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    Topics created by Flashman

    • FlashmanF

      Double impulse surprise attack

      House Rules
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      C

      These are all concepts used in ZENO Games World at War AA expansions from the 1990s. Cool stuff. German double impulse attack G1. Jap double impulse suprize attack anytime it wants once during game. can you say Pearl Harbor anyone. Oh yea, Soviets pay Germany 5 IPCs per turn for not attacking them for like the first 4 turns. Like these rules ALOT!

      We play that version for years and I liked a lot but now it’s time for change but with the double impulse, player lost a lot of time to play and time is our worst ennemy!
      For the next game,we’re gonna use a different rule for the bliztkrieg and the sneak attack!

    • FlashmanF

      The case for Kiev

      Axis & Allies Europe 1940
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      FlashmanF

      The Soviets would have to give up Kiev early on.  The payback is that if they weather the storm it gives them something important to grab back before Germany is beaten.  There’s certainly a stronger case for a starting factory here than, say, Stalingrad.

      The problem with Vladivostok is that the map places it in Korea.  Similarly Cape Town would be in the anomalous “South West Africa”, hence (I assume) the suggestion of JoBurg.

      Addis Ababa is another possible for making Africa more valuable, and giving Italy something else to defend.

      I also like Peking (a Soviet target in Japanese territory); Novosibirsk VC would be Chelyabinsk (the reverse).

    • FlashmanF

      The Hitler Options

      Axis & Allies Europe 1940
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      FlashmanF

      You mean the Persian corridor:

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

      I’m currently compiling a list of all potential convoys and land supply routes.

      In essence it means that ALL income from overseas territories has to be transported via a convoy or overland route.

      So far there are 4 Russian benefit routes;

      Scotland - UK Arctic Convoy - Karelia

      Iceland - US Arctic Convoy - Karelia (there probably needs to be a convoy from EUS to Iceland)

      West USA - US North Pacific Convoy - SFE

      India - Iran - Caucasus

      In each case the Allies must control all 3 stages to have the option of transferring income to the USSR.  The PC income comes from India, which has a big block of UK income (India is always massively undervalued in official A&A games).  Normally the UK transfers India/Burma income to the UK via Convoys to Egypt, then by another to the UK.  But it can choose to divert 3 per turn of this to Russia.

      Similarly the US has 3 Atlantic convoy routes to the UK, with which it can send income even when not at war.  It’s up to the Germans to decide if it’s worth attacking these and triggering a full US intervention.

      There is also a Canadian convoy to the UK which needs to be kept open to transfer Canadian income direct, although this could be spent building units in Canada.

      I’ve also listed “trade” convoys from South America to Europe, and of course from all overseas colonies to the main production centres.

      The main problem is what to do when Japan takes over eastern routes; should there be an interlinked network of shipping routes so income can be transferred by any reasonable route to and from anywhere, with convoy boxes at staged intervals allowing enemy disruption?  The Phillipines could become a major bottleneck for Japanese loot from the DEI…

    • FlashmanF

      Happy New Year!

      General Discussion
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      RazorR

      happy new year must our leaders make peace worldwide and feed the starving kids in africa

    • FlashmanF

      Loss of Capital in Global Game

      Axis & Allies Europe 1940
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      ?

      @i:

      @Brain:

      @i:

      well mabe you tweke that abit so you can only do 50% damage to factoreis when attakeing but defending you can kill it if you what

      What?

      i meant if you attack you can only do 50% damage but defending you can do 100% damage
      1damage=1hit
      so if you have ten inf and roll 5 2 when defending you can take those hits and damege you indestrey.

      Still a little lost

    • FlashmanF

      Larry speaks out

      Axis & Allies Pacific 1940
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      ?

      @Razor:

      Whatever this silly thread was, it belong in General Discussion Forum, and not here, Tommy !

      Well then, maybe one of the mods will move it there.

    • FlashmanF

      American Civil War (Eagle Games)

      Other Games
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      Imperious LeaderI

      I have this game too. It has little value. Even the pieces are too ugly and huge and are made with the wrong plastic.

      Eagle was the old Helen of toy game company circa 1960’s.

      All their games belong to the inside advertisements of comic books and deserve no other realm.

      I knew they would be out of business before long.

    • FlashmanF

      Four Pwer Game

      Other Axis & Allies Variants
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      FlashmanF

      The basic idea is that the game has a natural balance, in that Germany and UK/USA should each give equal emphasis to both fronts in order to prevent handing a walkover victory to whichever opponent they don’t attack.

    • FlashmanF

      Ships in port

      House Rules
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      FlashmanF

      To clarify some details:

      The unit is placed OVER the land/sea border.  This indicates that the ship is in port, but also keeps track of which port it is in (i.e. it must enter and leave by the same sea zone.)

      Ships in port can be captured, but I suggest allowing the defender an attempt to scuttle the ships before any combat rolls are made. Perhaps allow one scuttle for each 6 rolled per combat round; maybe each attempt must be taken in lieu of a return fire from a defending unit, i.e. you target your own unit rather than the enemies?  Each roll should target a specific naval unit.

