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    Topics created by Flashman

    • FlashmanF

      Neutrals and Economics

      Axis & Allies 1914
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      D

      It looks like an infantry and artillery grind.  I am already wondering how my purchase patterns will have to shift; Also, this style of long, fairly indecisive engagement could work well with the naval battles.  I wonder if things there will be similar.  It would make a “Battle of Jutland” type of thing almost inevitable.

    • FlashmanF

      American Entry

      Axis & Allies 1914
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      Bombadill10B

      @vonLettowVorbeck1914:

      @Bombadill10:

      I have read much of this thread, but not all of it I will admit this right away.�  I have a question then everyone can get back to the Historical point in which the US should enter into the game.

      I have always wondered what incentive the US player has for NOT entering the war.�  From an “in game” perspective the US stands to gain much from being declared war upon and entering into conflict with an Axis Power.�  They can assist the Allies with their ecomony (which blossoms when at war) and the US player finally gets to join in the fun, rather than being a spectator.

      SO…. If your the US, why wouldn’t you be chomping at the bit to get into the action?�  Has anyone considered a victory condition involving the US never entering the war?�  I know it seems ridiculous, sure laugh, but what if the US never entered the war.�  Just a thought I figured I would throw at the collective for an opinion.�Â

      I understand that this would require an almost rebuild of many aspects of the game, but I was curoius if anyone had thought, heard, or condidered in the past.

      I think it has a chance at being pretty cool. It can also be quite historical if the German player is VERY conservative with how he or she uses his or her submarines. Would it be a little hard to balance and require a lot of other changes? Sure. But one factor that helps the balance is that if Germany does not provoke the US, they are also most likely not strangling Britain. So a US-less war would have a stronger UK.

      It would be a cool balance challenge to make a more historical game.

      Yea I thought so too.  Intresting game with a stronger UK and no US.  Thanks for the input.

    • FlashmanF

      National Objectives

      Axis & Allies 1914
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      C

      @oztea:

      France
      A Matter of Pride

      Depending on how detailed the game map is, it might be possible to create some sort of national objective relating to France’s desire to regain Alsace-Lorraine, which was annexed by Germany as a result of the Franco-Prussian War.

    • FlashmanF

      Turn order and the Western Front

      Axis & Allies 1914
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      FlashmanF

      I’m coming down in favour of a 4 player game. Since the four principal nations: were

      Germany

      Russia

      Austria

      France

      They would be the starting element for each player, in turn order.

      With other nations joining in, we should end up with:

      Germany, [Bolsheviks]

      Russia, (Serbia)

      Austria, Turkey, (Bulgaria)

      France, UK, Italy, USA, (Belgium), (Portugal), (Greece), (Romania), (Arabia)

      All nations within each group moving and fighting together.

      One possibility is that, at a certain stage, Allies can be placed under an overall command and after that they all play together.

      Ref: Supreme War Council and Unified Command

      http://www.foreignaffairs.com/articles/68445/general-von-kuhl/unity-of-command-among-the-central-powers

      http://en.wikipedia.org/wiki/Supreme_War_Council

      http://books.google.co.uk/books?id=vWLoU9HVBeEC&pg=PA20&lpg=PA20&dq=central+powers+unified+command&source=bl&ots=6BEE-CvHEp&sig=1ARJ-Cd3I-IAtUc93BZrS7XZO8g&hl=en&sa=X&ei=9hX7UPqjE8eZ0QWd7YGADQ&sqi=2&ved=0CF0Q6AEwBw#v=onepage&q=central powers unified command&f=false

    • FlashmanF

      Age of Imperialism

      Other Axis & Allies Variants
      • • • Flashman
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      Emperor_TaikiE

      Would this also be a economic/resource management game?

    • FlashmanF

      Event Cards

      Axis & Allies 1914
      • • • Flashman
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      FlashmanF

      This game has something similar:

      http://boardgamegeek.com/boardgame/42020/the-war-of-the-empires-1914-1918

      One thing here is that some cards can bring neutrals into the war. Problem is some countries would only ever join one side, it depends on if you have a separate deck for each side.

      So, evidently, does this:

      http://boardgamegeek.com/thread/647906/a-solo-learning-campaign-game-with-photos

    • FlashmanF

      Lets talk about the weather

      House Rules
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      ozteaO

      @italiansarecoming:

      @goalievogel:

      Weather would overcomplicate the game. Don’t “fix” something if it isn’t broken.

      declaration of warm

      I know its a typo, but this is a weather thread and I giggled

    • FlashmanF

      Map Design

      Axis & Allies 1914
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      FlashmanF

      Major Johnnie Gresham

      http://www.youtube.com/watch?v=ZOz-u0GbGyY

      http://www.youtube.com/watch?feature=endscreen&NR=1&v=43PyX21dZsY

    • FlashmanF

      On Infantry

      Axis & Allies 1914
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      FlashmanF

      What happens to POWs in the event of a country dropping out of the war? An article in the treaty of Brest-Litovsk provides for the exchange of prisoners between the former enemies:

      http://www.firstworldwar.com/source/brestlitovsk.htm

      This led to a large number of German prisoners returning home, and inevitably many were redirected into the military depots to be recycled for the front.

