Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. EvilGardenGnome
    3. Posts
    • Profile
    • Following 0
    • Followers 0
    • Topics 2
    • Posts 35
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by EvilGardenGnome

    • RE: 5 Boxes: 6 Powers?

      @Make_It_Round:

      EGG: I tried your option #4. There’s not room enough in the game box, as far as I can see… so it’s gotta be a split-box solution, or 6 (smaller than AAPac40) unit boxes!

      I tried it and it fit… I must have been rushed and didn’t check the smoothness of the bottoms meeting.

      Well, this definitely provides a pickle then. Basically some nations will be in the same box or the boxes will have to be smaller.

      The first option is annoying because there’s no dividers in the dashed boxes and mixed armies are going to be even more annoying than trying to tell fighters apart from TacBombs.

      The second (smaller boxes) is going to be a nightmare as I image Germany to have a massive amount of set-up. That means smaller writing or something similar.

      Damn your eyes you chimps! Stick to typewriters and stay out of shipping!  :wink:

      posted in Axis & Allies Europe 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Partisans and Fallen Capitals

      @Imperious:

      A defeated nation with no factories and control over some territories still can build infantry, while an undefeated nation with factories cannot build any units outside of factories?

      Extremely good point… I’ll have to think on this.

      posted in House Rules
      EvilGardenGnomeE
      EvilGardenGnome
    • Partisans and Fallen Capitals

      There’s been a lot of talk lately about fallen capitals and, inspired by AAP40’s China, I had an idea.

      PARTISANS
      When a nations capital falls, it turns over 1/2 its current IPCs (round up) to the capturing nation. Each turn it continues to collect IPCs at 1/2 its rate (round up) and can purchase Infantry (Partisans) as normal. These infantry can be placed in any territory held by that nation to a maximum of the territory’s IPC value. The units can move as normal.

      Any thoughts? I’ve been thinking that other units could be purchased but only placed where the nation has an IC, but I’m wondering if this makes things a little too powerful.

      posted in House Rules
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: China

      @Bravehart:

      I do follow history and playing games based on history too helps fiction to facts! I haven’t heard a better explanation about the Political page in the rules than from your comment Kcdzim!

      Just for you to finish up then, can you answer the reasoning of who takes the Dutch/French islands/land first related to who attacks first…?

      I see it as it’s open territories for any nation to take:

      if UK takes Sumatra and Java, us takes Celebes, Japan takes Dutch New Guinea and French Indo China at the beginning rounds where no battle has taken place by anyone:

      UK gets 8 extra ipc’s, us 3 ipc’s, Japan 2 ipc’s.

      So what is the big deal about Dutch New Guinea, is it a concearn who gets it first…having no ipc value even tho you can build air/navy…( Indus unit as well…? ) on any island reguardless once owned.

      This could change the game for me explaining to rules to new players, and others reading!

      Thanks, Bravehart.

      The Dutch countries can only be taken by UK/ANZAC as non-combat movements. The US is completely barred from them. If Japan takes them, it is an act of war and everyone activates. The exception is if the islands are being liberated, in which case anyone in the war can take them.

      As for building Industrial complexes, you cannot build ICs on islands (Japan is the only exception) and you cannot build an IC on a territory with less than an IPC of 2.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Europe NOs

      @oztea
      I like the NOs. History flavour is great.

      One comment on France’s NOso
      @oztea:

      5 IPCs - France controls all it’s original territories
      5 IPCs - An axis power controls only 2 territories

      These two are mutually exclusive. If you change the second to ‘An axis power controls less than 3 territories’, then France can qualify for 10 IPCs if they control all their territory.

      posted in House Rules
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: China

      @Bravehart:

      Quick question on China,

      Can the UK move into China to help support China, and other allies do the same, or MUST everyone keep out of China except Japan…?

      Thanks, Bravehart

      If the UK moves to support China (putting troops in their territories) it’s considered an act of war. That means Japan can freely attack the UK and ANZAC without fear of reprisal from the US.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: What is the UK to do

      What I’ve typically done is used the UK as my army, ANZAC for my British Navy, and then had the US focus on crushing the main Japanese navy while building up for the invasion.

      Thus far, it’s worked but it requires a fair bit of luck with ANZAC. I’ve not figured out a solid method yet.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: 5 Boxes: 6 Powers?

      You forgot option 4: Alternate packing method.

