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    Posts made by dannyboy2016

    • RE: Global 1940 Cold War goes Hot Scenario

      Here are some of my ideas about the 1960 scenario

      The sides would be
      1 USA
      2 USSR
      3 NATO (Capital in London instead of historical Brussels so it can fight on if mainland Europe falls)
      4 WARSAW
      5 SEATO
      6 Non aligned Movement (capital in India)
      7 PRC
      8 Commie Rebels (nationalist Chinese Pieces)

      Basically, the nonaligned movement and the PRC would be neutral powers. The game would have an individual winner based on which country had the most of their national objectives fulfilled. Both of the free agent powers would have national objectives that would put them at odds with the US or USSR’s blocs. For instance, China would have national objectives for taking Taiwan from the allies and for taking Mongolia from the Soviets. They would be free to declare war on whoever they chose though they could also be attacked by one of the two main power blocs.

      I think I’d allow the USSR/WARSAW Pact and the communist Chinese to support communist rebel movements in the recently decolonized territories of the world. These units (infantry only) would lay dormant in the territory until their masters decided to launch a general uprising at which point they would attack any units there and, if successful, would seize the territory for their sponsor. Non communist forces could target these rebels prior to that but any that survive the first cycle of combat would escape back into the countryside. The PRC and the USSR should be able to sponsor rebel movements in the same territory if they are feeling competitive.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      polo- same. If you get a breakthrough you roll to see which chart you gain a tech in (rather than choosing the chart). I think you should be allowed to get multiple breakthroughs in a turn but a max of +1 level per chart per turn. So it’d take 4 turns to get the first abomb. Of course, different powers would start with different techs. So in 46 the USA would start with a Nuclear Tech Tree level of 4, but the USSR would only have a 2 or 3 in the Nuclear tech Tree.

      For the nuclear tree the first few techs will probably have no effect besides moving you closer to Abombs.

      What should the effects of the various types of a-bombs be? I think all should be deliverable by strategic bombers or ICBMS. Should they have tactical or strategic effects or both? Should you be able to stockpile bombs? How much should they cost?

      Nuclear Tree
      1 Atomic Research Facilities - no effect
      2 Isotope Separation Techniques - no effect
      3 Experimental Reactor - no effect
      4 Fission Bomb
      5 Hydrogen Bomb
      6 Tsar Bomb

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      @Pvt.Ryan:

      I suggest making Anti Tanks artillery hit on a 2 since you HAVE to have rocket artillery.

      Interesting point. Keep in mind the tank hunting mode is optional.
      Maybe I should revise it so that tank and artillery hits must be placed on enemy tanks first during the first cycle of combat.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      Secret Weapons Tree
      1  Radar- scrambling fighters defend at 5
      2 Electromechanical computers - tech rolls of 5 or 6 result in a research breakthrough
      3 Rockets - as vanilla
      4 Surface to Air Missiles - aa guns defend at a 3 or less
      5 Transistor based Computers - tech rolls of 4, 5, or 6 result in a research breakthrough
      6 ICBMS- Like rockets except that AA guns can now attack a complex up to 9 spaces away. Additionally, nukes may be launched from AA guns at territories up to 9 spaces away.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      Industrial Tree

      1 Improved Factory Production - as vanilla
      2 Aircraft Assembly Lines
      New Unit prices are as follows:
      Strategic Bomber 10 ipcs
      Tactical Bomber 9ipcs
      Fighter 8ipcs

      3 Improved Shipyards
      New Unit prices are as follows:
      Battleship 17ipcs
      Aircraft Carrier 13ipcs
      Cruiser 10ipcs
      Destroyer 7ipcs
      Transport 6ipcs
      Submarine 5ipcs

      4 Underground factories - halve (rounding up) the damage done to any of your factories during a strategic bombing raid.
      5 Plastics - gain 2d6 worth of additional ipcs at the end of every turn.
      6 Advanced Factory Production - major ICs may now be built on territories worth at least 2 ipcs, minors may be built on any territory including islands and zero ipc territories

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      Naval Tree
      1 Marines - infantry attack at 3 or less during the first cycle of an amphibious assault. they may not be supported by artillery during this cycle.
      2 Sonar- Battleships and Cruisers now have the same anti submarine warfare traits as destroyers.
      3 Super Heavy Battleships - Battleships attack, defend, and bombard at 5.
      4  Long Range Submarines- Subs now have a move of 3
      5  Super Carriers - Carriers may now carry twice as many planes as normal
      6 Nuclear powered Navy - all naval units have a move of 3, subs now have a move of 4

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      Air Techs

      1 Paratroopers - as vanilla Global 1940
      2 Long range Aircraft - as vanilla Global 1940
      3 Jet Fighters- as vanilla Global 1940
      4 Heavy Bombers- as vanilla Global 1940
      5 Attack Helicopters- infantry attack and defend at 3 during the first cycle of combat.
      6 Air to Surface Missile- Tacs attack at 4

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      I’m going to post some of my tech ideas and see how you guys feel about them. Remember that this is a linear tree, so you’d have to get all previous techs before getting main battle tanks.

