As America it’s got to be KJF with minimal support through lendlease and Afrika
Japan would get on it’s first buy 2 trrny and tank and arty 2nd turn factory and bomber. After that depends on what happens. The whole time picking into russia and china, India can wait unless collonial garrison is there
We don’t bid so the extra cash would be nice.
Question can you bid a IC ?
Posts made by Deaths Head 420
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RE: J1 Two IC Buildposted in Axis & Allies Revised Edition
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RE: Best defense against Sea Lion?posted in Axis & Allies Europe
There is none Germany will conquor you!! :evil:
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RE: Germans taking the united statesposted in Axis & Allies Europe
I Igree it is possible done it myself once and my opponents quit then too.
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RE: German Naval Threatposted in Axis & Allies Europe
I Completly agree. I never play wiht bids, so the extra money would be nice, but yes build the kriegsmarine and go to sea. I do not know why but I almost always have a kill GB first mindset, Build A wall and ships, then send out the surface fleet. Now that this beatiful map by positronica has been created, I think the Axis Have a Pretty good chance at winning alot more games. Bids in my opinion are not needed for this one. It is no longer 2vs3 it is now 3vs3. Britain and america have a nice 1 two punch together for a long whileand in a few different games. It is a nice site to see a Germany- Italy combo also.
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RE: New Unitsposted in House Rules
I know that is why they should be a tech roll and not just another unit u get.
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RE: ME-109 pieceposted in Axis & Allies: Battle of the Bulge
It was only a Semi Turkey Shoot Goering was a moron!
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RE: New Unitsposted in House Rules
1 They can’t move because they would take the place of arty and i do not want to see that happen, same cost higher def. value.
2 Use the Inf. from original Axis and allies as your new troopers and use the old bombers as transports, I know C-47’s didn’t have 4 engines but at least it is definatly identifiable
3. I love para troopers as england o what fun one can have! -
RE: New Unitsposted in House Rules
I know this post is old but You gots to have paratroopers, everybody had them in one way or another. They are the sh*t.
Most of the people on this forum i’m sure has a couple different copies of this game. Alot of you probably have the original game. Use those pieces.Paratroopers cost 4 ipc’s they are a 2-3. Paratroopers cannot be moved except by transport plane.
Transport plane Cost 8 move 4, They are a 0-1- May transport or deploy 2 paratroopers or transport 2 reg inf.
During non combat if there is a paratrooper in range and has done nothing as well with a available transport, the transport may fly out and pick up the trooper for later deployment. Long range aircraft applies to air transports also move 6. Bombers Can carry 0 paratrooper’s because they were not built for that. Imagine the 101’st jumping en masse into normandy in B-17 flying fortress ,LOL, or even a JU 88’s dumping a load of Fallschirmjaeger all over crete, that Poo is funny! AA shoots as normal and if transportplane is a casualty the paratroopers die alsoPut this in as a tech roll or something they go as a package
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RE: New Axis & Allies Global War Variant (free map)posted in Other Axis & Allies Variants
We just finished a game on this map. It ended an axis victory with the fall of russia. ( my opponent gave up after). There are a few map mechanics that I question though.
Japanese anchor in Marianas doesn’t reach japan, it should.
Japan needs an anchor on the west coast side as well
Needs an anchor in eastern france as well or sea zones 28 and 32 need to connect like in Europe edition.Other then that the map plays really smooth.
Italy Rocks, its my new favorite country, Jut kidding, but it sure is nice to have an axis 1-2 punch like britain, america.
Wasn’t quite sure on how i wanted to use the new country, but they had 1 responsibility, securing the Med. With a little help from the german baltic fleet via channel dash. the italians took afrika wiht little help from germany, And eventually heldd all of afrika and middle east and took turkey and then began amphibous landins in the black sea. Then italy attacked into russia before germany and via this new axis teriitory came germany’s on slaught of soviet russia By this time japan had taken india and had lost french indo china region with factory on siagon and phillipines japan had made it into russia all the way to northern Kaszastan using siberian railway all the way from the coastwith some 20 something inf, 12 tanks, 2 fighters and 3 bombers.The allies had made some big strides in the pacific retook alot of captured territory including a factory Australian and american navy was huge, un fortunatly the japs were split into 2 fleets, to small alone but together they were also nasty.
The British navy in the atlantic was massive in all aspects and the americans had a major amphibous train going on.
