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    Posts made by d142

    • RE: Looking for online game

      i can play revised by forum, using frood,

      if you want to, i can get the game set up,

      you would have to post all the turn sequence, including the battle result’s

      posted in Player Locator
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    • RE: Optional battle board

      here it is

      http://www.mediafire.com/?dimyejzoykd

      posted in House Rules
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    • RE: Optional battle board

      here is the link to the mediafire file,

      http://www.mediafire.com/myfiles.php?r=nmezv

      posted in House Rules
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    • RE: Optional battle board

      i have tested the system, and i think that it is too tedious to use with the game,

      i have another battle board that i have been working at,

      when a player attack’s a territory they can hold some force’s, as reinforcement’s, the attacker place’s their front line force on the battle board, at the appropriate place, they can place as many force’s as they want at the reinforcement place, the defender must equal the front line force numerically if it is possible,

      after a round of combat, the attacker and defender can reinforce the front line,

      the defending player can choose to intercept an aircraft attack, by forefeiting their anti air craft attack,

      during air combat the defender and attacker hit at 3 for fighter’s,

      an attacking bomber hit’s, at 2
      a defending bomber hit’s, at 1

      i can not attach the board to this post because the file is more than the kb capacity

      posted in House Rules
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    • RE: Optional battle board

      i can work on the system over the next couple of day’s,

      i think that it would be fun to have command of each unit at a battle scale level,

      obviously i would have to do a lot of play testing,

      i have tested a number of small scale battle’s, and the play time has not increased significantly

      posted in House Rules
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    • Optional battle board

      i have been working at an idea, i think that it could work, the idea is based around upscaling the territory battle’s,
      the battle board would be divided into 10 section’s, 1 for aircraft, 1 for reinforcement’s, 1 at -1, 1 at =, and 1 at + 1, the defender and the attacker would have the same section’s,
      at the start of a battle, multiply all the land unit’s by 3, fighter’s by 3 and bomber’s by 1,
      place all the unit’s at the reinforcemet area, fighter’s, and bomber’s, at the aircraft space, all unit’s move 2, fighter’s, and bomber’s are flown into a battle each round, and suffer AA gun attack’s,

      the attacker, or defender decide which line they are attacking, and the player that lose’s the unit’s decide’s the unit that is lost, AA gun’s are subject to destruction,

      a unit attacking from a - 1 space always attack’s, at - 1, a unit attacking from the = space attack’s, at =, or -1 if attacking a -1 space, a unit attacking from a + 1 space attack’s, at + 1, or if attacking a - 1 space attack’s, at =

      aircraft are moved to any space, the AA gun’s, are subject to the -1, =, +1, rule,

      after each round of combat, each unit can move forward or back 2 space’s, aircraft are removed, and flown back to the battle at the next round,

      the reinforcement space is an out of range area that can not be attacked,

      use 1/3 the amount of AA gun’s, as there are aircraft, each AA gun get’s 3 roll’s,

      posted in House Rules
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    • RE: I.p.c. store

      @Imperious:

      Its like a secret vault of treasure?

      Why not build more factories unless you have some idea that your storehouse is trying to solve in the game

      no, it would not be a secret vault, the player’s would know where the store was,

      a player can build as many factories as they need, though if their capital is taken they can not build unit’s during the next round, the territoty that has the store would have to be taken aswell, to claim all the i.p.c. from a player,
      if a capital would be taken, the player could not collect income,

      the purpose of the idea is to give a player the option to make a reserve supply of i.p.c.

      i.e. germany has 31 i.p.c. and there is a force set to take germany, after the collect income stage germany decide’s to store 10 i.p.c. at southern europe, the u.k take’s germany and 21 i.p.c. that is at their capital,
      at the next round germany has 10 i.p.c. at southern europe that can be spent to reinforce where there is an i.c.