      Land Techs

      1 Heavy Tanks - tanks attack and defend at 4 during the first cycle of combat
      2 Rocket artillery - artillery attacks and defends at a 3 during the first cycle of combat
      3 Self propelled artillery - artillery has a move of 2, may support the attack of tanks, and may blitz when paired with an equal number of tanks.
      4 Tank Destroyers- artillery may target enemy tanks during any (or every) cycle of combat. When targeting enemy tanks artillery’s attack and defense value drops to 1, but the enemy must choose to loose armor for every successful hit rolled. 
      5 Improved mechanized infantry - Mechanized infantry now attacks at a 2 and may blitz without being attached to tanks.
      6 Main Battle Tanks - tanks attack and defend at 4 during every cycle of combat and have a move of 3.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      -edit most of the techs I have an idea of what they should do, but I’m struggling with how to do the nuke stuff exactly.
      We’re getting there. Once I finalize the tech effects I’ll playtest it.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      Both. :)

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      @Gargantua:

      You could have a side game that dictate nuclear threat level. You know, have a threshold set at so many points, and if you reach it each side destroys the other, and you BOTH lose.

      it could kind of represent the people within each country who were working against, but for each other, to prevent nuclear devestation.  Kind of like the cooperative LOTR game, that no one ever wins lol.

      You could sabotage or destroy enemy missle silos, and launch facilities, have commanders defect,  use foriegn aid concepts and other stuff, etc etc etc, to avoid outright cross nuclear devestation.

      Or something lol I dunno.  That might be a whole other game.

      Interesting ideas. :)

      Below are the Basic concepts I have for techs. When you roll a tech you then roll to see which tech tree you make an advance in and then you move up to the next tech in that particular tree. So you couldn’t research h-bombs before you develop fission bombs. Suggestions about how these concepts should work in-game are most welcome. :)

      Land Tree
      1 Heavy Tanks
      2 Rocket artillery
      3  Self propelled artillery
      4 Tank Destroyers
      5 improved mechanized infantry
      6 Main Battle Tanks

      Air Tree
      1 Paratroopers
      2 Long range Aircraft
      3 Jet Fighters
      4 Heavy Bombers
      5 Attack Helicopters
      6 Air to Surface Missile

      Naval Tree
      1 Marines
      2 Sonar
      3 Super Heavy Battleships
      4  Long Range Submarines
      5  Super Carriers
      6 Nuclear powered Navy

      Industrial Tree
      1 Improved Factory Production
      2 Aircraft Assembly Lines
      3 Improved Shipyards
      4 Underground factories
      5 Plastics
      6 Advanced Factory Production

      Secret Weapons Tree
      1  Radar
      2 Electromechanical computers
      3 Rockets
      4 Surface to Air Missiles
      5 Transistor based Computers
      6 ICBMS

      Nuclear Tree
      1 Atomic Research Facilities
      2 Isotope Separation Techniques
      3 Experimental Reactor
      4 Fission Bomb
      5 Hydrogen Bomb
      6 Tsar Bomb

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      @poloplayer15:

      at first i thought USSR didn’t have enough money or navy and that i didn’t have enough sculpts. but for the sculpts we just use Japanese pieces. with their economy you have to use the bonuses that dannyboy2016 posted, because that way you make a TON of money. last game i made 225ipc on the third turn, but lost 7 due to convoy raids and rocket attacks.  but i agree with you about the lack of navy. also they should have more air power.

      Thank you for your input. I’ll look into those issues further. :)

      @finnman:

      Danny boy. Why is Finland communist. I thought they weren’t occupied after the second world war.
      Also were planing on making cold war techs or Vietnam Korea civil war rules.