      By this I mean, how the box is packed. Once you have everything in the box you still have space over the board. This being the case, you could place six boxes on edge with a space-eater (cardboard strip or box) at the end. Then you place the flat bits on top of all that or inside the space-eater. It’ll fit.

      This, however, makes keeping your units sorted in the boxes really annoying.

      posted in Axis & Allies Europe 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Dutch Islands and UK/ANZAC Airplanes

      @Veqryn:

      so they can?

      i agree, but this makes coding it for triplea 1000x harder now

      Assuming you’re talking about planes landing there, just make the Dutch a power in the game. You’d have to wait through their turn, but it wouldn’t take that long as they’ll have no money or units.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Disapointed

      @Variable: I’ll probably do that. I am missing a Dough-boy, anyway.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Changes to gameplay when Europe40 arrives

      @Veqryn:

      also remember, that AAE will release with a axis that are powerful enough to win 50% of the time WITHOUT the japanese

      so this means, perhaps, that in the combined game a japan that attacks russia big time may just make it an axis win all the time combined game

      I would say they’ll sufficiently support the Soviet East with the global rules. Remember, there’s a number of Soviet territories that don’t have coverage in AAP40.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: China too weak

      @spectre_04:

      Last game I tried running with China, just backing up and blocking and eventually stacked 16 plus the flying tiger somewhere up in the North.  It did distract a decent amount of Japanese ground units.

      For the most part, distraction is all China can do. It allows the British some breathing room against the Japanese. If you’re lucky they can even hold down the mainland for two turns, eating away at the time you have to wait for US reinforcements. In the end, I’ve found them more a nuisance for the Japanese and a mild rear-guard for the Brits.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Disapointed

      Dang. I sent in my request for a new battle strip already. Oh well, maybe they’ll just send out pre-packaged boxes. It would be nice.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Point-defence islands - Airbases and 'Neighbour' Islands

      @Butcher:

      I considered doing this in my game as Britain, but I opted for ground units to hold at Burma and try to help China out. Building an airbase would severly limit the number of ground units you can build, and Japan can just drive toward India by land with a factory in Kwantung, or a couple minor factories.

      I’ve been thinking on this as well. I think that doing something like this really has to be reactionary rather than anticipatory.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Disapointed

      What was your email leading up to this? The response I received said they wouldn’t be sending units (unless they were missing or broken).

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Damaged Battleship Barrage

      Yes. See here.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Aleutian Islands crossing

      I remember reading about that. When the US got there there was a base and everything and it had all been abandoned.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Aleutian Islands crossing

      @!ACHTUNG!:

      @EvilGardenGnome:

      Even if it is an archipelago you still need to cross water to get to each individual island.

      In game terms, however, it’s a separate land space as it has a name. Since this space has water around it, it is an island in game terms and requires a transport to move from Alaska to Aleutian Islands. That said, the chain of islands is one space, the same as the Hawaiian Islands are a single space.

      You can’t even compare the two. Hawaii is well off the coast of the US where the Aleutian’s are attached to mainland by the archipelago because they are part of it.

      Sorry if my statement was confusing, but I wasn’t comparing them in terms of transports. I was using Hawaii as an example of a chain of islands that is a single space (the Aleutian Islands are a chain, as are Hawaii).

      I still maintain that the Aleutian Islands are separate from Alaska and require a transport for movement. Additionally, flying a plane from Alaska to the Aleutian Islands would be a movement of 2 (1 for entering the sea zone and 1 for entering the island).

      I use this as the basis for a ‘point-defence’ strategy with air bases on islands.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Changes to gameplay when Europe40 arrives

      This is really going to depend on how the rules for Global work. Some people have been bandying-about the idea of USA having to split its funds between the European and Pacific theatres. This could also be the case for the UK. If so, maybe you’ll have ‘regional capitals’, with India being the likely candidate.

      It’s early to say, but if it holds with the good ol’ rules it will definitely change the tactics a lot.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • RE: Aleutian Islands crossing

      Even if it is an archipelago you still need to cross water to get to each individual island.

      In game terms, however, it’s a separate land space as it has a name. Since this space has water around it, it is an island in game terms and requires a transport to move from Alaska to Aleutian Islands. That said, the chain of islands is one space, the same as the Hawaiian Islands are a single space.

      posted in Axis & Allies Pacific 1940
      EvilGardenGnomeE
      EvilGardenGnome
    • 1 / 1