I would have to say after playing on this map Italy definatly evens things out a bit for the axis
Thank you for the map it is awesome -
RE: New Axis & Allies Global War Variant (free map)posted in Other Axis & Allies Variants
So A few territories are misspelled, **** it I don’t think that that will take away from the game in the name of looks like I said the Map is Huge so mu to look at. especially when set up
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A Few Ideas 4 Rules for Axis and Allies Global war varientposted in Other Axis & Allies Variants
This map is huge 15 square feet wow I can use my Axis and Allies Miniatures for this game sweet. I wish, I fear I will never have enough planes though :x
These rules are added on to the rules posted in the post with the maps and country cards
While setting this game up and trying to give it a realistic twistNational Advantages
Most of the advantages posted in the revised rules will work. This list has the not so compatible ones changed.
USSR-
Russian Winter AA-R
Non Aggresion treaty AA-R
Mobile Industry AA-R
Salvage AA-R
Tank Guards regiment-Tanks in the cities of Leningrad, Stalingrad, and Moscow defend on 4’s House rule
Lend Lease AA-RGreat Britain-
Radar AA-R
Joint Strike AA-R
Common Wealth Troops– Common Wealth Industrial complex’s produce 2 free Infantry during your mobilize new units phase Does not count against build limit this includes newly built complexes. Factories in Sydney And Calcutta Are the common wealth
Mid-East Oil Cairo, Trans Jordia, Syria, Iraq, Iran,Southern Iran, Tehran,Upper Egypt AA-R
French resistance AA-R
Flying boats- Bombers may attack subs without destroyer present Bomber attacks on 3 or less. House ruleUSA-
Liberty ships-transports now cost 6 IPC’s House rule
Marines AA-P
Mechinized Inf. AA-R
Fast carriers AA-R
Superfortresses AA-R
Lend Lease-- US units,( other then Infantry) May be converted at a I.C. to that country. This Includes ships In a sea zone bordering a Industrail complex. Max of 4 units per turn. House ruleGermany-
U-boat Program- Subs Cost 6 IPC’s House rule
Atlantik Wall- Infantry Defend on 3’s during an Amphibious onto a grey territory house rule excludes Afrika House Rule
Wolf Packs AA-R
V-2 Rockets- Fired from AA, Range 3 fired at Industrail complexes, Max 1 rocket attack per turn per gun, On roll of 5, or 6, V-2 misses What ever is rolled on the other die, equal amount of IPC loss. House Rule
Panzer Blitz AA-R
Fortress Europe- African spaces don’t get bonus AA-RJapan- all AA- Revised
Tokyo Expess
Kamikaze Attacks
Lightning Assaults
Dug in Defenders
Banzai Attacks
Kaitan torpedoes-- Kamikaze subs Hit on 4’s, does not need to be next 2 red territory.Italy- I could use some help here. This is what I was thinking, you really can’t give them a ligitamate Nat’l advantage because the majority of there equipment was crap. Add that to the even crappier training there military overall recieved, backed by their puny production rate, I say give them MORE ships at start of game. Italy did have a rather large Surface fleet, bigger then Germany’s Maybe they get another BB and transport with there fleet. This would be their Nat’l. Advantage.
Tech Tree-
1. Jet Fighters
2. Super Subs
3. Long Range Aircraft
4. Heavy Bombers-- Cost 18 IPC’s Move 6,a4,4-d1, can carry two Paratroopers-- Heavy Airtransports, Cost 7 IPC, move 4 a0-d1 May move two paratroopers or Infantry
5. Combined Bombardment
6. Heavy Tanks Cost 8 IPC, move 2, 4-4
7. Long Range Artillery- Defending Arty gets Prilimanary bombardment. 1 die per Def. Arty need to roll 1’s to hit. Attacking Artillery that is not performing a combat move may choose to support other units attacking adjoining territories. 1 arty per attacking unit.
A roll of a 1 is a hit This is also a prliminary bombardment
8. Mechanized Infantry-Tanks may carry 1 Inf
9. Super Carriers- can carry 3 fighters
10*. Industrial Tech. Roll a d6, 1-2 Army 3-4 Navy 5-6* Airforce IPC reduction in costs. Army- 1 Airforce- 2 Navy- 2 *Battleships -3
11. ParaTroopers/ Air transports- Paratroopers- Cost 4 IPC, Move 1 attack 2 Defend 2 air transport
Airtransport cost 6 IPC move 4 a0,d1 may carry 1 paratrooper or 1 Inf.
12. Radar- May fire 2 AA that defend on a 2, 2 Die. 1AA = 1 die @ 2, 2AA = 2 Die @ 2, no more then 2 AA may fire from 1 Territory.