      Well, Finland and USSR didn’t actually sign their peace treaty until 1947. My understanding is that the Soviets maintained a garrison near Helsinki at Porkkala until the 1950s. There is also the whole finlandization phenomenon where Finland accommodated the USSR and, in return, was allowed to continue its independent existence. Given that I assumed that in the event of an early Cold War goes hot Finland would either be forced to assist the USSR (as with the Lapland War) or Soviet forces would swiftly put Kuusinen in charge of Helsinki. Plus there is the issue of the massive reparations that Finland had to pay the USSR whereby the USSR basically absorbed Finland’s ipcs from the war’s end until the 1950s.

      Still working on that. It is coming.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: The next 4 sheets of Roundels

      My “other” vote was for a Swastika roundel.

      posted in Other Axis & Allies Variants
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      @poloplayer15:

      my group really wants to play your 1960 scenario. but take your time. we want it to be at least as good as your 1946 set up. keep up the good work

      I’m going to focus on 1946 right now, but there will be a 60s version.

      @De:

      This is well done! I am also working on a cold war 1940 map based mod, but research is taking a while.
      Mines is set at a differnent time (60s), allowing France to be withdrawn from NATO and neutral, Letting them decide their fate.
      What are your nuke rules?

      I don’t have any nuke rules for the 1946 scenario.  I’m struggling with how to handle nukes for a 60s scenario. On question is should there be tactical nuclear weapons? It seems that their use could quickly spiral into a full scale nuclear holocaust.
      Yet, if you are going to have nukes as a strategic weapon then there should still be damage to units in the province attacked. generally speaking those troops would be rendered “ineffective” by such a strike. Of course you’d have armor with better nbc protection (perhaps as a tech). So you’d have to have a system where nukes severally damaged infrastructure and had a large percent chance to destroy infantry and artillery with a lesser chance to destroy armor.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      Great news, polo! Sounds very exciting.

      Emperor, I don’t know much about battlemap but I dled it and threw this together fr you.

      Latest rules and setup are in that list as well.

      http://www.mediafire.com/?463jw5qhwtheerw

      edit: There is a slight problem. Sweden should be marked as pro allied. I won’t bother making a new revisions just yet, however.
      edit: doh! uruguay should have a us control marker on it

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      @Emperor:

      Can you post a starting map?

      You mean with the pieces set up? I could try to take pictures tomorrow

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      Great. I’ll be playing it tomorrow.

      I have 2 more National objectives to add

      Communist china
      1. Collect 3 ipcs per turn for each turn that Hong Kong is under communists control. Theme: Liberation of Chinese territory from the imperialists.

      Nationalist China
      2. Collect 5 ipcs per turn for each turn that all of Mongolia is under allied control. Theme: Liberation of Chinese territory from the communists.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: The Importance of French Guyana

      Plop a naval base down. Then you can hit Canada, UK, or USA from there.
      With an airbase you could bomb whatever the US places in sz 101. You could even strat bomb the USA from there if you had long range aircraft….

      posted in Axis & Allies Global 1940
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      I’ve been working on revisions to the NOs and setup for the 1946 scenario. I’m still working on balancing all of this. Revised setup will go on first page after I feel more comfortable with the balance.

      set up changes
      NATO
      Southern France: 1 minor industrial complex, 1 anti-aircraft gun, 1 naval base, 2 infantry, 1 armor

      National Objectives

      Soviet Union
      When the Soviet Union is at War
      1. Collect 3 IPCs per turn for each continental European territory the Soviet Union controls. Territories with soviet roundels painted on the map are considered to be soviet national territory and do not count towards this. Turkey is considered to be part of continental Europe. Mediterranean islands do not count for this. Theme: Conquest of Europe.

      2. Collect 10 IPCs per turn that the USSR controls the United Kingdom. Theme: High National prestige.

      3. Collect 3 IPCs per turn for each of the following territories controlled by the USSR: Iraq, Persia, Eastern Persia, Northwest Persia, and Saudi Arabia. Theme: Access to strategic oil reserves and warm water ports.

      4. Collect 3 IPCs per turn for each of the following territories controlled by the USSR: Union of South Africa, Gold Coast, South West Africa, Belgian Congo, India, West India, Egypt, Transjordan, Philippines, French Indo China, Korea, Malaya, Sumatra, Java, Borneo and Celebes. Theme: Support from leftist  Anti-Colonial movements.

      5. Collect 10 IPCs, once, for Soviet capture of EACH of the following victory cities: Paris, Rome, London, New South Wales, Tokyo, San Francisco, Washington, and Ottawa. Theme: “Reparations” from the Imperialists.