      i think the rule would be viable if there was a capacity of the number of i.p.c. that could be drawn away from a capital
      i.e. no more than 10 i.p.c. a round, and the capacity for a store could be 10 i.p.c. no more than 2 store’s

      if the territory that has the store is taken, that i.p.c. is taken by the capturing player

      @Imperious:

      What is the purpose of this idea. Remember we dont just make up rules for the heck of it, a need or issue requires the inclusion of new rules right? So then what are you after with this idea?

      yes that is true, the issue is that when a capital is taken you can not build unit’s at factories,
      there is not a definite need for this rule, it is just an option that i have been thinking about

      posted in House Rules
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    • RE: I.p.c. store

      buying a store would enable a player to move some of their money and material’s away from their capital, and if their capital was taken, they would have some supplies left over to build some unit’s at the next reinforcement stage,
      because when a capital has been taken, the player is almost certainly out of the game, it could add another element of strategy for the player’s,
      half the i.p.c. could be too much, there could be an i.p.c. capacity to what the store could hold, 10 i.p.c.
      although the capital would have to hold half the total i.p.c.
      you could save some of the i.p.c. from a round at the store and could build up the store holding’s over a number of round’s
      this would give the opposing player’s another target 
      if your capital would be about to fall you could move some of your i.p.c. to the store
      the store would have to be at a territory where there would be an i.c.

      posted in House Rules
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    • I.p.c. store

      i have been thinking of an idea to move i.p.c. away from a capital,
      buy a store for 5 i.p.c. where there is an i.c. and up to half your i.p.c. can be stored there each round, you can build as many store’s as you want, although half of your i.p.c. would have to be at your capital

      posted in House Rules
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    • RE: Econamic develpment

      you could roll a resource dice, cost 1 i.p.c. for each 6 that you roll, increase the i.p.c. by 1

      posted in House Rules
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    • RE: A&ARe (Enhanced) tech rules in AA50

      the picture did not load, the chart has track’s, of up to 35 space’s, each tech has a different number of space’s, move the research token along the track, after the dice roll,

      if you roll 3 dice for radar and get , 3, 5, 2, the chart would look like this

      RADAR 15  0 0 0 0 0 0 0 0 0  :? 0 0 0 0 0 0
                                              ^
                                              researcher

      posted in House Rules
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    • RE: A&ARe (Enhanced) tech rules in AA50

      here is a tech chart that i made for my axis and allies game,
      start the game with 1 researcher, you may buy a researcher for 3 i.p.c. no more than 3 researcher’s,
      a dice roll cost’s 1 i.p.c.
      buy as many dice as you want, when you get to the end of the research track, the tech is developed,
      your researcher may start a new research, when the tech has been developed

      posted in House Rules
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    • RE: Risk

      you should also place 1 infantry unit at each starting territory,

      if you defeat an army you must have a unit to claim the territory and a unit to hold the territory that you attack from,

      if a territory would be unoccupied, do not count that territory, when reinforcing

      posted in Other Games
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    • RE: Risk

      here is an example of combat

      player 1 has 7 infantry, 5 cavalry, 3 cannon

      player 2 has 5 infantry, 5 cavalry, 5 cannon

      player 1 attack’s with 5 cavalry,

      player 2 defend’s with 3 cannon, 2 infantry

      player 1 roll’s 2 hit’s,

      player 2 roll’s 3 hit’s

      player 1 lose’s 3 cavalry,

      player 2 lose’s 2 infantry,

      player 1 can now attack again by reinforcing the front line, or calling back the cavalry and sending other unit’s to the front line,

      player 2 can reorganise their force’s aswell,

      the defender can not surrender a territory, by retreating

      if you stop your attack on the territory you lose 1 unit

      posted in Other Games
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    • RE: Risk

      infantry, attack 2, defense 2, cost 1

      cavalry, attack 3, defense 3, cost 2

      cannon, attack 4, defense 4, cost 3

      deal a capital to each player from the territory card deck, place a token at the capital territory, reshuffle the deck, and deal the starting territories, each player start’s the game with equal force’s, i.e. 12 infantry, 5 cavalry, 3 cannon,
      place these forces at any of your starting territories,

