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    Posts made by Delaja

    • RE: SLEEPING BEAR IMPROVEMENTS

      With these rules the Abyssinian theater remains interesting for the rest of the game. It gives the Italian and French player something to do. Dilemma for France: invest in France or lend lease to Abyssinia. The recruitment roll helps to possibly boost Abyssinia in some games as well. USSR has the option to lend lease starting turn 2.
      We tested these and they work.

      posted in Global War 1936
      DelajaD
      Delaja
    • RE: SLEEPING BEAR IMPROVEMENTS

      @linkler
      In our house rule version we solved that.

      Abyssinia
      Although the conflict ends when one side Possesses Abyssinia and Eritrea, Italy and France (or Free French) may continue to attack each other in Abyssinia and Eritrea for the duration of the game.

      Italy and Abyssinia fight using normal rules. Abyssinian forces can Attack Italy in Eritrea. Other nations may not intervene without a declaration of war. Both sides begin at war (no income increases are triggered). Other nations may lend-lease to Abyssinia if a route is available and if they are allowed to.

      Abyssinians do not collect or spend income during the conflict. They make a recruitment die roll (D12) during the Place Units & Collect Income phase. If they roll “1”, they get to place 1 Infantry or 2 Militia.

      Italian victory: Victory Objective for Axis.
      Abyssinian victory: If Abyssinians win, Abyssinia Aligns with France as soon as France is at war with a Major Power. If France is subsequently defeated, Abyssinia turns Free French.

      posted in Global War 1936
      DelajaD
      Delaja
    • RE: HBG’s Spanish Civil War version 3.0 (Admiral)

      @trig
      Once in Spain it fights in Spain. So yes it can move and attack within Spain.

      posted in Global War 1936
      DelajaD
      Delaja
    • RE: Spanish Civil War - 2 players - Issues

      @sjelso
      GW is a 3 player game. Naturally everything is broken if you make it a two player game without severe adjustments.

      posted in Global War 1936
      DelajaD
      Delaja
    • RE: Spanish Civil War Expansion - v3 Admiral

      Nice to see people are using the admiral version of SCW and some of you get the choices that were made. If you have any questions feel free to ask.
      And yes, Army of Africa were used as shocktroops. 3/3 vs 2/4 is still similar total value of stats but for a smaller unit size. The air transport can not be sunk. And lend lease an airborne with the Axis and Republicans need to take care of not being surrounded by leaving too many spaces empty. I would appreciate playtesting results. Designers can miss things in initial game testing. I am only human after all, don’t put the blame on me 😉

      posted in Global War 1936
      DelajaD
      Delaja
    • Marines & Airborne Placements

      What does the community think about a rule changing placement of Marines/SNLF/Elite Marines to land zones in supply in the home country with a major port? And airborne same conditions but with an airbase? Those were the training sites of these units. It is now possible to build a marine in say Bohemia or Moscow… or Tibet if KMT builds a factory there.

      posted in Global War 1936
      DelajaD
      Delaja
    • SLEEPING BEAR IMPROVEMENTS

      SLEEPING BEAR IMPROVEMENTS
      In our house rule version of the game I have introduced a different take on the Sleeping Bear rolls. Some rules were tweaked and changed by us to streamline and simplify as well. It has been tested and works very well.

      RULES
      Due to the Russian civil war, USSR starts the game without money in the bank. 0 cash and 0 Production. Place a land unit of your choice on the production chart which is lend lease to the Spanish Republicans.

      Sleeping Bear stage 1: Starting July 1936, USSR’s income increases by +D6 each turn at
      the start of the Production Phase. If the USSR declares war on a Major Power
      before reaching wartime income it does not immediately go to full income but
      continues Sleeping Bear rolls until it reaches full Income.
      +D6 per turn
      Sleeping Bear stage 2: Starting July 1939 and repalces stage 1: Sleeping Bear rolls switch from D6 to D12. +D12 per turn
      USSR is Attacked by Major Power Full income
      USSR does not receive income from captured land zones until sleeping Bear rolls end reaching home country IPP value in income.

      Sphere of Influence Neutral Minor Powers adjacent to Soviet Home Country. Within this
      sphere, USSR can attack without further consequences from other
      Major Powers. This is true even if the Minor Power has previously aligned with another Major Power (e.g. Poland and Turkey).

