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    Posts made by Derek

    • RE: Revised & Updated: Cliffside Bunker House Rules (G40)

      My tech rules are all OOB technologies, just a more even and sure fire way to get them in the game.

      I do like tech tokens, but it still is better most of the time to just buy units.
      I can’t remember where exactly, but I got the income for tech tokens idea from a thread of cmdr Jens and another persons
      Tweaked it just a tad
      Rolling a 6 is a breakthrough rolling a one however is a token lost !
      Using income to determine tech rolls guarantees technology will be a part of every round of play

      Going from 2 categories to 4 also helps nations get things they actually want, you still roll a dice to see what you get but it is a little less random
      No more ‘USA radar’ which always is frustrating lol

      posted in House Rules
      DerekD
      Derek
    • RE: G40 Enhanced begins. All are welcome.

      Was 2 pages of history discussion. Which country made how many of which ship type…
      I also mentioned several times, to no avail, that it was not the thread for that particular discussion. Also suggested a new one be created.

      But I’d like to move on.

      You asked about SS @7 IPCs.
      I wonder if we can add some sense to them with these prices…
      That is: When a submarine is not submerged, there are no special rules regarding aircraft vs subs. When a submarine is or is not submerged does not change from OOB. However a sub still can never act as a blocker.
      While not submerged, or at the surface, a sub does not have a first strike ‘sneak attack’
      While at the surface it can hit enemy air units, and enemy air units do not need a destroyer to hit the sub.
      Once a sub submerges it can no longer hit aircraft, aircraft then need a destroyer to hit the sub.
      A submerged sub retains it’s first strike ‘sneak attack’ as long as there are no enemy destroyers present.
      Also a submarine may submerge and retreat the battle, without leaving the SZ. So long as there are no enemy destroyers in the battle.

      According to the rules (if I’m not mistaken) a submarine is considered ‘at the surface’ or ‘not submerged’ until it’s owner decides whether or not to submerge it. Once submerged it remains that way until the end of the battle, where it then resurfaces.

      Basically a sub has 3 options:
      Stay at the surface (acting as a normal A2D1 unit)
      Submerge (use current OOB rules)
      Submerge and retreat from the battle (remaining in the SZ)

      In OOB rules a destroyer effectively blocks enemy submarines from submerging.
      With these rules a submarine could still submerge, but an enemy destroyer blocks both the sneak attack and submerge and retreat while allowing friendly aircraft to target enemy subs.

      This would give subs a little more power.
      However considering there is only 1 IPC difference in cost from a destroyer, and submarines cannot block, I think there will be good reason to have some of both.

      Is this too powerful for subs?
      With this they can now act as proper escorts for transports. Albeit at a very low defensive roll (1)
      This would certainly change some of the core dynamics of the game.

      What do you think ?

      posted in House Rules
      DerekD
      Derek
    • RE: G40 Enhanced begins. All are welcome.

      It had been discussed and agreed upon.
      Then was hijacked, and taken for a ride far off course.

      posted in House Rules
      DerekD
      Derek
    • RE: Revised & Updated: Cliffside Bunker House Rules (G40)

      I like these house rules.
      For technology I prefer:
      -Each power will receive tech tokens, based on their current production value at the beginning of their respective turns.
      -Additional tokens may not be purchased.
      -Only nations at war will receive tokens.
      -National Objective income does not count towards tech rolls, neither does IPCs saved.
      -China’s will never receive tech tokens.
      0-24IPCs = 0 Rolls
      25-49IPCs = 1 Roll
      50-99IPCs = 2 Rolls
      100+IPCs = 3 Rolls
      Each turn each nation rolls for each token in all categories it has a token in. A 6 is a breakthrough, a 1 is a token lost. If a breakthrough is achieved roll to see what technology you receive. Once you get a breakthrough within a category, all other tokens within that category are removed. Other categories are not effected by success/failure in another categories. Unsuccessful tokens not lost, remain until that powers next turn.
      Tech categories:
      Army Doctrine
      (1-2)Paratroopers:
      (3-4)Adv Artillery:
      (5-6)Improved Mech:
      Naval & Aviation Technology
      (1-2)Super Submarines:
      (3-4)Rockets:
      (5-6)Radar:
      Infrastructure
      (1-2)Increased Factory Production:
      (3-4)Improved Shipyards:
      (5-6)War Bonds:
      Combat Aviation
      (1-2)Jet Fighters:
      (3-4)Long Range Aircraft:
      (5-6)Heavy Bombers:

      posted in House Rules
      DerekD
      Derek
    • RE: G40 Enhanced begins. All are welcome.

      Updated OP

      Improved Shipyards: TRN 5, SS 6, DD 7, CA 9, CV 14, BB 16

      posted in House Rules
      DerekD
      Derek
    • RE: Creating a historically accurate WWII game

      I’ve been working on a rules set for a historically accurate WWII game.

