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    Topics created by Dijitz

    • DijitzD

      Event Cards

      House Rules
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      T

      I have worked up an Event Cards chart, combining a standard 52 card deck with a cross-referenced chart for the following A&A games:  Classic, Revised(2004), First Edition Pacific, and First Edition Europe.  We have been playtesting them for several years now. For added realism, I use for the card deck a set of WW2 Aircraft Recognition cards, but an standard deck can be used.  The events cover weather, technological improvements, production improvements, and one-time bonuses/windfalls.  All are based on actual WW2 data and history.  I anticipate selling the set through Historical Board Games along with my 6-player expansion rules for First Edition Pacific.

      To use the deck, each player draws a card at the beginning of his turn, and the effects are checked and noted.  Technology changes take effect immediately, and may be shared with any allies, is so noted on the chart.  Weather effects take effect immediately, and last until the next turn of the drawing player.  Production improvements and one time bonuses/windfalls take effect at the end of the players turn.  Separate charts exist for the Allied and Axis player, and obviously, if an Axis player draws a card, that effect is denied to the Allied player.  The Random Events have worked well in playtesting, and so far, both the Axis and the Allies have appeared to benefit equally.

      I am working on adding Italy to the first edition Europe game, so I will need to revise the Europe chart to add Italy to it, and that will result in two separate charts for the Axis for Europe, and eventually Classic and Revised as well, along with the Global Rules that I am working on.

    • DijitzD

      Question

      Axis & Allies Global 1940
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      DijitzD

      Anyone?

    • DijitzD

      FMG Combat dice

      Other Axis & Allies Variants
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      FieldMarshalGamesF

      If you are an AMMO BOX owner, we will provide the NEW COMBAT DICE to you FREE OF CHARGE.  This will complete your AMMO BOX dice set.

      This does not include FREE shipping however.  We can add to a new order OR charge you $8.95 and have them shipped to you UPS.

      Once the product is released.  Please contact jeremy[at]fieldmarshalgames.com to get your FREE set, or PM us here.

      Thanks

    • DijitzD

      Aircraft Carrier clarification

      Axis & Allies Global 1940
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      KrieghundK

      The only way that a plane can be stuck on a carrier is if it goes into battle as cargo on an ally’s carrier (attacking only) and the carrier becomes damaged in the battle.

      Planes always being in the air is realistic because planes fly patrols all the time, looking for the enemy.

    • DijitzD

      Table Tactics Destroyers

      House Rules
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      VariableV

      The destroyers came with the Central Powers set which is sold out and as far as I know, Jack does not plan to make anymore right now. You may find some on Ebay or here, but there are none left on Fair Play Games…

    • DijitzD

      Zepplins

      House Rules
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      DijitzD

      Thanks IL

    • DijitzD

      AAG40 Alpha +2 1v1

      Find Online Players
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      DijitzD

      Looking for opponent

    • DijitzD

      New Player

      Find Online Players
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      DijitzD

      It’s so hard finding time to actually play! I think this is best option. I would like to play AAG40 on via forum with the rest of you. Are there any unwritten rules I should be made aware of? Common courtesies? I have the latest software. I would be more interested in 2v2s and up, as I do not have the time to play all sides of either Axis or Allies. I have played Axis and Allies since 1999 and own AA50, AABoB, AA42, and AAG40. I consider myself experienced, but that’s only in relation to my opponents. I look forward to playing with all of you.

    • DijitzD

      Battle Map question

      Axis & Allies Global 1940
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      BadSpellerB

      @Dijitz:

      So no’s would be kept track of via web board?

      Alpha+.2 is still only in the Alpha stage (see Alpha vs Beta w/Google).

      With changes quickly happening, the people who work on this will let a final tested ruleset come out first, then complete ABattleMap.

      Until then, help to test Alpha+.2 and join all the controversy that there is.  :-)

    • DijitzD

      Combat dice?

      Axis & Allies Global 1940
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      DijitzD

      sweet

    • DijitzD

      SBR Cities

      House Rules
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      GargantuaG

      Well in fairness I suppose… they were more about BUILDING morale… but whatever same thing.

    • DijitzD

      Oil Wells

      House Rules
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      @dijitz

      Well, I may be mistaken, but it seems mathematically that when there’s already a nearly triple-percentage advantage in Allied economic power, extending that further only serves to deepen the advantage.