      for reinforcement’s count the territories that you have, divide by 3, then double the number, i.e. 18 territories = 12 reinforcement point’s, i.e. 7 infantry, 1 cavalry, 1 cannon,

      reinforcement’s for holding card’s, 3 infantry = 6 point’s
                                                    3 cavalry = 8 point’s
                                                    3 cannon = 10 point’s
                                                 one of each = 12 point’s

      you may reinforce from your capital, if you hold a territory card and take or hold that territory you may place another reinforcement point there, if that territory is taken you lose that reinforcement point, if you lose your capital and have no reinforcement point, and still have territories left, choose a new reinforcement point from your remaining territories, remember that this can be destroyed if it is taken,

      make as many attack’s as you want, non combat move 2 for all unit’s,

      combat, declare attacking forces from 1 territory to another territory

      i.e. 5 infantry 3 cavalry 1 cannon

      the defender then declare’s their defense force’s

      i.e. 7 infantry  1 cannon

      you do not have to attack or defend with all your force’s,

      when a battle is decided the attacker may continue the attack with whatever force’s they have left or declare a continued offensive at the same territory, if the defender has force’s left,

      i.e. western europe attack’s north africa with a total reserve force of 5 infantry 4 cavalry, 2 cannon,

      it declare’s that 3 infantry, 2 cavalry, and 1 cannon will attack north africa, that has a reserve force of 7 infantry, 2 cavalry, 1 cannon,

      north africa declare’s 7 infantry for the battle

      if you retreat after from attacking any territory, you lose 1 unit

      victory condition’s, take all capital’s, conquer the world

      you do not have to attack or defend with all your force’s, you may attack with any number of your force’s, the defender must defend with at least 1/2 the number of unit’s that they are attacked with, i.e. attacker attack’s with 7 infantry, 2 cannon, if the defender has enough force’s, they must defend with at least 5 unit’s,

      neutral army,

      1 infantry, every territory, 2 infantry, 1 cavalry, 1 cannon at the capital,

      2 player game, 15 infantry, 5 cavalry, 5 cannon,

      3 player game, 15 infantry, 5 cavalry, 5 cannon,

      4 player game, 15 infantry, 5 cavalry, 7 cannon

      5 player game, 12 infantry, 5 cavalry, 3 cannon

      6 player game, 12 infantry, 3 cavalry, 3 cannon

      posted in Other Games
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    • RE: House Rules (Think tank)

      every territory that you take, = 1/2 morale point, when you lose a territory, lose 1 morale point,
      every round that you keep a territory, = 1/2 morale point

      posted in House Rules
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    • RE: House Rules (Think tank)

      @Imperious:

      now then… rank these cities for their value to national morale. Remember: the national morale of the nation that originally owns them.

      what would be the advantage/disadvantage, of morale,

      i think that to determine the morale value of the cities, the value of morale point’s would have to be known

      posted in House Rules
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    • RE: House Rules (Think tank)

      @Emperor_Taiki:

      @d142:

      political leadership meeting

      you may call a meeting of your allies to discuss strategy,

      does this mean you normally dont get to talk to your allies

      no,

      a private meeting, that would allow the player’s to discuss strategy, without the other team knowing what they are talking about,

      posted in House Rules
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    • RE: House Rules (Think tank)

      political leadership meeting

      you may call a meeting of your allies to discuss strategy,

      posted in House Rules
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    • RE: House Rules (Think tank)

      the point of these card’s are to add an element of random strategy and fortune, good or bad,
      with a deck of 40 different event card’s, and 40 different modifier’s, it could be difficult to keep track of each card and to remember the card’s that are in play,
      i do not plan to use any more than 15 different event card’s,

      posted in House Rules
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