      6. Collect 5 IPCs per turn for each territory in the Americas (including the West Indies) controlled by the USSR. Theme: Contesting the Monroe Doctrine.

      Communist China
      1.Collect 6 IPCs per turn if Amur and Manchuria are in communist hands. Theme: Sino-Soviet treaty aid.

      2.Collect 3 IPCs per turn if Korea is under communist control. Theme: Sino-Korean communist alliance.

      3.Collect 10 ipcs per turn if Nationalist China has been removed from the board. Theme: Final victory over the reactionaries.

      United Kingdom
      (UK NO income may be split between London and Calcutta. Divy out the money immediately after calculating your NO income.)
      When the United Kingdom is at War with the USSR
      1. Collect 10 IPCs per turn if there are no Soviet submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115), The Black Sea (100), the white sea (127), the Mediterranean (92-93-94-95-96-97-98-99),  and  the Caspian Sea. Theme: Control of the Atlantic ensures US aid and reinforcements.

      2. Collect 25 IPCs per turn if the United Kingdom controls all of its original territories on the Europe and Pacific maps. Theme: Maintenance of the empire considered vital national objective.

      3. Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Amur, Novosibirsk, Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the allies. Theme: High strategic and propaganda value.

      NATO
      When NATO is at War with the USSR
      1.Collect 5 IPCs per turn if there are no Soviet submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115), The Black Sea (100), the white sea (127), the Mediterranean (92-93-94-95-96-97-98-99),  and  the Caspian Sea. Theme: Control of the Atlantic ensures US aid and reinforcements.

      2.Collect 5 IPC per turn if NATO controls both Denmark and Norway while Sweden is pro-Allies or Allied-controlled. Theme: Access to Iron Ore and other strategic resources.

      3.Collect 3 IPCs per turn for each continental European territory the allies control. Territories with soviet roundels painted on the map are considered to be soviet national territory and do not count towards this. Turkey is considered to be part of continental Europe. Mediterranean islands do not count for this. Theme: Defense of Europe against communist aggression.

      4.Collect 10 IPCs per turn if NATO controls all of its original territories on the Europe and Pacific maps. Theme: Maintenance of their colonial empires considered vital national objective.

      ANZAC
      When ANZAC is at war with the USSR
      1.Collect 5 IPCs per turn if the Allies control Dutch New Guinea, New Guinea, New Britain and the Solomon Islands. Theme: Strategic outer defense perimeter

      2. Collect 5 IPCs per turn if the Allied powers control Malaya and ANZAC controls all of its original territories. Theme: Malaya considered strategic cornerstone to Far East British Empire.

      3.Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Amur, Novosibirsk, Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the allies. Theme: High strategic and propaganda value.

      Nationalist China
      1. Collects 6 IPCs per turn if the Burma Road is totally open. The Allies must control India, Burma, Yunnan and Szechwan for this to occur. Theme: Chinese military supply line corridor.

      2. Collect 3 IPCs per turn if Korea is under allied control. Theme: Sino-Korean anti-communist alliance.

      3. Collect 10 ipcs per turn if Communist China has been removed from the board. Theme: Final victory over the red butchers.

      USA
      When the United States is at war with the USSR.
      1. The IPC value of the Western United States raises from 10 to 50 immediately upon war. This change is permanent. Should the west coast be subsequently captured by the Soviet Union then Russia’s income would go up by 50 ipcs rather than just 10. Theme: Wartime economy.

      2. Collect 5 IPCs per turn when the Soviet Union does not control a single territory in the Americas (including the west indies). Theme: Monroe Doctrine.

      3. Collect 5 IPC per turn if the Allies control all of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam. Theme: Islands considered to be vital strategic forward bases

      4. Collect 5 IPCs per turn for controlling both the Philippines and Japan. Theme: Centers of American influence in Asia.

      posted in House Rules
      dannyboy2016D
      dannyboy2016
    • RE: Global 1940 Cold War goes Hot Scenario

      Thanks for the aar. Sounds like you had a great game.

      I’ll look into your suggestions about adding NATO stuff in Southern France and revising the UK NO. :)

      Looks like the 1946 scenario “works as designed”. Russia can quickly overrun Europe and has a good shot at India and the middle east, but US and UK have the long term economic and naval power to roll things back.

      Please let me know if you get to play a second game. :)

      posted in House Rules
      dannyboy2016D
      dannyboy2016
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