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    Topics created by GGleize

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      Escort & Interceptors option rules

      Axis & Allies Anniversary Edition
      • • • GGleize
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      G

      In fact for the moment we still love the AA42 2d Edition for many reasons like the interception rules that is officially this way :

      Both the attacking bombers and fighter escorts, if any, fire with an attack value of 1.
      For each “1” rolled, a defending interceptor is immediately removed as a casualty. The surviving defending interceptors then fire with a defense value of 2.
      For each result of “2” or less, the attacker chooses a casualty and removes it.
      After the air battle is complete, or if there were no defending fighter interceptors, surviving fighter escorts are considered to be
      retreated. They don’t participate in the actual bombing raid, are not subject to antiaircraft fire, and will remain in the territory
      until the Noncombat Move phase. Any surviving attacking bombers carry out the bombing raid as described above.

      Plus we ask the defending factory to pay directly in IPCs the bombing (max twice the value of the territory) like in the old versions!

      Fast & Fun!

    • G

      [1942 SE] Changing LH Patch

      House Rules
      • 1942 2nd ed • • GGleize
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      Imperious LeaderI

      @GGleize ok but adding 12 ipc to allies especially Russia isn’t the same as just moving a German bomber. Germans can use a bomber admittedly, but a Russian bomber is alot more needed than saving the German bomber imo. Minimally, you need to move both German UKR planes away .

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      Two minor changes we enjoy

      House Rules
      • • • GGleize
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      Der KuenstlerD

      @GGleize:

      Hello,

      The only two rules changes we are still using after several battles because useful and no disadvantages noticed yet are:

      The BB needs 2 hits to be destroyed but IN A ROW - So if the defender decides to take a damage on a BB > The very next hit (if any) during the battle must be one this same BB. This to avoid the 2 or 3 BB “damage shield” of 2 or 3 hits at the start of the battle. Notice that this do no weaken the big advantage of each BB to bring +1 hit point to the battle.  And for example 2xBB + 2xDD will still bring 6 targets to be destroyed by the enemy instead of 4.

      We play where every other hit HAS to kill or sink something. So say you get three hits on your navy. The first hit you can take free on your BB, but the second hit you have to sink the BB or a different smaller vessel, or lose a plane. Then the third hit you can take free on a different battleship, etc. Works good for us!

    • G

      Starter Map

      House Rules
      • • • GGleize
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      G

      Hello!

      To teach the game (1942.2) to my son (12) who, like many kids, isn’t very patient > I created on my kitchen table a simple map to play 1vs1.
      Each square is a territory / Their value is written on them / No diagonal moves / Both side begins with a single Industrial Complex and no unit.
      So both side starts with 16 IPCs / That is their total starting points (1 territory of 10 + 6 territories of 1) / First to reach 40 immediately wins.
      My son enjoyed … And won!

      To be said: I didn’t draw any map but just used the white sides of 36 nation tokens to place at the intersections.

    • G

      1942.2 Red Bomber or USA First?

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      • • • GGleize
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      For info we played twice with this rule and the result is 1/1 … mmm …  
      Maybe it’s because we are not much experienced and we donno how to play the allies the best way as all newbies?

      Anyway this “Rounded IPCs” option rule seems to balance the game and we’ll keep on testing it! If it comes around 50/50 on the long run = Perfect … But if it comes around 55/45 for the allies (with better allies moves by more experienced players) = Let’s say it’s a more historical tendency and I feel like it’s normal for the Axis player to be the underdog trying the challenge to change history!

      And maybe the point is that as a frenchman I’m not too much fan of the Axis … Ha Ha!

    • G

      [1942.2] Balancing Russia

      House Rules
      • • • GGleize
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      A

      I think the USA non-combat turn zero pretty much balances the game 50/50! If you want, you can give the Axis a bid of 3 to 6 IPCs, but I doubt it’s necessary.

      I don’t think Russia gets erased by Germany. Russia actually starts with a healthy number of troops even out of the box, and because Russia goes before Germany, Russia has a chance to shape the European map in its favor. With an USA turn zero, the Allied Atlantic fleets will survive, which means much earlier Allied pressure on Norway/France/Morocco, which really limits Germany’s ability to secure a permanent economic advantage against Russia. In other words, in my opinion, the problem with the OOB 1942.2 setup isn’t that Russia is too weak – it’s that the US & UK are too weak. Giving the USA a zero turn helps protect both US & UK assets, which fixes this problem.

      Related to #2, if you haven’t already read Black_Elk’s sticky thread on Russian Openings, you really need to. It will totally change the way you see the 1942.2 board.
      https://www.axisandallies.org/forums/index.php?topic=35487.0

    • G

      Battleships as a shield

      Axis & Allies 1942 2nd Edition
      • • • GGleize
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      G

      mmm … We did try the “Battleship must be hit twice but in a row” house rule and … For the moment it works well!
      Now the fleet owner feel obliged to protect those big BB & AC with little units like in the “old AA days” and during WWII

      I stop here because double post on this subject –-> https://www.axisandallies.org/forums/index.php?topic=35629.msg1753059#msg1753059

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