One of UK many “landings” in Europe

Europe at Set Up

USA E. coast Set up

Pacific Set up

Asia at set up

Most of Russia set up

I edited the first post with some rules that we use for this map.
If anybody has any good suggestions for a Italian National Advantage, I would love to hear about it
Honestly, I have not…… yet
Too much on my plate lately. And to top it all off, I have a Son Due on Oct 26th, so I have been really busy. But I promise I WILL check it out
For players aid :
- add in cruiser ship for the purchase chart
I can’t, I personally lack the know how or a good unit shadow to use. can rules insert it in.
- add in neutral deploy unit symbols on the map (just for neutrals)
Why? isn’t the off white color say they are neutral enough?
To add a bit more realism :
- make japan into 4 areas :
What will this accomplish?
- Gibraltar : who ever controls this can pass through between there and Morocco
Rules change not a map change
Denmark : who ever controls it can pass through sea zone 18
Norway : who ever controls it can pass through sea zone 17
Maylay : who ever controls it pass through sea zone 70
Same answer as Gibraltar
- add in polisti (the main oil production for Germany , inside Romania) for Romania as a victory city
I moved the Factory back to Yugoslavia so i decided no victory city was needed and I couldn’t figure out what font was originally used
- Change name of Cairo to Egypt : and make Cairo a victory city inside it.
Lack the letters on the Map with correct background to copy and paste into place, and again the font issue
8 ) add Portugal beside Spain as neutral (will join axis if attack) and Azores belong to them too
Azores are on the map, and I tried drawing a border and it didn’t look right
- Iraq was actually pro axis , so at least make it neutral (join axis if under attack)
The European game has it as British so I left it the same
- add in whales for mainland England
Space is congested enough, not enough room for another territory
- add in northern Ireland as England controlled separating from Eire
again, space constraints due to piece size
12 ) add in Belgian at where it was
not enough room on map
- add in Cherbourg at western France as victory city
France already has Paris
- Split Yugoslavia into two half , the inner land first half still remains Yugoslavia (inner land) or as Croatia as German control, All the shore areas are into one new area (maybe something like Italian owned Yugoslavia) this area connects mainland Italy and Greece / Albania together
Why does it need to be connected? It is surrounded by friendly territory.
- add port in Vladivostok
There is a port in the japan sea zone already
- add Soviet convoy at sea zone 134
Soviets already make alot
- add German convoy at sea zone 18 (all the Sweden minerals are imported there)
Not enough space on map
- add British convoy in sea zone 64 (Suez was the most important supply line for Africa)
without looking at which zone is 64, Indian Ocean already has 2 convoys for UK and there is simply no room for one in the Med.
- Argentina would turn axis if under attack ( they were pro axis at the time )
Rules adjustment, not a map adjustment
- Brazil would turn allies if under attack (pro US they were)
I made them neutral for that reason. Axis powers can’t get there B4 US anyways
Thank you for your feedback, but my technical skills are not that sharp, I did what I could with the map given to me to work with.
I understand that there are also a few spelling errors still, but no where as many as their where. Any who, hope these reasons of mine are a satisfactory explanation for you.
Alrighty, I just dropped $197.50 for a sweet azz print job. 45.57" x 96" which is just under 32 sq. ft of color printing on a photo matte paper. The map is on 2 sheets of paper with the seam running East to west at about 12’’ from the bottom of map. This size will fit version 1 AA minis and War at Sea pieces. I am very excited to play this game this weekend. 6 people are going to show up from all points across Wisconsin. When the game is over I will post as many pics as I can and some details about the game. We will be using AA50 rules along with some old revised rules and some House rules. All the players are experienced in AA and are in their 30’s. I believe this will be the Largest Axis and Allies Board Game in existance. :-D
Can’t wait to post a after action review for all to see
later
Death
I have a Game scheduled for Oct. 3-4.
I will post a AAR w/ pics after the game
Death
Alrighty, Got 6 peeps coming to play
This is going to be Fing sweet
Sweet, I have 4 confirmed players for Sat Oct. 3rd
they are coming from as far away as Sussex, and Eau Claire.
This will be a game to be remembered. :evil:
I will have a digital Camera and will post pics after the game for all to see. :-D
Still looking for 2 more players
Dan
oops yes I mean Oct 3rd. Sorry
Rules? What are rules? jk
we use standard revised rules with AAE +AAP and Anniversary ed. inserted where needed.
Well I am Planning a Get together on Sat Oct. 3rd here in Menasha.
I have 3 already, looking for 3 more. we will be playing the Global war varient, and if all goes as planned, we will be using the full 8x4 map with the AA minis in conjunction with War at Sea pieces. It’s going to be a hoot. :-P
Hope to see you all here
:edit: fixed posted date
Just Noticed your Craigs list ad. I like you idea, but maybe it should travel from month to month, 1 month Ceder Grove, Next G. Bay, and so on…… That way the same people don’t have to do all the driving.
why not meet in the middle and drive to Appleton?
what if players straight up paid for Techs?
like each tech could be worth so many research points and 1 research point costs 5 IPCS or something.
you could still roll a die to see if you get it early, ie a breakthrough in technology occured.
Jet power could be worth 3 research Points
Super Subs could be worth4 research points and Etc….
this is just an example and not the Actual costs of things, but hows that for an Idea?
Air Transports
We use the bombers from the original AA Game
cost 8 IPC’s 0,1,6 (Does not benifit from Long Range Aircraft) carries 2 Inf./or Paras.
May not move in the Combat move phase unless dropping Paras, may deploy 2 Paras.
Para troopers and Transport planes must begin their combat move in the same space.
Non combat move may move 2 Inf, or 2 Paras. Air Trans may fly out and “pick” up troops during Non combat move
Combat is normal with this exception,
As soon as trans ports deploy their Paras, they are removed from combat. this is to prevent them from being used as fodder. How ever you may choose to not deploy Paras, In this instance you may use Air Trains as Fodder but remember you have to have at least 1 Para aboard. (8IPCs for Trans and 4 or 8 IPCS for Para(s) =12[16] IPC loss)
Air trans May not Partially deploy, it’s all or None.
Para Troopers
cost 4 IPC’s 2,2,1 can be supported by Arty on Attack or on Def. In each case the increase is to 3. Must have Matching Arty for each para trying to use this Ability.
Paratroopers may only make a combat move from a Air Trans.
(They may not “walk” into combat)
Paratroopers and Airtrains are a Technology Advance and go hand in hand as one.
this set up seems to work pretty good for our group.