      This links with my campaign for wider oceans, with a minimum 2-turn Atlantic crossing leaving a “killing zone” for the U-boats in mid-ocean, or forcing the allied convoys to take the long route via Iceland/Greenland.

      I’ve also suggested making every ship dock in port on each and every turn of the game.  This can be at any time during the turn, and may just mean staying where it is as long as it can be demonstrated that the ship is within range of a friendly port and back (it shouldn’t cost movement points to move in/out of port).
      This can make previously worthless island territories valuable fueling stops.

      I mark important ports on my maps, these also serve as ship building and repair facilities. Usually they’re sited on the junction of a land and two sea zones, allowing ships to sail out into either adjacent SZ.

    • FlashmanF

      Flashman's Brief Review

      Axis & Allies Anniversary Edition
      • • • Flashman
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      RomulusR

      Ok it is rigth and interesting.

      However, I think that they are too much details for a light wargame like A&A.
      There are a lot of things that are different from the real world and from the real History in A&A.
      Simply I do not feel the needs for them i nthe basic rules set. Thay could be fine house rules.

    • FlashmanF

      KBF

      Axis & Allies Anniversary Edition
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      naturesprankN

      Buying a carrier and some other boats (usaually dd + tr) in G1 seems to be the default move in our gaming group. It is an effective way to shuttle men to Kar, protect Fr and Scan, and threaten any UK1 boat builds. This does ease pressure on Rus quite a bit knowing that Ger ground units won’t be marching on them, so Rus needs to be aggressive in capturing and holding tt Ger needs for its NO.

      Meanwhile, an effective counter to the G1 fleet build may be to focus on ITA with UK air. By taking out the Med fleet, ITA and GER are denied Africa and NO income. Without its fleet, ITA can not assail Cau, either, which allows Rus to concentrate on GER while the Anglos get ramped up.

      These forums offer so many good ideas and strategies. I hope I have time to try them all!

    • FlashmanF

      Four Power Game

      House Rules
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      Emperor_TaikiE

      This is a great idea, i have alwasy thaught axis and allies could be a great free for all game(within some hitorical limits) like risk and diplomacy.

      now with this edition they have a starting date where that might makes sense

      I still have yet to aquire my copy of AA50, but when I do i am definently playtesting this

      I was thinking how unhistorical it would be for England to let Japan take the pacific in exhacange for attaking the US so Britian could use them sooner.

      but on second thought, I think Winston Churchill is as quoted saying immeditly after Peril Harbor “We have won the war”

      It isn’t that unbleivable is it, British agents influenced or paid off the Japanese High Command
      Bill Slim said he never had enough of anything in Burma. Was that the deal, your navy attack Peril Harbor and i will make your armies time in Burma easier

      if that did happen was that even wrong? if anything American pasifism and isolation was right

      of course it is riduclous, the Japanese had every resaon to attack the US
      which is why their should be some japanese running out of resources rule

      but it is cool idea’s like this that would make this variant really enjoyable

    • FlashmanF

      Brief summary

      Axis & Allies Anniversary Edition
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      FuncionetaF

      @Flashman:

      Why isn’t Australia US controlled?

      Two reasons:

      UK represents mainly Commonwealth and Australia was in Commowealth More important, balance: a USA controled Australia would be too powerful. Just build a USA IC in Australia and start buying ships there (mainly acs), with figs buyed on wusa. Japan toasted
    • FlashmanF

      Flashman for hire

      Other Axis & Allies Variants
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      Imperious LeaderI

      About freeking time!

      Yes a new map is being prepared. Look at the old one and compare.

      Also, read the AARHE rules and look at Dragon 21’s map

      Another map by another poster was also produced.

    • FlashmanF

      Battleship rules

      House Rules
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      FlashmanF

      Yes, it would need rules for repairs; the choice for attackers is to cripple the entire enemy fleet in the hope of inflicting huge repair coasts, or to target and sink capital ships while taking the greater number of hits from escorts and fighters this would involve.

    • FlashmanF

      Axis And Allies Agents

      Other Axis & Allies Variants
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      FlashmanF

      Mmmm, didn’t know where to put it.

      Started out as a WWII game, but the theme changed a bit…

      Anyway I’ll post when I have more stuff, but at the moment I’m working on Advanced Kingmaker, but I will try to get round to AAHE1939 or whatever it’s going to be called soon.  Honest…

      DogsBoardV3SIMPLE25%.png

    • FlashmanF

      Dirty Little Secrets

      World War II History
      • • • Flashman
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      Crazy IvanC

      I’ll put that book on my Christmas wish list, thanks Flashman.

    • FlashmanF

      Axis and Allies Complete

      Other Axis & Allies Variants
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      kcdzimK

      @Rorschach:

      4 year old discussion people.  ;)

      No doubt.  Doc Brown called, he wants his time machine back.

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