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    Posts made by GuamSolo

    • RE: Best House Rules ever!

      I haven’t played with paratroopers yet, but the thread that discusses this unit seems to advocate strongly for a limit of one trooper per transport when going into battle (combat move), but then allow for the transport of two in NCM.

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: House rules for using the new 1941 sculpts in other global games…

      Here are some of the elite infantry types we are trying to integrate into our “house rules” game play, all of which we thought had historical context to the war:

      Russian Elite Guards: Initially, the organization and effectiveness of the Red Army was disastrous.  As the war progressed there was a reorganizing of the Red Army. Following victory in some battles, the Red Army was selecting those units which had particularly distinguished themselves in battle and using them as ‘core’ units around which to build up elite formations to which it was applying the designation…“GUARDS”.  They generally had a higher establishment of life-saving artillery and automatic weapons, a greater basic load of ammunition and, for much of the war, a priority on supply allocations. Attack on a 2 or less and defend at a 3 or less in original Soviet territories. Max of 4 Guards units total.

      Russian Partisans: Russia conscripted many of its civilians to help defend their cities. The partisan units may never leave the city, defend at a 1, and do not participate in attack.  A 0-1-0-2 unit with max of 5 per city.  Additional unit characteristic - Insurgency

      British Commandos: After the events leading to the Dunkirk evacuation, the Prime Minister of the United Kingdom, Winston Churchill, called for a force to be assembled and equipped to inflict casualties on the Germans and bolster British morale. Churchill told the joint Chiefs of Staff to propose measures for an offensive against German-occupied Europe, and stated: “they must be prepared with specially trained troops of the hunter class who can develop a reign of terror down the enemy coast.”
      Unit characteristics: Act as normal infantry except gaining a +1 during the first round of attack/defense. Limit of 1 unit per round (max of 6). Additional characteristic: May perform RAIDS prior to a battle.

      U.S. Army Ranger Paratroops: United States Army Rangers are elite members of the United States Army.  In May 1942, the 1st Ranger Battalion was sanctioned, recruited, and began training Northern Ireland. Of 500 volunteers who first formed the Rangers only 87 were alive by the end of the war.  Rangers participated in raids taking out important targets and/or holding vital roads/bridges, the invasion of Normandy, hiked one thousand miles over the Himilayas to cut off the Burma road from the Japanese, as well as leading the invasion of the Philipines. 
      Unit characteristics: Attack at a +1 on turn (all rounds) that unit is air dropped, then acts like a regular infantry; May also perform Raids.  U.S. may begin purchasing these units when at war (max of 6 total).

      We are also using Japanese SNLF, Waffen SS, Italian Bersaglieri, and Marines (pacific theater).

      Just showing some historical context for these - although it is my understanding that Larry Harris always envisioned that all these types of units are represented in the pieces provided in his games.

      We are trying to keep game balance in mind by limiting numbers, and providing elite units for both the axis and the allies.

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: House rules for using the new 1941 sculpts in other global games…

      IL - Have you played HBG’s 1939 Global Variant?  Because they use elite troops in that game and I was wondering how it might have played for your taste?

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: House rules for using the new 1941 sculpts in other global games…

      I like the idea of improved production with the hero.  It kind of reminds me of the series “pacific” where that one hero from the battle of Guadal Canal traveled around helping sell war bonds.  Only, he ended up going back and fighting in Iwo Jima and was killed.

      Haven’t had time to play test any of the rules we have been working on though!

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: House rules for using the new 1941 sculpts in other global games…

      IL - Don’t you have essentially three kinds of artillery in your list?  (I am thinking that your SPA is a type of tank destroyer?) How do represent heavy artillery for each nation as differentiated between it and regular artillery?  I know some sets have different artillery pieces but there aren’t enough sets out yet, or do you just borrow and paint it as needed?

      Also, why no elite infantry?  I borrowed the idea from some of your past threads.

      I agree that there are a lot of units between OOB/HBG/FMG, but I don’t plan on using every unit type they put out.  We don’t use any of the trucks, armored cars, or alternate artillery pieces.

      It doesn’t seem overly complicated to have two infantry types, three tank - with TD as a fourth, two artillery types, along with the mech infantry.  However, I haven’t had the time to really play test anything.

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: House rules for using the new 1941 sculpts in other global games…

      With all the new units coming out we tried putting together a list for integrating all the new HBG/FMG/AA41 units.  
      All our elite infantry have differing special characteristics, such as raiding capability (British Commandoes).  We also limit the number of builds per turn for elite and heavy TD/tanks.  Haven’t play tested yet.  We are using a 6d system.

      Infantry                                 1-2-1-3
      Elite Infantry                          2-2-1-4: +1 1st round of Att. or Def.
      Mechanized Infantry               1-2-2-4: blitz with tanks
      Artillery                                 2-2-1-4: supports infantry in attack
      Light Tank                          2-2-2-2@9: blitz, +1 com. Arms w/ Med or Heavy armor on attack
      Mechanized Artillery (SPA)      2-2-2-5:supp. inf; 1st strike salvo
      SPG (tank destroyer)              2-3-2-5: blitz, tank hunt on roll of 1
      SPG (Heavy TD)                     3-4-1-7: tank hunt on roll of 1
      Medium Tank                         3-3-2-6: blitz, combine arms w/ Tac
      Heavy Tank                            4-4-1-8:

      I have seen similar charts done in house rules some time ago, so we borrowed from others and we put the chart together with the new units specifically in mind. **One example: Heavy tanks - HBG Hellcat for USA, Tiger from AA41, and IS2 from AA41 or KV from HBG.  **Appreciate any thoughts.

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: FMG COMBAT UNITS - Rules: AIR TRANSPORT

      We just made air transports cheaper in our house rules and they have no combat value and are taken last.

