Would France really be able to hold out? Germany also gets 1 turn to bring more units in range of France and build more units that can attack immediately.
Posts made by Faramir
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RE: [Global 1940] First round no combat. Theory to alternate bidposted in House Rules
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RE: Wait a second… can't we just replace the multicolored stackables with pieces?posted in War Room
@Imperious-Leader said in Wait a second… can't we just replace the multicolored stackables with pieces?:
Yep replace with painted pieces, sell or store original. Ill bet the pieces will sell this moment due to anticipation factor
I would be interested in the plastic pieces and stickers if you decide to sell them for a fair price.
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RE: UK as one economyposted in Axis & Allies Global 1940
I think this would balance the game so there would be no need for a bid and make it simpler. Have the U.K. as one economy with the capital in London. Downgrade the factory in India to a minor factory. Remove ANZAC and add them to the U.K.
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RE: tanks in A&A 1914 - What is the value?posted in Axis & Allies 1914
If you would have had 46 more infantry instead of 23 tanks, you would have had 46 dice hitting at a 2, which is better than 23 dice hitting at a 3. And if you were attacked instead, you would have had 46 more infantry hitting at a 3 instead of 23 tanks hitting at a 1.
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RE: tanks in A&A 1914 - What is the value?posted in Axis & Allies 1914
30 infantry will beat 15 tanks. So no they are not worth it.
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RE: tanks in A&A 1914 - What is the value?posted in Axis & Allies 1914
Tanks are not worth it. They can block a hit, but you can buy 2 infantry for the price of a tank, and 2 infantry are much better than 1 tank.
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1914 House Rulesposted in House Rules
These house rules are meant to make the game more realistic while staying as simple as possible.
Battleships cost 14 IPCs. They cost 1 IPC to repair.
Switzerland has an IPC value of 4.
The U.K. can only produce up to 4 units per turn in India. If India is captured by the Central Powers, the Central Powers cannot produce units there.
If a capital is captured, the IPCs are discarded and not taken by the capturing power.
Neutral territories that are not home territories still get units if invaded.
Sea units, except submarines, must end their movement when they enter a sea zone with enemy mines.
Units that retreat from a contested territory cannot move into another contested territory. They may move into any adjacent friendly territory.
There is a combat move and a non-combat move. During the combat move, units can move into neutral, contested, and enemy territories. The non-combat move comes after combat. During the non-combat move, units that did not move during the combat move and did not conduct combat can move into friendly territories. Land units can move an unlimited number of territories during the non-combat move within their original territories.
Optional Manpower Rule
Keep track of the infantry that are destroyed for each power. If a power has had 2x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect half of the total IPC value of their territories when they collect income (rounded up). If a power has had 4x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect the IPC value of their capital territory when they collect income.
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RE: 1942 Second Edition House Rulesposted in House Rules
I am trying to make it slightly more realistic while still trying to keep it as simple as possible. I am still open to changes as I get more games in with these rules and see what works and what does not.
The extra starting units is meant to balance the start and eliminate the need (or want) for a bid.
Giving AAA an attack and defense value makes them feel like a unit and makes them more useful for 5 IPCs.
Giving transports defense is more realistic as they would have had some weaponry or escort. They still have to be taken last as casualties.
Lowering Bombers and fighters stats makes ships more relevant.
No new industrial complexes makes it harder for Japan to go for Moscow, and just makes the game feel more realistic in general.
Loosing your money when your capital is captured was gamey. Now you can still produce units as long as you control an industrial complex.
Producing infantry was meant to be if you no longer controlled any industrial complexes. All the rules of industrial complexes still apply (you cannot produce more than the territory’s value, and you cannot produce on territories that you just captured that turn.
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German Starting IPC Count Wrongposted in Axis & Allies 1942 2nd Edition
On Germany’s setup card, they are said to start at 40 IPCs. However, when you count the IPC value of their territories, it is 41 IPCs. Not sure if this has been brought up before or not.
Edit: the UK also starts with 31 IPCs instead of the 30 that is printed on their card.
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RE: Cruisers vs fighters [House Rules]posted in Axis & Allies 1942 2nd Edition
What would you say to cruisers attacking and defending on a 4 without changing anything else?
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RE: Factory Capture House Rules Ideas?posted in House Rules
Damage the factory to its max value when captured.
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1942 Second Edition House Rulesposted in House Rules
These house rules are meant to create a more realistic game while being as simple as possible.
Anti-aircraft artillery attack and defend on a 1.
Fighters defend on a 3.
Bombers attack on a 3.
Aircraft carriers defend on a 1.
Transports defend on a 1.Damaged battleships have to be adjacent to a friendly territory with an industrial complex to be repaired and may be repaired for 1 IPC each by the player who owns the industrial complex at the start of that player’s turn.
Fighters may intercept bombing raids and hit on a 2. Defending bombers hit on a 1, and defending fighters hit on a 2. The intercept lasts for 1 round of combat. Fighters that intercept cannot defend vs an invasion of their territory that turn.
Industrial complexes are not purchasable.
After an industrial complex is captured, it is damaged to its fullest extent.
No IPCs are lost if a capital is captured. That power continues to collect income and may produce out of other industrial complexes they own. If their last industrial complex is captured, they discard all of their IPCs and do not collect any more.
Changes to Starting Setup
Buryatia S.S.R. – 1 Anti-Aircraft Artillery
Karelia S.S.R. – 1 Anti-Aircraft Artillery
Russia – 1 Bomber
Eastern Australia – 1 Anti-Aircraft Artillery, 1 Fighter, 1 Industrial Complex
Eastern Canada – 1 Anti-Aircraft Artillery, 1 Industrial Complex
Anwei – 1 Infantry
Brazil – 2 Infantry
Sinkiang – 3 Infantry
Szechwan – 1 Infantry, 1 Anti-Aircraft Artillery
Yunnan – 1 Infantry -
RE: Cruiser Reworkposted in House Rules
If you wanted to make them a more attractive purchase without altering the game rules too much, give them a move of 3 with or without a naval base and a cost of 10.
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)posted in Play Boardgames
Ya I will concede the game to you.
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)posted in Play Boardgames
There’s only 1 victory city in China I thought. I would fight to the bitter end but if you want to call it a game that’s fine with me.
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)posted in Play Boardgames
The German fleet defended pretty poorly :-(
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RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)posted in Play Boardgames
TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9
Game History
Round: 5
Purchase Units - Italians
Italians buy 1 destroyer; Remaining resources: 1 PUs;Combat Move - Italians
1 bomber moved from Southern Italy to 91 Sea ZoneCombat - Italians
Italians creates battle in territory 97 Sea Zone
Battle in 91 Sea Zone
Italians attack with 1 bomber
Americans defend with 2 destroyers, 5 submarines and 1 transport
5 submarines owned by the Americans Submerged
Americans win with 2 destroyers and 1 transport remaining. Battle score for attacker is -12
Casualties for Italians: 1 bomberNon Combat Move - Italians
Place Units - Italians
1 destroyer placed in 97 Sea ZoneTurn Complete - Italians
Total Cost from Convoy Blockades: 3
Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,5
Italians collect 5 PUs (3 lost to blockades); end with 6 PUs total
Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 11 PUs