*Other Rules That should be included
Japan gets it’s First Strike As per pacific Rules must be used first turn
Russia Can’t Attack it’s first turn unless attacked first, or maybe Germany gets a surprise attack against only Russia, like japans
surprise attacks
US control over China be as similar to Pacific rules as you can, this includes builds, Or china can be it’s own country with a 9 IPC Starting income China goes simultanious with US playerNeutral countries British D-day Pieces
Italy Yellow Jap Pieces Revised- Italys Tanks were crappy and small also, and at least they are not fielding Shermans
AA guns- You can Have as many AA guns as you want per territory but gain the benifit of only having one. Only 1 AA gun per territory per turn may fire. This is also true for V-2 Rockets.If you want utilize your new trucks that came with Battle of the bulge game,
Trucks- Cost 4 IPC’s move 3 Attack 0 Defend 0 Transport 1 Inf. + 1 Arty or 1 Inf Can be captured not destroyed If a territory is lost that contains a truck the new owner may immiediatly use the truck as it had not moved and was his at the begining of their turn. Passengers Dismount upon contact with the enemy and defend as normal. Trucks movement ends when something dismounts. Trucks can Load move load and move againAlso this map is perfect if you don’t neccassarily want russia involved right away, kinda like Xeno games world at war.Llots of possibilities with this set up
Russia collects Half their income until war is declared on them or the 5th turn, then they are automatically at war Can only attack neutral territories or chimese territories intil they are at war
Now any one got an idea for National Advantage’s for Italy or maybe china?
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RE: New Axis & Allies Global War Variant (free map)posted in Other Axis & Allies Variants
Well I just went to the Printers today to get this thing done right. To be honest I didn’t realize how big this map is. 15 square feet!! First stop I made they wanted $10 a square foot. No way. After a couple of stops and questions asked I found a place that would do Map and all the cards for $80. Kinda expensive but still the cheapest. It’s being printed on some kind of Photograph paper. I figure I’ll just roll it up, or put plexi glass over it for game play. Anyway Now All I have to do is figure out which axis and allies rules to use.
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RE: New Axis & Allies Global War Variant (free map)posted in Other Axis & Allies Variants
It’s awesome man I want one :(
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RE: World War at Sea an axis and allies Home Brew Version 2.1posted in Other Axis & Allies Variants
Yes I am And I have a copy of the same book I have a basic American list and German List, I am currently working on the Japs, right now they and the British will probably have the most flexibility. Has anyone actually tried to play this yet? just wondering
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RE: Wisconsin players wantedposted in Player Locator
E mail me at Codeblueleader@yahoo.com. My group average age late 20’s
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RE: World War at Sea an axis and allies Home Brew Version 2.1posted in Other Axis & Allies Variants
@Imperious:
some battleships had 15 inch guns ( bismarck) and ships like yamato had 18.1 inch guns… you should add those sizes in case somebody wants such a ship.
in the case of the Yamato/ mushashi that thing fired like 24 miles away and required spotter planes for targeting information at that range.
also on torpedo planes you may want to differenciate between those biplanes like the british swordfish and something with the capabilities of japans kate torpedo bomber. The italians also used biplanes for torpedo runs. The germans had no skills at torpedo bombing… JU87 was used in this purpose to divebomb ships.
also by interseptors your talking about what kind of plane?
by scout plane i take it you are looking at something like catalinas or german ju-52?
I would like to expand this game and possibly market it, this just the starting point eventually I would like to build country specific lists.