      To illustrate, lets say in a battle you have 3 tanks and I have 1, a 3:1 ratio. I like your chances even better at 6:2 and 9:3, etc.

    • DijitzD

      Samurai Swords

      House Rules
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      Imperious LeaderI

      If no bidding them you get into situations where players attack where you are weak and the defender just picks and reacts in every situation to his advantage. You would have to write everything down and that makes it no fun.

      if you want to play faster then do: “all Axis, all Allies” turn sequence.

    • DijitzD

      Politically correct strict neutral blocs

      House Rules
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      L

      my friend and i did something like this already its pretty fun Portugal also got a boost with their navy ad colonies

    • DijitzD

      Painted Pieces

      House Rules
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      DijitzD

      I found someone thank you

    • DijitzD

      Merchant Marine

      House Rules
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      lnmajorL

      good point calvin.  :-)

    • DijitzD

      Dijitz House Rules Part 4 - Nation Objectives

      House Rules
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      lnmajorL

      Larrys new NOs for US look exellent and look like they will balance game better becouse they will scale down US income if conditions are not met

    • DijitzD

      Dijitz House Rules Part 1 - The Rules

      House Rules
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      DijitzD

      I added various links and made some changes to the first three parts of the rules, technology, and units.

    • DijitzD

      Dijitz House Rules Part 2 - The Units

      House Rules
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      DijitzD

      New Units

      IPC Lend-Lease
      IPCs can be converted to raw materials (represented by tokens from AA Battle of the Bulge). These tokens can be transported by transport, cargo plane, and/or mechanical infantry.  Transports and cargo planes can carry up to 10 IPC’s and mechanical infantry can carry up to 5. The raw materials can be moved to a team player as either a loan or gift (based on verbal agreement). These raw materials are produced at industrial complexes. Production of 3 raw materials at an industry only counts against 1 production cap. (E.g. A major industry could produce 30 raw materials in one turn) No IPCs can be “pirated,” they are destroyed along with the units carrying them with the exception of those that are carried over land. Mechanical infantry transporting raw materials cannot attack, but defend normally.

      Pillbox
      Pillboxes cost 5 IPCs (limit one per territory) and can take 2 hits before any hits have to be taken against your defending land units. Pillboxes are destroyed if territory is captured. Pillboxes can be repaired, even if fully damaged, at the cost of 1IPC per damage marker. Counts as a facility for sabotage and increased factory production technology purposes only. Cannot be strategically bombed or attacked by a rocket attack. Can be upgraded to a fortress for 10 IPCs.

      Fortress
      Fortresses cost 12 IPCs (limit one per territory) and replace pillboxes. They can take 4 hits before any hits have to be taken against your defending land units. Fortresses are destroyed if territory is captured. Fortresses can be repaired, even if fully damaged, at the cost of 1IPC per damage marker. Counts as a facility and has antiaircraft defense against strategic bombing runs and rocket attacks only. Defends at a 3 during all combat rounds, stops defending after 3 damage inflicted against it.

      Shore Batteries
      Shore Batteries cost 8 IPCs (limit one per territory) and roll 1 dice for each transport conducting an amphibious assault and each warship conducting a coastal bombardment. Hits on a 1. Movement 1.

      Cargo Planes
      Cargo planes may transport two infantry or one infantry and artillery or one mechanical infantry or one tank into a friendly territory. All units must start from the same location. Cargo planes cost 12 IPCs, move 6, and have an attack value of 0 (may be taken as casualties in an offensive, but must be Para dropping).

      Land Mine Fields
      Mine fields cost 10 IPCs (limit one per territory). Mine fields roll 1 dice for each land unit (including paratroopers) attacking the territory and hit on a 1. Destroyed if territory lost. Built directly on the territory. Territory must have been under your control since beginning of turn.

