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    Posts made by Emperor_Taiki

    • New Axis & Allies Varient

      I am planning to creat a board game using Axis & Allies type rules, but instead of using locked Alliences it would be a free for all game like Risk. It would be set in the modern era with todays most powerfull countries fightring for global supremance. I was thinking the European Union could count as a country for game purposes. I was thinking the economy rules could be just as they are in A&A, but the political and milatary aspects of the game should be deeper(ecpseiacly the politics part). Even though it is a game of global conquest it should still have a realistic feel to it, the milatary units should share the same streagths and weaknesses as they do in real life, you shouldn’t be able to get away with nuking a country that did not want to give you 3 IPCs that turn even when sayed please.

      Here are the major powers I was thinking of
      Almost positive will be in the game
      United States
      China
      India
      Russia

      Maybes
      European Union
      Japan
      Brazil
      Middle Eastern Coaltion( Really not sure about this one)

      Well, tell be what you think. what countries should be playable and wich ones should not, make up rules for units , post info on rule world politcs, anything that can push this game along, I’m really relying on you to help me finish this game. Any questions, post them too.

      posted in Other Axis & Allies Variants
      Emperor_TaikiE
      Emperor_Taiki
    • RE: THe $12 you get to start with!!

      Axis
      3 art (reason stated before)

      Allies
      In the games I have played buying four infantry in Russia does not do a lot of good since both Germany and Russia have so many units, four infantry is really insignificant.
      A much better way to spend your money is to buy a flexible unit (like a fighter) that can help with all the differnet tasks needed to be preformed in the med (supporting amphibious landings, destroying German ships,…)
      In the med a fighter can make a big difference sense their are so few units down there.

      posted in Axis & Allies Europe
      Emperor_TaikiE
      Emperor_Taiki
    • RE: favorite country in A&A Europe

      The US is my favorite because i find it quiet fun and challenging to invade Africa and organize amphibious landings with the British in Italy or France.
      Taking the IC in Northern Italy is so demoralizing to the German player.
      :-D

      posted in Axis & Allies Europe
      Emperor_TaikiE
      Emperor_Taiki
    • RE: What's the best country to be. Please tell why

      I would say the US or UK are my favorite close behind them is Japan
      Those are the only countries that if you use strategy and tactics you could make so much as a dent in the outcome of the game.
      Some may say that Germany is the hardest to play and requires the most thought, but the games I have played and the ones I’ve seen played over the internet
      Germany always has the same opening and tactics only change when it is obvious which side will win, in which case you might as well stop playing unless the losing side really likes stacking infantry and pushing away the inevitable for as long as possible.

      Don’t even ask me what I think of Russia unless you want a huge rant about how boring it is to play

      posted in Axis & Allies Classic
      Emperor_TaikiE
      Emperor_Taiki
    • RE: Battle of mogadishu Varation! Come Help

      @AAaddict:

      that seems good :-D

      So what :?
      Come on people give me some REAL info

      posted in Miniatures Variant Rules
      Emperor_TaikiE
      Emperor_Taiki
    • RE: Opinions on the Role of Technology?

      Most techs are useless, except  forcertain players.
      Rokets: If your germany you have three aaguns and three industial complexs near by. As long as your winning in africa and the US/Uk is not ready to open up another front this tech can easly fix a bad Russian front.
      Jets: Well now you have a 3/5  fighter, goooood for you, But you should have  just bought six infantry
      Super Subs: It looks sexy on the outside put most countries don’t have enough somes for this to be usefull
      Long Range Aircraft: Just not enough oppertunites for this to be useful.
      Combined Bombardment: Enough said
      Heavy Bombers: At some point in the game it’s not a bad idea to get heavy bombers. For an average cost of 30 IPC’s you can turn your alomst useless one dice bombers who only will cost the enemy 15 IPCs on average ( The same amount who payed to get the bombers in the first) into two dice bombers which will cost the emeny 30 IPC per bomber.

      PS: If your country has an income under 30 IPCs it means your about to lose your cpaital so don’t woory about techs, buy infantry

      posted in House Rules
      Emperor_TaikiE
      Emperor_Taiki
    • RE: Battle of mogadishu Varation! Come Help

      Roadblocks and Building hexes stop vehicle movement

      posted in Miniatures Variant Rules
      Emperor_TaikiE
      Emperor_Taiki
    • RE: Battle of mogadishu Varation! Come Help

      Wil know one reply?

      posted in Miniatures Variant Rules
      Emperor_TaikiE
      Emperor_Taiki
    • RE: Battle of mogadishu Varation! Come Help

      US Strating force

      8 Black hawks
      4 AH-6 little birds
      4 MH-6 little birds
      4 Delta Snipers
      9 HUMVEEs
      3 Flat bed trucks
      1 Ranger Captain
      2 Ranger Leitenats
      4 M60s
      4 SAWs
      8 Ranger Chalks
      4 Delta Teams

      These Units Will come on from one side of the board.
      Units may already start in transports
      ex Rnager Chalk comes on to the board in a Black Hawk

      posted in Miniatures Variant Rules
      Emperor_TaikiE
      Emperor_Taiki
    • Battle of mogadishu Varation! Come Help

      Please read these rules and help me finalize and make it better. Suggestions are appreciated

      Hopefully I can get I web sight up and running dedicated to creating a hex based modern combat game

      I have read the book, I have played the PC Game, and I have watched the movie
      Now here is the board game!