      Just make a movie?

      posted in World War II History
      DerekD
      Derek
    • RE: Global 1940 is the best Axis & Allies game

      Personally i like G40 because there are so many more options to go about the game.
      So many other games boiled down to 2 or so strategies, and could quickly get stale.
      I love the can opening strategies

      Go take a look at the forum games played on here and you will see just how great the possibilities are.

      posted in Axis & Allies Global 1940
      DerekD
      Derek
    • RE: G40 Enhanced begins. All are welcome.

      Game went well, one battleship purchased by japan.
      Several cruisers by USA, 1 by Italy

      Played LHs 42 however to save on time.
      Neutral blocks were very fun.
      2 transports evaded during the game. Including a German one in the med, which died the next round after chucking 2 more infantry to Tobruk

      The tech rules were especially fun.
      Everyone got to roll them, and splitting them up into 4 categories is so much better.
      UK rolled 1s on its first 3 tech rolls, losing them.

      Overall nothing was too game altering, or too complicated.
      And all added some fun factor.

      Italy being able to afford a cruiser is a big positive. Little nations need some help to make them more fun

      I would never be in favor of 3 hit units as there really isn’t a good way to keep track of it F2F

      posted in House Rules
      DerekD
      Derek
    • RE: Ship Placement at Naval Bases

      SE Mexico

      posted in House Rules
      DerekD
      Derek
    • RE: HBG - Axis & Allies Parts/Accessories and Custom Piece Sets Store!

      Axis and allies: RED ALERT!

      Based on WestWood’s command and conquer, red alert universe

      Soviet Union vs the Allies
      Global adds the Empire of Japan

      Soviets invade Europe
      Heavy tanks !!

      posted in Marketplace
      DerekD
      Derek
    • RE: Ship Placement at Naval Bases

      I see atleast 2 naval bases purchased in almost every game
      Japan often builds one on hainan (island off FIC)
      USA often builds one in Mexico
      I’ve also seen the axis place them in Greece several times

      I do however agree that they are overpriced, and it makes no sense that a base would cost so much more than an industrial complex

      A uniform price of 12 for minor ICs and bases makes sense to me

      Although the biggest reason you don’t see many of either base purchased is there are already so many of them.

      posted in House Rules
      DerekD
      Derek
    • RE: Wizard of the coast is sending out additional playing pieces

      Recieved my pieces yesterday.
      Just in time for an all nighter of 1914!

      6 INF, 5 ART, 2 tanks, 2 fighters, 2 subs, 3 cruisers, 3 transports and 2 battleships for each nation.
      Along with 10 dark and 20 light chips of each color

      Kudos to WOTC

      Maybe in the future they won’t be so cheap with how many pieces they package with their games

      posted in Axis & Allies 1914
      DerekD
      Derek
    • RE: G40 Enhanced begins. All are welcome.

      For my thanksgiving game here is what we will be playing:

      Cost changes:
      Air/Naval bases     12 IPCs
      Tactical bombers   10 IPCs
      Cruisers               10 IPCs
      -Evasive maneuvers, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver and that transport is removed from battle and placed back on the game board, a transport that evaded an enemy attack while undefended may not unload units until its next turn.
      -Roll 2 dice for battleships during conduct convoy disruption. (Same as planes and subs)
      -In addition, UK and USA will roll a single dice during convoy disruption for each Axis battleship. (Excluding the Baltic and Black Seas. SZs 113, 114, 115 and 100)
      –UK Pacific will roll for Axis battleships on the Pacific side.
      –UK Europe will roll for Axis battleships on the Europe side.
      –USA will roll for all Axis battleships.

      Neutral blocks. If a strict neutral territory is attacked by one side, all the strict neutrals in that block immediately are mobilized for the other side. If the other side cannot decide which neutrals will join which nation, the attacker of the first neutral will decide.
      Mongolian block: (all Mongolian territories) Rules remain OOB.
      South American block:  Venezuela, Columbia, Ecuador, Peru, Bolivia, Paraguay, Uruguay, Argentina, Chile, Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique
      European block:  Portugal, Spain, Switzerland, Sweden.
      African block: Rio de oro, Portuguese guinea, Sierra Leone, Liberia, Angola, Mozambique.
      Middle-eastern block: Turkey, Saudi Arabia, Afghanistan
      Neutral militia setup changes:
      Sweden: 4 INF, 1 ART, 1 AAA
      Yugoslavia: 4 INF, 1 ART
      Spain: 4 INF, 1 ART, 1 AAA
      Turkey: 5 INF, 1 ART, 1 ARM, 1 AAA

      Strategic Rail Movement.
      During the noncombat move phase, all friendly home territory VCs give +1 movement to all land units who began their turn in that territory.

