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    Topics created by Dorowar

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      Amazon is shipping

      Axis & Allies Anniversary Edition
      • • • Dorowar
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      BusaRider29B

      I have an original copy of AA50 when it was released the first time.  Played it once.  Will probably purchase this re-issue as well.  Haven’t fully decided yet.

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      WD ideas for 42.2

      House Rules
      • • • Dorowar
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      GeneralHandGrenadeG

      Yes Dorowar my token system works really well. It adds a mission based element to the game that probably can’t be duplicated with any other type of house rule. It is such a game changer that you don’t need to put in a bunch of other house rules. Rolling the D6 first and then choosing the chart takes more chance out of WD than you might think and everyone should give that a try no matter how they play R&D. My guess is your play group will want to adopt that for sure.

      I don’t know if you’ve ever played the 1914 Tournament Rules, but they have something there that is a specified threshold for each nation that puts them in economic collapse. Perhaps an idea for you might be to determine an IPC level for each nation that must be met in order to develop weapons in lieu of NO’s. That is kind of the same thing as what I do - force a nation to be worthy of developing a weapon. That combined with your research token and some cash and you start rolling for a weapon.

      Whatever you decide to do let us know how it works. Some of the best ideas are the ones we get from others here.

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      Glad to see some one playing this again

      Axis & Allies Pacific
      • • • Dorowar
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      T

      We just played a modified version of the 1st Edition Pacific game in my summer gaming class, using the Red Minis.  It had 6 players, 5 Allied and the Japanese.  The Allied were the U.S., Australia, British India, the Netherlands, China, and Japan.  The Netherlands did not have an IC but could buy some units from the United States using income from the refineries in the Dutch West Indies and Lend-Lease credits.  The Japanese player won because the Allies failed to cooperate effectively.  Getting 5 middle school and high school males to cooperate is not at all easy, just like Allied cooperation in World War 2.  It makes for a great learning tool.

      Playing any Axis and Allies game with more than two players makes if far more interesting than a basic two-player game.

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      Sub and Air

      Axis & Allies 1942 2nd Edition
      • • • Dorowar
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      S

      Read the rules of general combat very carefully.

      Remember also, “As many hits as possible must be assigned”. (General Combat, Step 3). It clarifies here as well with an example that submarines cannot hit air.
      This essentially answers a lot of questions for you… if you had destroyers and submarines firing you’d want to seperate these out because it may be a case that the submarines score hits against a mixed force including air and you will need to know exactly what hits assign to what, according to sub/air rules.

      The presence of the destroyer takes effect at the start of the rolls… so if a destroyer disappears, submarines special abilities that would otherwise be cancelled kick in.
      This is always interesting when the carrier or battleship is the last surface ship… so it could end up being a costly casualty if the opponent has still got a surprise strike up his sleeve.
      I think this adds a lot ot the gameplay, as there are often very tough decisions to make :)

      Again this is all clarified in the general combat rules. Just read them carefully.

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      Transport questions

      Axis & Allies 1914
      • • • Dorowar
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      GeneralHandGrenadeG

      No but you’re close. You can’t move troops and then load them on a transport. You have to wait until next turn to load them onto the transport. You can move a transport, load troops, and then complete your move with the transport and drop off the troops. You can load one troop, move the transport, load another troop, then complete your transport movement, then unload both troops but they have to unload in the same territory. You just can’t move troops to get to a transport or move troops after you unload them.

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      Minor Aligned Territory

      Axis & Allies 1914
      • • • Dorowar
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      ?

      Also confirming Italy.  Minor neutrals (not aligned) having multiple friendly forces, control needs to be “negotiated” amongst the players.  With minor “aligned”, that is the deciding factor.  Note, if control were to change to the CP player, and then recaptured by France - France would have control.

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      Map/rule question regarding naval ports

      Axis & Allies 1914
      • • • Dorowar
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      D

      Krieghung, thanks for the quick response.  That poor Russian battleship in SZ12 has to thread the needle through SZ11 and SZ10 even if there are no ships there and I guess once the UK Navy is gone in SZ29, you just need to start ground pounding your way through Ottoman to get into the fight.

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      Battle board

      Axis & Allies 1914
      • • • Dorowar
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      D

      No, I was actually looking for a custom one.  I should have clarified, sorry.  I find that the custom boards I find here are usually far more intuitive and thoughtful than the ones that come with the game.  Especially with 1914, it seems there could have been a better alternative that might include navy units. Thanks for responding.

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      Weapons Development Chart

      Axis & Allies Revised Edition
      • • • Dorowar
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      R

      Nice work!

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      Question on scramble

      Axis & Allies Global 1940
      • • • Dorowar
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      D

      Awesome.  Thanks for the quick reply.

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      General Combat questions (sorry for the length)

      Axis & Allies 1941
      • • • Dorowar
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      W

      Glad to hear that.
      Yes, you could send over a Transport and drop more troops there, but only if the Sea Zone was friendly (which it sounds like it is, at the moment).

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