      -Emperor_Taiki

      Black Hawk Down
      Axis and Allies Miniatures Modern Combat  Variation
      List of units each side will have available able to them
      Mogadishu

      Mortar Team S

      Speed 1
      Defense 3/3
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 3 6   6
      Vehicles   4   4

      Inaccurate 1 - This unit gets -X on each attack die.Shrapnel 2 - Each success this unit rolls against a Soldier counts as X successes.Indirect Fire – This unit ignores line of sight restrictions when attacking.

      Technical V

      Speed 5
      Defense 2/1
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 8 7   6
      Vehicles 2 2   2

      High Gear 2 - If this unit makes its entire move along a road, it gets +X speed.Strike and Fade 2 - In your assault phase, this unit can move at speed X after attacking.Transport - This unit can carry one Soldier. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

      RPG-7 Team S

      Speed 1
      Defense 3/3
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 4    
      Vehicles 10 6 Â

      Close Assault 11 - This unit has an attack value of X against vehicles in its hex. This attack ignores cover.Timed Fuses – When attacking the rear of helicopters roll 16 die (15 die including the –1 modifier)

      Old Soviet Machine Gun Team S

      Speed 1
      Defense 3/3
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 8 7   6
      Vehicles 2 2   2

      Double Shot - This unit can make two attacks in your assault phase. When making a defensive-fire attack, this unit makes two attack rolls against the unit that provoked the attack.Overheat - If this unit rolls three or more 1s on a single attack, put a face-up Disrupted counter on it. This counter isn’t removed at the beginning of the next casualty phase.

      Habr Gidr Militia S

      Speed 1
      Defense 3/3
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 10 5   
      Vehicles 2 Â

      Limited Range 2 - This unit can attack Soldiers only at ranges of X or less.Chewing Quat – This unit ignores disrupted countersRoad Blocks – If this unit stays on a road hex for one turn with out doing any actions it may build a road block in the hex that it is in.

      Armed Mob S

      Speed 1
      Defense 3/3
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 9 4  
      Vehicles 2 Â

      Limited Range 2 - This unit can attack Soldiers only at ranges of X or less.Â

      Coalition Forces
      Ranger Chalk S

      Speed 1
      Defense 4/4
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 8 7  
      Vehicles 2   Â

      Close Assault 7 - This unit has an attack value of X against vehicles in its hex. This attack ignores cover.AT-4 Rockets- One turn a game this unit may have a vehicle short attack of 9 and medium attack of 4.Be All You Can Be - This unit rolls one extra attack die while adjacent to a friendly Commander.

      Delta Force S

      Speed 1
      Defense 5/5
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 11 6  
      Vehicles 2   Â

      Close Assault 8 - This unit has an attack value of X against vehicles in its hex. This attack ignores cover. Superior Training – This unit ignores disrupted counter

      HUMVEE V

      Speed 5
      Defense 3/2
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 9 8   7
      Vehicles 2 2  2Â

      High Gear 2 - If this unit makes its entire move along a road, it gets +X speed.Transport - This unit can carry one Soldier. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

      SAW Gunner S

      Speed 1
      Defense 4/4
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 8 6  
      Vehicles 2 2  Â

      Covering Fire - Soldiers attacked by this unit this turn can’t make attacks this turn.

      M60 Machine Gun Team S

      Speed 1
      Defense 4/4
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 9 8 7
      Vehicles 3   3 2Â

      Double Shot - This unit can make two attacks in your assault phase. When making a defensive-fire attack, this unit makes two attack rolls against the unit that provoked the attackSuppressive Fire - This unit can make any number of defensive-fire attacks each phase.

      Delta Sniper S

      Speed 1
      Defense 3/3
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 6 6   6
      Vehicles 1   1   1

      Superior Training – This unit ignores disrupted counterCrack Shot - This unit gets +1 on each attack die.Army of One - While this unit has cover, enemy units can’t attack this unit at medium or long range.

      Flat Bed Truck V

      Speed 4
      Defense 1/1
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers - -   -
      Vehicles - - -

      Transport - This unit can carry two Soldiers. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

      APC V

      Speed 4
      Defense 5/4
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 8 7   6
      Vehicles 3 3  3

      Transport - This unit can carry one Soldier. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

      Tank V

      Speed 4
      Defense 7/6
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 9 9   7
      Vehicles 13 11 9

      Ranger Captain S

      Speed 1
      Defense 4/4
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 8 6  
      Vehicles 2   Â

      Close Assault 7 - This unit has an attack value of X against vehicles in its hex. This attack ignores cover. Initiative 2 - (Commander Ability) Add X to your Initiative rolls.Pinpointer - (Commander Ability) Units attacked by friendly Soldiers adjacent to this unit get -1 on cover rolls.