      Naval Mine Fields
      Naval mines cost 8 IPCs (limit one per border). Naval borders are mined instead of sea zones (white chips for Allies and grey for Axis) deployed where your cruiser present. Cruiser must not have been in combat on same round. Can be removed by opposing destroyers if destroyer has not been in combat on same round. Rolls 1 dice for each ship/sub passing through sea border. Hits on a 1.
      Axis mines: http://www.mediafire.com/?tao8kieyv8i6xu9
      Allied mines: http://www.mediafire.com/?kcn6osvgwx0vc5x

      Spy Network Rules:

      Spies (represented by infantry) cost 3 IPC’s each and are designated as either sabotage or espionage. When the spy is designated it cannot be changed. Only 1 spy per slot (espionage and sabotage).
      Espionage:
      To use a spy for espionage, roll 1D6, the player whom you are using the spy against then rolls 1D6, if the defending player wins nothing happens. Defender wins on a tie. If you win, see espionage below and leave the spy on the board for further use.
      Sabotage:
      To use a spy for sabotage, roll 1D6, the player whom you are using the spy against then rolls 1D6, if the defending player wins, the spy is captured. Remove the spy from the board. Defender wins on a tie. If you win, see sabotage below and leave the spy on the board for further use.
      http://www.mediafire.com/?smq4qqddfvnqicq

      Espionage
      When the targeted opponent finishes its combat move phase, but before its conduct combat phase, you may make one special move. You may move any number of your units from any one adjacent space into one friendly space being attacked by that opponent. Alternatively, you may move any number of your units from a space being attacked by opponent into an adjacent friendly space, but you must leave at least one of your units behind. This special move otherwise follows the rules for a noncombat move. If your units survive, they remain in the space to which they were moved. This ability must be used on the targeted opposition’s NEXT combat move/conduct combat phases following your successful espionage role.

      Sabotage
      You may immediately roll 1D4 against a chosen facility owned by targeted player. That amount rolled on the die is damage done to that facility. If the chosen facility is an industrial complex, normal damage rules apply. Does not destroy pillboxes or fortresses.

      Part 3 - Technology
      http://www.axisandallies.org/forums/index.php?topic=21072.0

      Edit: added links to Axis and Allies’ chips

    • DijitzD

      Dijitz House Rules Part 3 - The Technology

      House Rules
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      DijitzD

      Technology Rules:
      Technology is done the same as AA50, however there are now four technology trees, land, air, naval and production; and you now pick the technology once you have a breakthrough. Each of these trees is split into three tiers. The first two technologies of each tree belong to tier one. The second two belong to tier two. The third set of two belong to tier three. On a successful role, you can choose the technology you want from any technology tier you have available to you. To start, only tier one is available; you can choose between the first 8 technologies (radar, rockets, heavy artillery, marines, long lance torpedoes, super submarines, war bonds, improved factory production). Once you have a tier one technology, you unlock tier two from that technology tree only. In order to unlock a tier three, you must have at least one tier two technology from another tree. So, once you have at least two tier one techs (radar and marines for example) and two tier two techs (jet fighters and reinforced concrete for example) both land AND air tier threes has been unlocked. From there you would just need one tier one and one tier two from the naval tree (for example) to unlock the naval tier three. You may, of course, acquire all techs on the board so long as you roll successfully and the respected tiers are unlocked.

      Air Technology

      1. Radar
      All your AA guns now hit on a 2 or (including AA Cruisers). Fighters in a territory with an operational airbase may scramble to intercept strategic bombardment attacks against facilities in any adjacent territory, following the standard interceptor rules. Your shore batteries now hit on a 2 or less. Your AA guns may now defend against rockets in the territory that is targeted by the rockets and where the rockets ‘fly over’ your AA guns (including AA cruisers).

      1. Long-Range Aircraft
      All your aircraft have their range increased by 1.

      2. Rocket Projectiles
      Your tactical bombers may choose its targets twice. Each tactical bomber can choose its target in the first and second round of combat.
          Ammo chips: http://www.mediafire.com/?9k512hkknsh66ss

      2. Rockets
      Your AA guns are now rocket launchers. In addition to its normal combat function, during the strategic bombing raid step of your Conduct Combat phase each turn, each of your AA guns can make a single rocket attack against an enemy facility within 3 spaces of it. This attack does 1D6 damage to that facility. All AA guns that can fire, may fire. Only one shot per AA gun. And each facility may only be the target of one rocket attack per turn.

      3. Jet Fighters
      The attack value of your fighters is now 4 instead of 3. The attack value of your escorts is raised from 1 to 2. The defense value of you interceptors is raised from 2 to 3.

