dear future Reader
@SuperbattleshipYamato
this was fixed in edit
Posts made by Grinchveld
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RE: Surrender, BUT KEEP PLAYING!posted in House Rules
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Is there a way to add house rules as a pdf?posted in House Rules
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at the end of a round one side may surrender, the opponent can accept the surrender or the game ends.
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Players pick a number of victory cities/capitals that will decide a victory
If not decided at the beginning players agree on a number of victory cities. If players cannot agree, play to a total victory. -
Players bid how many rounds they can operate the surrendering side before losing.
The goal for one side is to just stay alive for that many rounds and the other much achieve the victory conditions in that time. -
The side that accepted the surrender decides which side bids first. Each side must accept the bid or bid a higher number.
Say the Axis want to surrender, and it is a total victory Game. (this was agreed upon at the start)
The allies player offers a bid “If I control the Axis, I can hold off a total victory for 6 more rounds”
The axis player can accept OR bid higher. Keep bidding until one side acceptsIf the Surrendering player wins the 2nd part of the game, it is a tie, if the Victor player wins the 2nd leg they achieve a double victory.
(if a bid of zero happens that means you didn’t surrender quick enough and you should just end the game)
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Aircraft Proximity Effecting Combat Powerposted in Customizations
Axis and Allies has a scale problem, which is the nature of the beast when you try to put ww2 in a box.
A turn is supposed to represent several months, and in a single turn A bomber can fly from the UK and hit the Mediterranean sea sinking infinity transports
I do enjoy creative use of plans and figuring out weird flight paths, but it does give air power an insane ability.
historically/thematically, air power was more powerful when the bases were closer to the fight. (why fighters defend better than they attack) So could we have a feature where air power is reduced at greater ranges?
Some ides I have,
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Air Power uses 1 movement every time they don’t retreat. (let plains retreat, individually & separately whenever they want) my favourite but tricky to track
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Air power only stays for 1 or 2 rounds of combat unless they are adjacent
3)
Air power’s attack is reduced to the remaining movement the plains individually haveI’d like to see if there are other rules like this but i did not find them
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RE: If anyone is interested in making a TripleA module of this….posted in Global War
I am going to make this map! Looks really kool!
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RE: Total World War 3.0 7 playersposted in Team Games
@Caesar1 sorry i lost the file, this thread is not easy for me to find the most current saves, naming them better would help
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RE: Total World War 3.0 7 playersposted in Team Games
i thought my turn was done. the latest save i had went to the USA but honestly if It is china, I am just turtling building mountain infantry until all my troops are dead
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RE: Total World War 3.0 7 playersposted in Team Games
@mainah it would be nice if the file name was something more specific than savegame
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RE: napoleonic empiresposted in Play Boardgames
They don’t give you $ but stop the original owner from collecting part of their income