      Income Related Abilities for USSR
      13 IPP May research technology
      25 IPP May Attack other nations
      46 IPP May collect income from (non Home Country) possessed land zones

      Axis captures/Aligns new land zone adjacent to USSR Home Country. +D12 (each
      time) (unchanged)

      USSR is Attacked by Major Power: Full income (unchanged)

      posted in Global War 1936
      DelajaD
      Delaja
    • RE: Strategic Rockets (v3)

      Rocket Technology
      When I became a designer at HBG, a lot of rules were still inspired by good old Axis and Allies. Rocket technology was a technology in AA aimed at damaging factories. The V-series Germany built were not even rockets in definition.

      V1 and V2 were very expensive projects and ineffective from a military point of view. If it was up to me, the impact of V1 and V2 would only have a historical role in the game if attacking facilities and cities and as part of the Ordnance expansion in combination with achieving rocket technology. Also including rules to prolong the game into the cold (or hot) war, with a new scenario and an advanced rocket technology. Rockets became advanced and effective post-WW2.
      Rocket technology in WW2 GW should be redesigned to move away from the supersonic flying bombs (V-series were not rockets) to implementing pieces such as Katyusha’s and Nebelwerfers. All the rules I have seen so far do not address the V-effectiveness problem and overpower the V1 and V2.
      So Rocket Tech could allow all the special rocket artillery pieces to be introduced into the game and V1 and V2 in my view should be expansion material. If you insist on using V-series make them cost 2 and 1 attack per turn per airbase range 2 (limited to 1 attack per airbase per land zone per turn. It would be an incentive for Germany to build airbases (representing the costs) on the Atlantic coast and possibly the Eastern front and get free shots at UK (and Soviet) facilities across the channel requiring Rocket technology.
      Here are some house rules worked out to make things interesting. It requires some tweaking. See what you can use to spice up rockets technology.

      ROCKETS TECHNOLOGY
      Once a player achieves rocket technology, he may do attrition attacks. Any artillery unit may fire 1D12 at an adjacent land zone from a once, hitting on a 2 or less. Advanced artillery would hit on a 3 or less. If opting for attrition attacks, the artillery unit is not allowed to make a regular attack. Defenders can make no defense rolls against an attrition attack.

      Example: Germany has 4 artillery at the gates of Leningrad. USSR is dug in deep and Germany waits for more reinforcements to make an attempt to capture the city later in the game. Germany decides to make an attrition attack with the idle artillery units bordering Leningrad and rolls 4D12; outcome: 1, 2, 7, 7. Two first strike attrition hits are scored (1, 2) and two misses. The Soviet player removes 2 casualties of his choosing. (Mind that attrition attacks can be combined with regular attacks to soften up the defensive force. The attrition attack would be rolled before the regular attack commences.

      Katyusha, Nebelwerfer
      A:5(3*); D:4, M:2, C:5

      First strike ability
      Available after acquiring Rocket technology.
      Purchase maximum 2 per turn.
      No river Attack penalty.
      *Attrition Attack adjacent land zone “3”.

      Operation Overlord
      Starting January 1944 the Allied player(s) may once per game decide to do Operation Overlord. Assign UK and French pieces in and bordering London during their respective turns to be used in the US turn for an attack on any one (1) land zone that is part of the Atlantic Wall; Denmark-Aquitaine. These units assigned to Operation Overlord may not attack/move during the UK/French turns, but postpone their CM until the start of the US CM. Naturally in the US NCM any UK/French aircraft that survived are able to land.

      I am not posting these as official HBG rules, but as a player like you guys looking to improve the game where possible by house ruling.

      posted in Global War 1936
      DelajaD
      Delaja
    • RE: Strategic Rockets (v3)

      @david-06

      Hi All,

      As one of the designers of version 3, I can say that we deliberately set the damage-cost ratio higher, because in game play with the stats you propose, you could just invest in rockets to empty the capital of your enemies before attacking with land units. Whipe out London before entering for example. I would prefer a cost of 3, or 4 which makes it worth the buy versus 3,5 average damage in regular attacks, BUT in your calculations you are not adding in, the worth of all your income being used almost immediately against an important enemy target like the capital at the front each turn. Being able to suddenly bring a lot of units to the front with your full income is risky for the game balance. So the price needs to be higher. Rockets are a way of giving that extra punch where you desperately need it for strategical or tactical reasons. Because you want to take a certain land zone at any cost or because a certain land zone should produce as little units as possible or targeting other infrastructure to have your opponent invest in repairs. Limiting the number of builds per turn is a wise way to go. That would open up for lowering the price.
      A) too low a price could potentially break the game
      B) too high a price makes the units useless.
      Under the conditions of the last post I read on this issue, I would say use a price of 4 or 5 if you can buy an unlimited amount of rockets to avoid overpowering them. Go lower if you limit the number of purchases of rockets. Find a balance that does not over- or underpower rockets. Looking forward to new calculations involving the extra dimension of reaching the front/enemy capital faster with rockets. 6 IPP was not my first choice, but 1 IPP is a game breaker if not limited.
      With regards,
      DSbb
      HBG Designer of GW1936v3