      3. Heavy Bombers
      Your strategic bombers now roll 2 dice when you attack or make a strategic bombing raid, choose the better roll. Each bomber rolls separately. Heavy bombers still only roll one dice when defending.

      Land Technology
      1. Heavy Artillery
      Each of your artillery units can support two infantry instead of 1 per attack. Two infantry, when coupled with one artillery, have an attack value of 2.

      1. Marines
      Your infantry attack at a 2 (3 when paired with artillery) during the first round of amphibious assaults only.

      2. Improved Mechanized Infantry
      Mechanized infantry attack at 2 or less when paired with a tank.

      2. Reinforced Concrete
      Your bunkers and block houses each gain 1 hit point. Your blockhouses’ guns cease to fire on the fourth damage marker rather than the third.

      3. Conscription
      You may place one infantry, for free, in any one territory that you have owned since the beginning of your turn.

      3. Heavy Tanks
      Each of your tank units can support two mechanical infantry instead of 1 per attack. Two mechanical infantry when coupled with one tank have an attack value of 2. In addition, every third tank attacks/defends at a 4.

      Naval Technology
      1. Long Lance Torpedoes
      During the first cycle of combat only, your destroyers attack and defend on a 3. In succeeding cycles of combat, your destroyers fire as normal.

      1. Super Submarines
      Your submarines attack at a 3 now instead of a two, but they still only defend at a 1.

      2. Combined Bombardment
      Your destroyers now can conduct bombardment during an amphibious assault. (Their attack is 2.)

      2. Heavy Carriers
      Your carriers now have a 3 plane capacity.

      3. AA Cruisers
      Your defending cruiser(s) gets one AA roll against each enemy attacking plane, hitting at 1 (2 with radar tech) prior to the first round of combat. Each plane that is hit is removed before shooting back. Only one AA roll per combat, regardless of how many cruisers present. Same rules as AA guns.

      3. Dreadnoughts
      Your battleships have a first-strike capability (both attack and defense qualify). This capability is for the first round only. Any casualties are destroyed and removed from play with no chance to counter-attack (it does not disrupt the special ability of a submarine, but rather fires at the same time). In addition, your battleships now roll two dice during the coastal bombardment step of an amphibious assault, you may choose the best roll. Each battleship rolls separately. Casualties may still return fire.

      Production Technology
      1. War Bonds
      Collect 1D6 extra IPCs during collect income phase.

      1. Improved Factory Production
      Your factories may produce one and two extra units respectively. Additionally, the cost to repair your factories is halved rounded up.

      2. Mobile Industry
      Your minor industrial complexes each may move one territory during your noncombat move phase. They cannot move during the combat move phase. If they are captured by an opponent, that opponent cannot move them without this tech. You cannot produce units from a factory on the turn it has moved. Subterranean industry cannot be moved.

      2. Household Industrialization
      Penalties to factory output by damage reduced by half, rounded up. i.e. A major industry, with 7 damage done to it, will still be able to produce 6 units.

      3. Subterranean Industry
      You may purchase/upgrade subterranean industry. Damage taken from strategic bombing raids is halved, rounded up. Subterranean industries cannot be moved. On the turn it is upgraded, an industry can only produce units equal to the amount it would have been able to produce prior to its upgrade. i.e. if a minor complex is upgraded to a major complex, that complex may only produce 3 units during your mobilization phase.
      Cost is as follows:
      Minor sub: 15 Upgrade minor to sub minor: 6 Upgrade minor sub to major sub: 25
      Major sub: 38 Upgrade major to sub major: 15 Upgrade minor to sub major: 30

      3. Improved Shipyards
      Your sea units are now cheaper to build. Use these revised costs:
      Battleship: 17 Cruiser: 10 Transport: 6
      Aircraft Carrier: 11 Destroyer: 7 Submarine: 5

      The National Objectives
      http://www.axisandallies.org/forums/index.php?topic=21079.0

      Edit: changed the Air tech tree for better historical accuracy and playability
      Edit: replaced heavy payload with Rocket Projectiles. Moved heavy payload into the
            rules section.
      Edit: added link to ammo markers for projectile rockets.
            http://www.mediafire.com/?9k512hkknsh66ss
      Edit: heavy bombers and dreadnoughts.

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