      In general, then, how to represent in more depth the consequences battles?

      Descriptions of such usually describe figures in terms of number of casualties (killed, wounded and taken prisoner), and the number of guns captured (often running into hundreds in large battles, since retreating gunners would leave intact hardware behind).

      To what extent were captured artillery put to use? There are examples, the main problem being the production of compatible ammunition, since different pieces used differing calibers of shell.

      What percentage of “destroyed” infantry can be regarded as being taken prisoner?

      What percentage can be regarded as wounded? (I’m thinking wounded infantry can be sent back to their depots to be recycled.)

      Some suggested ways of reflecting the greater mobility of war in 1918:

      Tank bonus - it seems the morale effect of tanks was much greater than their actual combat ability. Yes, they could break through enemy lines, but mechanical unreliability meant that they could rarely exploit the advantage; rather, accompanying infantry felt more confident with tanks leading their advance. So, rather than tanks being that much more powerful in attack, how about something like:

      For each tank involved in an attacking army, one accompanying basic infantry attacks at 2. This can apply on each successive round of combat if the tank/infantry ratio is maintained.  The bonus does not apply in defence. This seems to me more appropriate than the inf/art bonus from A&A; artillery did not move forward with the troops in this way.

      I’m more than ever convinced of the validity of some kind of supply rule, particularly in regard to artillery. Very often armies could advance only at the rate at which they could keep their artillery supplied with shell.
      I also feel that different kinds of shell are significant: armour piercing against tanks, gas shell versus infantry. But perhaps more significant than either of these is smoke shell, which was increasingly used to simulate the benefits to the attack of fog; effectively cancelling out the advantage of entrenched defences.

    • FlashmanF

      Fire and Axe

      Other Games
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      T

      If it has to much luck you could use low luck dice

    • FlashmanF

      Capture the Leader

      House Rules
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      R

      @The:

      You should also have captured leader rules where the leader is moved to another tt if they have been captured by an opponent and then they should have to be rescued

      If you do that you may want a requirement for the captured leader to have to stay in their own country (under foreign occupation) or the USA could ship Mussolini off to the US and make it difficult to free him.

    • FlashmanF

      Merchants and Marauders

      Other Games
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      FlashmanF

      My Crew Cards idea for the game: Here be the English crew

      M&MCrewEnglandjpg.JPG

    • FlashmanF

      Pirates

      Other Games
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      Guerrilla GuyG

      It looks fun! Pirates make anything fun though…

      GG

    • FlashmanF

      New Russia

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      FlashmanF

      In general I favour unlimited free rail movement during non-combat, which would make the TSR irrelevant for this.
      It’s more a case of keeping the line open to gain western aid in a similar way as the Burma Road. Maybe the line allows the west to pay for upgrades of Russian infantry to mech infantry, which was one of the main benefits of the program.

    • FlashmanF

      Should A&A 1940 be a four sided game?

      House Rules
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      bennyboygB

      Are you working on a setup for this? I’d be willing to try it out as long as it doesn’t alter the OOB map at all.

    • FlashmanF

      Fighting together

      House Rules
      • • • Flashman
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      VariableV

      If you used a “General” piece for each nation, a player could choose one TT to place him in each turn to “take command” of all friendly forces in that TT. Just a thought, I haven’t tried it out yet.

    • FlashmanF

      Ships in Port

      House Rules
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      Imperious LeaderI

      You took my ideas.

      ports protect from naval combat, but not air combat ships don’t get any movement bonus ships may only be build and repaired in port AA gun in Territory protects ships as well one change from our versions: if the Territory is captured the ships are considered “dislodged” and placed at sea ( they are not captured). IN that case if you had enemy ships in the sea zone a battle will be fought. SBR on the port can still take place as per OOB, in this case the only effect is you cant build new ships or place them in that port till repaired, but they still protect against air attack. optional rule: air raids… if the nation is being attacked for the first time roll one D6, 1-3 success/ +1 on all attacks that round, roll each round and reduce die by -1 ( 2nd round 1-2, third just 1)
    • FlashmanF

      Cavalry

      House Rules
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      shintokamikazeS

      check out the best 1/72 sets ever,i have been collecting a long time

      http://www.plasticsoldierreview.com/Review.aspx?id=822

      http://www.plasticsoldierreview.com/Review.aspx?id=776

      http://www.plasticsoldierreview.com/Review.aspx?id=1211

      http://www.plasticsoldierreview.com/Review.aspx?id=1387

    • FlashmanF

      New Himalayas for Global

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      FlashmanF

      All 3 Iranian tts are pro-Axis.

    • FlashmanF

      Historic set up

      Axis & Allies Global 1940
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      M

      He didn’t want to be left out like a child, lol.

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