      Ranger Lieutenant S

      Speed 1
      Defense 4/4
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 8 6  
      Vehicles 2   Â

      Close Assault 7 - This unit has an attack value of X against vehicles in its hex. This attack ignores cover. Initiative 1 - (Commander Ability) Add X to your Initiative rolls.Rangers Lead The Way - (Commander Ability) In your movement phase, friendly Soldiers that start their move adjacent to this unit get +1 speed.

      Warrant Officers S

      Speed 1
      Defense 3/3
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 5    
      Vehicles     Â

      Prisoners S

      Speed 1
      Defense 3/3
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers      
      Vehicles     Â

      AH-6 “Little Bird” V-Helo

      Speed -1
      Defense 7/6
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 9 7  
      Vehicles 3 2 Â

      Helicopter- Helicopters are placed during the flight phase and attack during the air strike phase. Units attacking Helicopters use their anti-Soldier attacks and get -1 on each attack die. Rocket Salvo - Once per game,instead of rolling this units attack against an enemy Soldier or Vehicle, you can declare you are using a rocket salvo. If you do, roll 10 attack dice against each Soldier adjacent to the target and 5 attack dice against each Vehicle adjacent to the target. (This includes the target unit and friendly units.)

      MH-6 “Little Bird” V-Helo

      Speed -1
      Defense 7/6
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 9 7  
      Vehicles 3 2 Â

      Helicopter- Helicopters are placed during the flight phase and attack during the air strike phase. Units attacking Helicopters use their anti-Soldier attacks and get -1 on each attack die.  Transport - This unit can carry one Soldier. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

      MH-60 “Black Hawk” V-Helo

      Speed -1
      Defense 8/8
      Attacks Short0-1 Medium2-4 Long5-8
      Soldiers 9 7  
      Vehicles 3 2 Â

      Helicopter- Helicopters are placed during the flight phase and attack during the air strike phase. Units attacking Helicopters use their anti-Soldier attacks and get -1 on each attack die.  Transport - This unit can carry two Soldiers. (A friendly Soldier can board or dismount this unit instead of moving during your movement phase.)

      Game Board

      Basically a maze of road and building hexes with the target house in the middle and a region designated as the black sea where Habr Gidr Start.

      US Strike Force

      Objective: The US and their allies must escort all their own forces and the prisoners obtained in the Target building out of the city or in to Pakistani Stadium. Also destroy any downed black hawks.

      Habr Gidr Militia
      Habr Gidr Militia: Kill as many infidels as possible and free the prisoners.

      Notes
      Later in the game the US will be able to call upon Malaysian APC’s and Pakistani Tanks.

      New stack limit: Up to three soldiers in a hex or a vehicle and two soldiers.

      Black Hawk Crash: When black hawk helicopters are destroyed from a hit to the rear you must see ware it crashes. 1) Designate each side of the hex with a number 1-6 2) roll a die, that is the way the helicopter crashes 3) roll a second die this is how far the helicopter crashes. If the helicopter lands on a road hex the crew survives. Place a warrant officers unit at the crash sight.

      Sorry these rules are night very clear :-(
      Somthing got messed up with the columning of the attack values when i copeid and pasted
      But thats all the more reason to help me  :-D

      information on ware I can get models is cool to

      If any one whats to assign point values to some of these units that would also be cool, even though i don’t plan on having this perticular game have to do with points

      posted in Miniatures Variant Rules
      Emperor_TaikiE
      Emperor_Taiki
    • RE: Suggested builds and stratagy for a 150 point axis army

      What if I took out the aint aircraft guns to put in fighters?

      How effective are they in combat?

      What ones should I buy?

      posted in Miniatures (Original)
      Emperor_TaikiE
      Emperor_Taiki
    • Suggested builds and stratagy for a 150 point axis army

      I’m new to this game and would be thankful for some tips!
      My army I usally play with now

      1xSS-Haupsturmführer
      1xMG 42 Machine-Gun Team
      2xPanzerfaust 30
      2xSS-Panzergrenadier
      1xTiger I
      1xPAK 40 Antitank Gun
      1xWehrmacht Expert Sniper
      1xWehrmacht Oberleutnant
      1xVigilant Lieutenant
      2x20mm Flak 38

      Total Points= 150
      I don’t have all these units but the boardgame peices marked with differnt sharpy designs seems to work ok.

      I know this army was problems, for instance it is axis and only has one tank.
      However, their are so many units and it is hard for me to tell wich ones can be usful and wich ones can’t.
      Allso, any tactics that anyone has found useful I would love to hear, especaily if they apply to this type of army!

      Thank You In Advance!

      posted in Miniatures (Original)
      Emperor_TaikiE
      Emperor_Taiki
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