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: House rules for using the new 1941 sculpts in other global games…

      I love your ideas.  I have been working on an extensive set of House Rules that we will be using soon in our group. 
      We will borrow some of your thoughts here.

      One question:  If we use the IS-2 as a heavy tank then how can we use the KV tank that is coming out in the HBG set?  Both heavy tanks but should there be some distinction between them?

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: HBG Rail Guns [Acrylic Markers]

      I like that idea IL about assigning historical significance.

      I was going to give you a “+1” for the above comment, but I see it will be swallowed up by your LARGE negative rating and will go unnoticed.  I could bounce around and give you a lot of positive marks - because I am assuming that is what someone else has done.

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: .

      Even though it is not sushi: Outback Salmon filet - the very best tasting fish served anywhere.

      posted in General Discussion
      GuamSoloG
      GuamSolo
    • RE: New Feature: Good Post/Bad Post

      There you go Empireman, feel better about yourself.

      posted in Website/Forum Discussion
      GuamSoloG
      GuamSolo
    • RE: HBG Rail Guns [Acrylic Markers]

      I don’t think it is too powerful.  Has anyone come up with parameters for a siege yet?  Perhaps:

      1. Rail gun chooses between siege (SBR) exchange or the targeting of units.
      2. Siege: one roll of a 6d for damage to IC facility.  No counter to it by enemy - like V2 rocket fire.
      3. (OR) First strike Salvo in attack: Roll 2 dice hit at 4 to have a maximum kill of two units that can’t fire back.

      However, the enemy has to be able then to target it for destruction.  It should be able to be subject to bombing.  Thoughts on rules for this?  Realistically, successful bombing of it would totally destroy it and it would be replaced by a new one which could be too expensive.  Can it just be damaged and repaired like a base or airfield?

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: .

      Some yes, like tuna, but I had eel once and that ruined it for me.  It just slid its way down because it was so slimy.  First time ever though I took the sushi and smothered it in the generous helping of green avocado paste that accompanied it - which turned out to be wasabi.  Stupid tourist that I was gave people a laugh.  My favorite place was small restaurant in Japan where you sit at a bar and there is a conveyor belt carting plates of sushi in front of you.  You can try lots of different kinds just picking up a plate off the belt.

      posted in General Discussion
      GuamSoloG
      GuamSolo
    • RE: HBG Rail Guns [Acrylic Markers]

      That’s what I thought you meant, except for the Naval targets.  I hadn’t thought about them actually moving before impact.

      One other question: how would you use it against victory cities?  Are you referring to having impact on IC’s?

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: HBG Sea Mine, Research, Radar, SS Markers & Land Mine [Acrylic Markers]

      I thought four rolls @1 for the reason I mentioned earlier:

      Choice #1: $6 for mine = 3 rolls @1 prior to battle
      Choice #2: $6 for 2 infantry = 2 rolls @2 each round, can take hits

      “The difference between the land mine and AA guns is that even with one hit you are taking out an aircraft which is worth it.  Odds are with the mine you are taking out an infantry, maybe two, but probably none - economically your are going in the hole most of the time.  But the possibility of hitting an aircraft with AA guns makes the three rolls a better deal, both economically and defensively to win the battle.”

      Thanks for you thoughts IL, by the way HBG just posted their rules for these on their website.

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: HBG Rail Guns [Acrylic Markers]

      I like the thought here.  What do you mean by “border shot?”  Do you think this gun could fire at ships if it is located on the coast?

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: HBG Sea Mine, Research, Radar, SS Markers & Land Mine [Acrylic Markers]

      Originally I thought you were advocating for a limit of one mine for land as you were with the sea zones.  Sea zones made sense, but not land mines.  If you would allow for more than one land mine then it makes more sense.  Otherwise why spend $6 to roll three dice @1 only one time when you can roll two dice @2 ( two infantry) multiple times, and take hits?  The difference between the land mine and AA guns is that even with one hit you are taking out an aircraft which is worth it.  Odds are with the mine you are taking out an infantry, maybe two, but probably none - economically your are going in the whole most of the time.  But the possibility of hitting an aircraft with AA guns makes the three rolls a better deal, both economically and defensively to win the battle.  If a mine were 4 rolls @1 then the mine becomes worth the investment by the defender.  You spent $6, good chance of hitting at least once, possibly two, and on rare occasion three!  At least the investment becomes more appealing, but still risky because in the end you may still wish you had spent the money on infantry.

      I am just thinking out loud here so feel free to push back on my logic.  It has been known to be off sometimes, at least that is what my wife says.

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: Some projects I have been working on.

      Very cool.  How do you paint the emblems such as the German cross or Canadian Maple Leaf?  I have tried using a tooth pick.  After painting a dozen, which didn’t look as sharp as yours, my eyes always hurt from focusing so tiny.

      posted in Miniatures Painting & Modeling
      GuamSoloG
      GuamSolo
    • RE: HBG Sea Mine, Research, Radar, SS Markers & Land Mine [Acrylic Markers]

      I think you are right about the sea mines.  Probably good to limit them to one per sea zone then, but still worthwhile as they can cause some valuable damage.

      What then regarding land mines?  Should there be any limit at all?  I think sea zones having more staying power as ships would continually move through the zone throughout the game.  Land mines would defend against an approach by an enemy and be used prior to battles, which if you lost the battle the mines would be removed.  Only if the enemy withdraws and then attacks again would the mines get another shot.

      Second question: Do you think land mines should get more than three rolls?  It might make them realistically more appealing and cost effective for a defense as opposed to just buying infantry?  4 rolls per mine?

      posted in House Rules
      GuamSoloG
      GuamSolo
    • RE: Just a Suggestion…

      I agree - that would be a nice feature.

      posted in Website/Forum Discussion
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      GuamSolo
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