      Technology Rules:
      Each power will receive tech tokens, based on their current production value at the beginning of their respective turns.
      Additional tokens may not be purchased.
      Only nations at war participate. China will never participate.
      National Objective income does not count towards tech rolls, neither does IPCs saved.
      A roll of 6 is a breakthrough, roll to see what tech you get in the category you chose.
      A roll of 1 is a token lost.
      0-24IPCs = 1 token
      25-49IPCs = 2 tokens
      50-99IPCs = 3 tokens
      100+IPCs = 4 tokens
      Unsuccessful tokens not lost, remain until that powers next turn.
      Additional tokens may not be purchased.

      Tech Categories: (All technologies as OOB)
      Army Doctrine

      (1-2)Paratroopers
      (3-4)Adv Artillery
      (5-6)Improved Mech

      Naval & Aviation Technology
      (1-2)Super Submarines
      (3-4)Rockets
      (5-6)Radar

      Infrastructure
      (1-2)Increased Factory Production
      (3-4)Improved Shipyards
      (5-6)War Bonds

      Combat Aviation
      (1-2)Jet Fighters
      (3-4)Long Range Aircraft
      (5-6)Heavy Bombers

      posted in House Rules
      DerekD
      Derek
    • RE: G40 Enhanced begins. All are welcome.

      The convoy dice outside of convoy zones would represent more than just raiding convoys.
      And would be stronger than bombing ICs
      Which for starters would make little realistic sense seeing the range needed for such a task
      And would probably not even be used all that often

      posted in House Rules
      DerekD
      Derek
    • RE: DK's Strategic Bombing Rules - submitted for your review

      I think you should play some games of G40 on here before making these assumptions.
      I do, and I see many SBR involving fighters.
      Germany sometimes will send 5 or more bombers on Moscow alone, where Moscow has 2-3 fighters to scramble. Odds are better that Russia will lose a fighter before Germany loses a bomber in the air combat. And  Il trade a German bomber for a Russian fighter, Russia can’t afford it.
      I also see many games where G2 Germany sends 2 bombers 2-4 tac bombers and 2-4 fighters to London where there are sometimes up to 5 fighters that can scramble.
      Italy will also heroically send its lone bomber to London in an attempt to disable the airbase on London before Germany’s turn.

      Even with interceptors SBR is a touch too powerful in G40.
      This is mainly because bombers are getting +2, meaning 1 bomber auto disables bases and minor facilities once past AA and interceptors.

      I would propose taking away bombers +2, while halving tacbombers damage.
      Bombers SBR at 1D6
      Tacbombers SBR at 1D6 /2. Rounded up.

      posted in House Rules
      DerekD
      Derek
    • RE: DK's Strategic Bombing Rules - submitted for your review

      So the Escort and Interceptor OOB rule has only one effect:
      forbidding attacker of considering SBR as a viable and economical strategical option.

      Instead of promoting it, it virtually eliminated it.

      Not quite sure what your saying here.
      Definitely don’t want to eliminate SBR as viable option. Seems a bit overboard there.

      posted in House Rules
      DerekD
      Derek
    • RE: G40 Enhanced begins. All are welcome.

      but a submarine must be in a convoy zone
      bombers can die to AA

      a single axis battleship on either side of the board, that is not in a convoy zone, can potentially cost the allies 6 IPCs (3UK 3 USA) per turn, with no risk to the battleship

      could make it simpler, and strengthen it a tad. USA, UKpac, UK euro roll 1 dice for axis battleship no matter where they are at
      roll 2 dice for BBs in convoy zones like submarines and planes do now

      so a battleship in a convoy zone could potentially cost up to 6 (loss for axis) or 9 (loss for allies)

      have to be careful making to too powerful though

      In summation:
      USA rolls 1 convoy dice for each axis battleship on the board. No damage limit.
      UK pac would roll for each axis battleship on the pacific board
      UK euro would roll for each axis battleship on the europe board
      in addition, during the conduct convoy phase roll 2 dice for battleships in convoy zones (same as planes and subs)

      Again BB would become an inefficient combat unit, but a ‘terror weapon’ so to speak. ‘Rampaging around the board’.
      Could even add a NO for USA and UK if there are no Axis battleships. (Would make historical sense)
      Cruisers would now be the best all around combat naval unit (when factoring in bombard). As they rightfully should be.

      Obviously you wouldnt see a battleship spam, but Axis would purchase 1 every now and again (more often than cruisers are purchased now imo)
      And cruisers would really go from afterthought, to the workhorse of your fleet.

      posted in House Rules
      DerekD
      Derek
    • RE: Germany playbook: overall strategy guide

      bump… :-D

      posted in Axis & Allies Global 1940
      DerekD
      Derek
    • RE: The Allies playbook: Standard openers and suggestions for sequential rounds

      bump… :-D

      posted in Axis & Allies Global 1940
      DerekD
      Derek
    • RE: The Japan Playbook

      bump… :-D

      posted in Axis & Allies Global 1940
      DerekD
      Derek
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