I Mean when you look at the different units I have Iwant them to eventually become just a class. In other words You could Have the Bismark in you fleet and it would use up 1 Battleship class slot and cost you 300 pts, you have only 2 BB slots Available, for your Navy, or something to that effect. Or if you where a German player you could use say U 37 Oceangoing types at 45 pts each or maybe U-1 class coastal types at 20 pts apiece but they both are of the sub class. I right now am just trying to get the game mechanichs to work right all the time and was hoping by posting this people will read it and hopefully play it and give me feedback. PLEASE anyone reading this Feedback please -
RE: What's the best country to be. Please tell whyposted in Axis & Allies Classic
Japan Definantly is number 1. SO SO SO much to do And So little to do it with. I say to Hell with pearl Harbor, if you must attack only use submarines here. Smash China And Russia all at once, 2nd turn smash rest of china and India. I dont always Buy IC right away for the mainland Usually 2 tranny’s, 3 inf 1 tank. turn two IC, and men. Usually by the time turn 3 comes around I am ready to start the push on Moscow. All My New IC’s produce 3 tanks every turn. When it comes to the US i just need enough of a Navy and airforce to simply keep him busy or too afraid of my defensive capabilities to attack, The key for Japan more times then not for me is Germany’s Airforce clearing a path for Japans tanks
Germany 2 Where do I start Well invading russia killed them in WW2 and it will kill me now also, so I throw up a wall. Then I focus the Majority of my attention on britain they are usually my first target. The key is the ability to threat a UK invasion every turn How do I do this Laugh if you want but gibralter must be in german hands at the end of turn 1 Turn two start pumping men and machinery into Afrika This means you have to buy a navy with a carrier in it within the first 4 turns. This Carrier is the key. If needed any planes that are on it can attack all the way through till china or India as with germany based bombers you kill the few dipsticks in the way for japan smash moscow. the majority of russia crap will usually be next germany’s pile to far away to take it back right away
I do not like being the allies at all but i can’t stand the British the Most
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RE: Poll on German Strategyposted in Axis & Allies Classic
My German Strategy is simple, Invade first turn
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RE: World War at Sea an axis and allies Home Brew Version 2.1posted in Other Axis & Allies Variants
Game Continued
Ships and movement. Speed is the max distance any 1 thing may go
Gun boats are unlimited in turning
Destroyers and sub may perform up to 180 degrees of turning
All Cruisers And Carriers may perform up to 90 degrees of turning
Battle ships may perform up to 45 degrees of turning
All ship movement is made with forward momentum. No Spinning in placeOfficers
Before any game discuss if you want officers or not, and a seperate total of points spent on officers 100pts - 150pts is usually good
Max number of officers per ship is two
No stacking of bonuses +/- 1 pt maxLieutenant- Can command 1 sub or 3 gun boats. Improves torpedo attacks by one to 4+ to hit for his sub or squad 10 pts
Flight Lieutenant- 2 per carrier improves attack and defend by +1/+1 can fly any type of plane. His personal plane gets a plus 1 to his save against other aircraft only 20 pts May command up to 4 other aircraft.
Lt. Commander- Commands up to 3-4 subs or 2-3 destroyers
Improves torpedo attacks by 1 for his sqd,
if he is on a destroyer he will pick up enemy subs up to 36" away 30 ptsCommander– Commands 1-3 cruisers or 3-5 destroyers, 3-5 subs 40pts
improves torpedo attacks by +1
Sonar will detect sub up to 36" away
All ships in his sqd. get a +1 to their gunnery skillCaptain- Can only command 1-3 Battleship, or 1-4 Cruisers, or 1-2 Carriers. 60 pts
can mix and match cruisers and BB’s only, max of 4 ships in his sqd.Battle ships/ Cruisers Only
All ships in his squad gain 1 inch to movement and + 45 degrees of turning (Not stackable with Admiral)
+1 to torpedo attacks his sqd only
Precision fire. can reroll 1 failed gunnery skill roll per ship in his sqd. Not torpedos!
AA def. increased by 1 captains ship only
+1 Gunnery skill for all ships in sqd.Carriers Only
Can Launch And Recover 8 Aircraft per turn. Carriers may carry up to 2 additional Planes
AA def. Gets a plus 1
flight commanders cost 5 pts less
Flight commanders can command 3-6 aircraft of the same typeRear Admiral-- May command any ship. 50pts
3 gun, turrets upgrade available. 3 dice per main turret instead of two.
cost- Battleships 50pts, Heavy Cruisers 25 pts, Cruisers 10ptsVice admiral–1 per fleet, must be placed on a carrier. 50pts
All planes gain 1 more offensive turn 5 total.
Torpedo bombers can carry two fish
flight commanders do not count against max officers rule
2 free cap fighters for his carrier, does not count against limit of aircraftAdmiral-- 1 per fleet must be on a Battleship, Heavy Cruiser, or carrier 75 pts
All ships may attempt to fix them selves. any ship that attempts to fix itself forfiets any movement but may still
fire with a minus -1 to there Gunnery skill
On a roll of a d6 5+ fixs 1 wound
Admirals ship may reroll 1 failed save attempt against his ship Per turn
At the begining of the game when you roll to see who goes first add 2 to the dice roll
All ships within 8" of his ship may move an additional 3 inches in speedOfficers command radius. If an Officer has a sqd of boats or planes they must remain as a unit. they must be within 6" of any other unit in its squad at all times
Officers go down with the ship. If an officers ship or plane is destroyed, all of his abilities for the squad are destroyed also.