      posted in Global War 1936
      DelajaD
      Delaja
    • RE: POW Rules

      They can repair damage to exiting facilities; -1 damage per turn. But choose the discount or the repair per POW, not Both.

      Liberation:
      If the territory a POW is in is captured, you may place an infantry per POW in your Place New Units Area.

      posted in House Rules
      DelajaD
      Delaja
    • RE: POW Rules

      You only get the discount if the POW is in the territory you build your facility. You can rail POW.

      posted in House Rules
      DelajaD
      Delaja
    • RE: POW Rules

      Hi All,
      In regards to POW I don’t feel like adding war crimes to a game. I think AA games should stay on a tactical and strategie level.

      That said it doesn’t mean there isn’t room for POW labor.

      My suggestion how to use POW labor is as a discounts point to facilities. Say you want to build a railroad, factory or airbase, you pay its price minus the number of POW’s you have. They cant be used to build units. But they could be used to make concrete, barb wire and so on.

      How do you get POW’s. Infantry that roll a six in the last battle round of a combat are POW’s. Replace for a marker such as the HBG POW marker A:0/D0/M1inNCM

      posted in House Rules
      DelajaD
      Delaja
    • Global War House Rule: French Foreign Legion

      1.2.6 French Foreign Legion (France only)
      Build on: 1 Légion Étrangère per turn may be built in any (Free) French territory under infantry placement rules.
      Specialty: Légion Étrangère can enter deserts. Once it enters or leaves a desert its movement stops for that turn. In a desert it can only be attacked by aircraft.

      The above rule is a rule which can be used with World at War. I use the Airfix Foreign Legion miniatures of scale 1:72. Besides these all my heavy infantry are from Atlantic, Revel, Airfix, Esci, Odemars and others.

      You could also replace your regular infantry, which I have done and paint them and put them on the board. See what these guys made of it: http://www.thewargamerspage.com/axis_and_allies.htm
      They painted all their Revised pieces. Looks awesome doesn’t it. I also have political rules. You can use the Roco Leaders of the second world war figures in scale 1:87. Hard to find, because they were destroyed in the USA, because it contained Nazi figures such as Goering and Hitler. It also contains Churchill, Roosevelt, Stalin and Mussolini.
      As you can read in the rule, the Global War map has deserts. It also has mountains and rivers. There are oil producing countries. You can use the provisions from Axis and Allies Battle of the Bulge as oil markers if you wish to make a house rule out of it. There is too much I could write here. I am working on the latest rule version and at the moment very busy finishing my first year at school, so more info will follow later. Sorry I don’t have a link to the Global War. If anyone can provide such a link I would be grateful.

      Regards,

      Delaja

      posted in House Rules
      DelajaD
      Delaja
    • RE: Paratroopers

      Thanks for welcoming me Guerilla Guy. But you just proved my point. They had to fly through AA to reach the targeted drop zone. So if they are shot down the paratroopers would die too. Those who could jump would never reach their target and would not have any impact on the effort anyway.

      posted in Other Axis & Allies Variants
      DelajaD
      Delaja
    • Faces Of Global War My Homebrew House Rule Version

      Hello guys,

      I have been making house rules for world at war but have been working on a house rule version for Global War, a map made by Joern Lechner, a German guy playing on FOE. We will be playing the weekend of 23 and 24 june in Amsterdam. Anyone interested contact me.

      Delaja

      posted in House Rules
      DelajaD
      Delaja
    • RE: Paratroopers

      Hi Guys,

      My contribution to the long list of ideas.

      A drop in almost all cases was planned away from AA fire. The bomber would be shot down before reaching the targeted drop zone, thus losing the paratroopers with it. I would suggest using rule #1.

      By the way, this was my first post on this forum!!!

      Delaja

      posted in Other Axis & Allies Variants
      DelajaD
      Delaja
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