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    2. Faramir
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    Posts made by Faramir

    • RE: Global 1942 Scenario by Larry Harris

      Would it be unbalanced if Germany went before the Soviets? The Germans should be able to start pushing towards Stalingrad in 1942, not being driven out of Russia on the first turn.

      posted in Axis & Allies Global 1940
      FaramirF
      Faramir
    • RE: Anniversary Second Edition

      We played this again and having the axis and allies take their turns together as teams really speeds up the game.

      posted in House Rules
      FaramirF
      Faramir
    • RE: NEW Axis & Allies Anniversary 1941 Scenario with slightly changed (and more balanced) setup

      I would honestly get rid of NOs. It just adds something else you have to keep track of. You should check out my “Second Edition” house rules, as they strengthen China and update the game while not trying to change too much.

      posted in House Rules
      FaramirF
      Faramir
    • RE: [Global1940] Idea for Balancing

      If you don’t want to make many changes, just combine UK Europe and Pacific into 1 economy with London as the capital.

      posted in House Rules
      FaramirF
      Faramir
    • RE: Anniversary Second Edition

      Thanks for the feedback. As for extra units, I want to keep it as close to the original game as possible. The extra units I added were either AA guns at new factories or at straights and canals, or they were units that a particular nation didn’t start with so I added them so the nation would have a variety of units (within reason, no Soviet aircraft carrier). China needed to be a lot stronger so I added an infantry to every territory as well.

      It looks like I didn’t have my history straight with Africa. I’ll remove the German control marker in French Equatorial Africa for 1941, and add a German control marker to French West Africa and Madagascar in 1942. Even though there are no units there, the allies still have to divert units to capture the territories.

      posted in House Rules
      FaramirF
      Faramir
    • RE: Anniversary Second Edition

      After another game I made many small changes.

      posted in House Rules
      FaramirF
      Faramir
    • RE: Anniversary Second Edition

      2 games of the 1941 scenario. I want to change the AAA rules before I play another game. The changes to AAA were suppossed to also represent defensive fortifications but it is a bit awkward as there defense isn’t on the reference chart. Cruisers were also very good. I am wondering if I should leave them as is or take away their 2 hit ability and allow them to be produced in 1 turn.

      posted in House Rules
      FaramirF
      Faramir
    • RE: Anniversary Second Edition

      There should be a PDF link at the top of my post so you don’t have to use BGG.

      posted in House Rules
      FaramirF
      Faramir
    • RE: Anniversary Second Edition

      I am not totally happy with the AAA rules and how they interact with bombers so if anyone has any suggestions let me know. I want them to be actual units and not capturable units. The cost can’t be changed because the reference is printed on the board.

      posted in House Rules
      FaramirF
      Faramir
    • RE: Anniversary Second Edition

      I added a PDF here. I made a few changes after another game with starting fleet positions.

      Version 2

      1941 Scenario
      Removed a German destroyer from sea zone 5.
      Added a German destroyer to sea zone 13.
      Removed a Soviet destroyer from sea zone 4.
      Added a Soviet destroyer to sea zone 16.
      Removed a UK aircraft carrier and fighter from sea zone 12.
      Added a UK aircraft carrier and fighter to sea zone 2.

      1942 Scenario
      Removed a Soviet destroyer from sea zone 4.
      Added a Soviet destroyer to sea zone 16.

      posted in House Rules
      FaramirF
      Faramir
    • Anniversary Second Edition

      Axis & Allies Anniversary Second Edition.pdf

      I have always thought Anniversary Edition is the best version of Axis and Allies. There are a few issues though, like China not being strong enough. Here are my house rules we are currently playing with and fine tuning. No modification of game components is required.

      https://boardgamegeek.com/filepage/294236/axis-and-allies-anniversary-second-edition

      posted in House Rules anniversary
      FaramirF
      Faramir
    • RE: [1942 SE] Balancing the game suggestion

      @8d88 if you think that the USSR is too weak, just give them a Bomber in Russia. It opens up a few more options for them.

      posted in House Rules
      FaramirF
      Faramir
    • RE: Axis & Allies: 1942 Third Edition

      Updated.

      posted in House Rules
      FaramirF
      Faramir
    • RE: [Global 1940] Changing AA in the game

      Cost 3
      Attack 1
      Defense 1
      Gets 1 shot vs air at 1.

      posted in House Rules
      FaramirF
      Faramir
    • Transport vs Sub

      Can a transport make an amphibious assault where there is an enemy submarine if an air unit escorts the transport?

      posted in Axis & Allies 1942 2nd Edition
      FaramirF
      Faramir
    • RE: [1942 2nd ] Submarine/Air Unit rule actually a drawback?

      @Megatron it is a large drawback, which is why subs are the cheapest naval unit.

      posted in House Rules
      FaramirF
      Faramir
    • RE: [1942 SE] Balancing the game suggestion

      @willdan5 1942 SE with the tournament setup is pretty balanced. Germany will defeat Russia 1v1, but it isn’t a 1v1 game.

      posted in House Rules
      FaramirF
      Faramir
    • Axis & Allies: 1942 Third Edition

      These house rules are for players that like A&A Global, but want a more manageable and shorter game. The base game of A&A 1942 and some components from A&A Global are required to play. Anything not mentioned is the same as the OOB A&A 1942 Second Edition.

