle Company

      As there seems to be no place for general World War II conversation I hope I have not broke any rules by posting this here. I was trying to write out the basic strength of a German Rifle Company as it would have been in the early war period 39-41 and built it up as best i could. However I still think I have missed something and would like to know what so I thought there might be some people here who could say if I am dead on or what I am missing.

      The German Rifle Company (39)

      The typical German rifle (infantry) company (Schutzen Kompanie) that entered combat in Poland, Scandinavia, France and the Low countries in the early war period consisted of a HQ section and three rifle platoons (Schutzen Zug). Each of the four rifle platoons consisted of 4 rifle sections (Schutzen Gruppe) commanded by an NCO and 9 other ranks and a platoon headquarters. That is the simple textbook explanation, but some one playing an RPG or wargame needs some more information.

      Let’s start with the rifle sections, they each consisted of 9 riflemen (Schutzen) armed with one of the three variations of the model 98 rifle . The section leader may or may not have had a SMG instead of a rifle, this would have been either the Bergmann MP 28, MP 35, MP38 or later the MP40, with each bearer of the weapon given 2 SMG ammo pouches, each holding 9x 32 round magazines. It would was not till 1941 that SMGs became officially issued to infantry units. But perhaps the most important element of the rifle section was the Light or General Purpose Machine Gun (Maschinengewehr) team of Gunner and assistant gunner.

      The LMG which was considered the main firepower of the squad by the Germans and the single weapon to which all others in the section where assigned to provide support too. For most of the early and mid 1930’s this role was performed by the MG 13 Dreyse but this was replaced in wide scale use beginning in 1934 with the MG 34. After the Anschloss with Austria limited numbers of the Austrian MG 30 also entered German service until replaced by the MG 34. The last weapon of note, which a Section had in its armament, was the machine gunners P 38 pistol.

      A typical section leader (Unteroffizier) carried a flashlight and a pair of 6x30 binoculars in addition to his standard field equipment. The LMG gunner and assistant gunner carried a set of MG tools in a leather box attached to the right side in place of the standard 3 ammo rifle cartridge pouches. The gunner carried his pistol and the assistant carried a set of ammo pouches for his rifle on the left side. In addition the assistant gunner carried a spare barrel case strapped across his shoulder. The assistant gunners of the team carried two ammo cans with 250 rounds each (1,000 rounds total) or holders containing two 75 round drums each. In addition they may have had several 50 round belts laid over there shoulders and around there necks.

      So now lets put this all together, in 1939 a typical German rifle section consisted of a section leader usually armed with a rifle but perhaps a SMG, a LMG team of a gunner armed with a MG34 and P 38 pistol and 2 assistant gunners armed with a rifle each, and 6 riflemen (landser) armed with rifles. Now we can finish out the platoon in short order, there are four rifle sections, three two man anti tank rifle teams armed with either the Panzerbuschsen 38 or 39 anti tank rifles, their gunner and assistant gunner carried equipment similar to the MG gunners except for the spare barrel case. There was finally also a two man 50cm mortar team (gunner & loader, equipped as the above), sometimes referred to as a grenade launcher team due to the fact it could use the grenade as ammo. The four teams are some times referred to as a, heavy weapons or anti tank squad but this is in error as they were not a single unit but usually assigned to the various sections as needed. A Platoon sergeant (Feldwebel) and Platoon leader (Leutnant) led the whole of 50 men.

      Regular divisions at the out break of war had this basic 4 section organization while later divisions (most of those which served in France) had only three rifle sections each lowering the strength from 50 to 40 men. Later changes in 1941 included reducing the three man MG team to 2 (Gunner and assistant gunner) thus lowering the strength of the section from 10 to 9, however the loss of the rifle was made up with the official addition of one SMG to each section.