      Rule Changes

      Industrial Complexes
      Industrial complexes either have a value of 3 or 10. The number corresponds to the number of units that can be produced there per turn. New Industrial complexes may not be built. If an industrial complex is captured, it is damaged to its maximum value.

      Strategic Bombing
      Industrial complexes may be damaged to twice the number on the industrial complex. Bombers roll 2 dice and pick the highest result.

      Fighters may be sent to escort the bombers, and enemy fighters in the territory that is being bombed may intercept. Escorting and intercepting fighters cannot participate in any other battles that turn. Escorting and intercepting fighters hit on a 1, and defending bombers hit on a 1. After any casualties are taken, any remaining bombers are fired on by AAA as normal.

      Island Bases
      Friendly air units on islands may participate in the defense of an adjacent sea zone. Surviving air units return to the island where they originated from and cannot participate in any other battles that turn.

      AAA
      Units with AAA dice fire at the start of a battle on the attack and defense.

      Straights
      Straights are marked on the map by a naval base token in the territory. Naval units cannot move between the sea zones specified unless the territory with the naval base was friendly controlled at the start of their turn.

      Central America
      Prevents enemy naval movement between sea zones 18 and 19.

      Northwestern Europe
      Prevents enemy naval movement between sea zones 5 and 6.

      Gibraltar
      Prevents enemy naval movement between sea zones 13 and 14.

      Turkey
      Prevents all naval movement between sea zones 15 and 16.

      Egypt
      Prevents enemy naval movement between sea zones 17 and 34.

      U.S. Supported Chinese Forces
      During the United States mobilize new units phase, they may place 1 purchased Infantry in each of the territories of Yunnan, Szechwan, Anhwei, and Sinkiang if they are friendly controlled. The territory does not have to have been controlled at the start of the United States turn.

      Unit Changes

      Anti-Aircraft Artillery
      Cost – 3
      Attack – 1
      Defense – 1
      AAA dice – 1

      Mechanized Infantry
      Cost – 4
      Attack – 1*
      Defense – 2
      Move – 2**

      *Attacks at 2 with a paired Tank.
      **Can blitz.

      Mechanized Infantry can be paired with any land unit to give that land unit a move of 2 and allow them to blitz.

      Tank
      Move – 1

      Submarine
      Attack – 1

      May submerge after the first round of combat even if there are enemy Destroyers present.

      Cruiser
      AAA dice – 1

      Aircraft Carrier
      Defense – 1
      AAA dice – 1

      Battleship
      AAA dice – 1

      Damaged Battleships may only be repaired if they are in a sea zone that is adjacent to a friendly industrial complex that is not damaged at the end of their turn.

      Setup Changes

      Soviet Union
      Russia – 10 IC, 1 AAA, 1 Mechanized Infantry, 1 Bomber
      Karelia S.S.R. – 3 IC, 2 AAA
      Caucasus – 3 IC, 1 AAA
      Vologda – 3 IC, 2 AAA

      Germany
      Germany – 10 IC, 1 AAA, 1 Mechanized Infantry
      France – 3 IC, 1 AAA
      Northwestern Europe – NB, 2 AAA
      Finland – 3 IC, 2 AAA
      Italy – 3 IC, 1 AAA
      Bulgaria Romania – 3 IC, 2 AAA
      Ukraine S.S.R. – 3 IC with 6 damage, 2 AAA

      United Kingdom
      United Kingdom – 10 IC, 1 AAA
      Eastern Canada – 3 IC, 2 AAA
      Gibraltar – NB, 2 AAA
      Egypt – NB, 2 AAA
      Union of South Africa – 3 IC, 2 AAA, 1 Mechanized Infantry
      India – 3 IC, 1 AAA
      Western Australia – 3 IC, 2 AAA

      Japan
      Japan – 10 IC, 1 AAA
      Manchuria – 3 IC, 2 AAA, 1 Mechanized Infantry

      United States
      Eastern United States – 10 IC, 1 AAA, 1 Mechanized Infantry
      Central United States – 10 IC, 2 AAA
      Central America – NB, 2 AAA
      Western United States – 10 IC, 1 AAA
      Yunnan – 1 Infantry
      Szechwan – 1 Infantry
      Anhwei – 1 Infantry
      Sinkiang – 1 Infantry

      National Advantages
      Optional.

      Soviet Union
      All land units cost -1 IPC.

      Germany
      Anti-Aircraft Artillery and Tanks get +1 defense.

      United Kingdom
      Aircraft Carriers require 2 hits to kill. Fighters cannot land on damaged Aircraft Carriers, and any fighters on an Aircraft Carrier when it is damaged are destroyed. Damaged Aircraft Carriers and Battleships may be repaired at the end of the U.K. turn if they are adjacent to an original U.K. territory or a friendly industrial complex that is not damaged.

      Japan
      Infantry, Anti-Aircraft Artillery, and Artillery on islands get +1 defense. Destroyers may transport 1 Infantry and follow the same rules as Transports.

      United States
      All air and naval units cost -1 IPC.

      posted in House Rules
      FaramirF
      Faramir
    • RE: Factories in AA 1914?

      #2, plus I have been thinking about making factories the only place where tanks, airplanes, and all ships except transports can be made from. The Ottoman Empire would not have any.

      posted in House Rules
      FaramirF
      Faramir
    • RE: [Global 1940] First round no combat. Theory to alternate bid

      @Caesar-Seriona I know, it is just that some people were saying that it was not a good idea because then Germany could not conquer France G1.

      posted in House Rules
      FaramirF
      Faramir
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