      The Company (Kompanie) usually consisted of just the three rifle platoons on paper which brought its basic rifle strength to anywhere from 150 to 120 men. Further each company had a hose transport section of 12 wagons (usually the HF7 or IF8 patterns assigned two or three per platoon) and included its portable field kitchens (1 per platoon). Each wagon usually had one driver and one assistant (who was also a specialist of some sort). These men were usually armed with only pistols or rifles and basic kit (bread bag, canteen, and gas mask can), the transport & support section thus had a round about strength of 24 men (including such mundane positions as cooks, vets and boot cobblers!) but these men were never considered apart of the field strength of the company and were kept with the regimental or division trains until needed… The headquarters section consisted of 6 to 10 men including the captain, company clerks, and runners (the infantry did not posses radio equipment yet). In the end the basic strength of a German Rifle Company circa 1939-41 was approximately 180 to 150 men.

      posted in Axis & Allies Europe
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    • RE: Historical Correctness

      On the Italians, Leadership was not the main trouble, Italian troops could and on occiaisionly did fight very tough and admirably (one point Captain Correlles Mandolin got right). However in the end a poor cause, poor morale and an inept upper leadership where the bane of the Italian soldiers. When they fought on the allied side on home soil they performed well and as partisians, even if they were largely communist.

      posted in Axis & Allies Europe
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    • RE: Advanced A&A Europe Mapboard

      Der Panzinator,

      I like what you did with North Africa, though personally I would call Eygpt, the western desert and drop the Al Alamian circle, as well as get rid of the IC in Tunisia why make a convoy box for Axis troops when they have a production center to give them all they want.

      Russia continues to improve, nice to see Karkov get some resepct as well as Somolinsk nd Minsk. On the Kursk area I would say give it the name of Orel-Kursk as that is the two Oblast which make the area up.

      On Crowded spaces I favor the expanded space boxes used in the original A&A, I know I might be a minority on this tidbit but it really allows maps to be more historically accurate. The map i have been working on will allow both World War One and Two boundries and thus had to make extensive use of these.

      What sort of ratios did you use to figure out the initial set up?

      posted in Axis & Allies Europe
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    • RE: Advanced A&A Europe Mapboard

      Der Panzinator,

      I like what you have done, well every body is drooling over the Eastern Front what you have done in the Atlantic is just as good or even better. However I was surprised that you did not add the tip of Brazil with an Airbase and perhaps Cuba and some of the lesser antillies just for some chrome and additional O IC Terriotories, which could provide airbases for ASW patrols.

      Now for some sugestions from a new comer,
      North Africa, adding Tobruk was a start, why not split Egypt into two territories (Western Desert (0 IC) and Nile Valley (1 IC) and Libya into two (Cynica (0 IC) and Triopli (01 IC) ) this would make the Desert war a bit more lasting and give a better sesaw effect and last for at least 3 turns. Plus anybody adding Italy as a separate power will have two additional territories.

      Eastern Europe needs drastic redrawing (not your fault as it was originally so) Where Albania? I now its not important but those of us who try to insert Italy into the game are frastrated by this missing state. Yugoslavia should be divided into two (Croatia and Serbia) and Greece into two or three (Epris, Achea and perhaps Solonaka) Rumainia into two (Translyvania and Rumania).

      How about adding Southern Germany to reflect the allies decision to either drive on Berlin or Southern Germany in 45. Myself would add a Eastern Prussia space.

      And finally a Baltic Cobvoy for Germany, it would give something for the Russian sub to to do.

      posted in Axis & Allies Europe
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    • RE: Historical Correctness

      :D Hi, This is my first post on topic and thought it wold be perfect to jump in on.

      I have played A&A for almost 17 years now (since 86) and what I have best about all three versions is that they are simple to learn and play, at first. But for any body who has a deep interest the inaccuracies eventually get to you, for example the Famous Panzer dash south to South Africa in the original AA, and drive you Mad. But thats where another great kicker comes in for the game its ease to adapt to house rules, any body with tons of ESCI and MPC 1/72 scale figures and micro armor can go bazzark inventing new rules and adding new peices.

      The one thing that both A&AE and A&AP lack is the Technology rules from the original game, this allowed some national variation to occur in game play and represented an important part of the war.

      posted in Axis & Allies Europe
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