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    Posts made by hengst

    • RE: Advice to Renegade! What is on your top 10 for adjustments to G40 3rd edition?

      @the-janus COMPLETELY agree.

      Most of these suggestions don’t even make a lick of sense of the scale of A&A. On the Renegade discord I’ve been vehemently arguing against this sentiment for a while.

      posted in House Rules
      hengstH
      hengst
    • RE: 1962 Cuba Crisis Variant

      @all-encompassing-goose Awesome! I always liked the idea of reducing actions per turn just because it does make turns go faster, so one player isn’t waiting forever for the other :)

      posted in Other Axis & Allies Variants
      hengstH
      hengst
    • RE: 1962 Cuba Crisis Variant

      @all-encompassing-goose You might want to consider Twilight Struggle-esque rules for influencing neutrals. Rather than each nation having to go to 0/40 (could it be 20/-20 instead?), each nation has a certain threshold for “successfully influenced” based on the stability of that nation–weaker gvmts are easier to influence.

      Would also be interesting to have an asymmetry in how the powers influence nations. Perhaps the Warsaw Pact rolls at -1 but each successful influence by them adds a bonus influence to the track of each nation adjacent to it? Perhaps NATO gets an automatic +3 to each nation they try to influence, but the Warsaw Pact gets to choose one or two nearby nations to add an additional influence to.

      I think given that it’s the Cold War, perhaps you could change the A&A system somewhat to reflect the less-than-total-war nature of the conflict. Perhaps you get 8 actions per turn, and must distribute them among any combination of combat, non-combat, and diplomacy rolls.

      Do you play on playtesting the rules soon? Excited to see how it goes!

      posted in Other Axis & Allies Variants
      hengstH
      hengst
    • RE: Goose's Axis & Allies 1940 House Rules Thread

      Will be watching this thread.

      posted in House Rules
      hengstH
      hengst
    • RE: Tucson G40Mk6 (Advanced Global 40, full ruleset & setup sheets)

      @all-encompassing-goose Please try to adapt it & let me know how it goes! I have it balanced for global interactions, mostly with regards to the British & Russians.

      posted in House Rules
      hengstH
      hengst
    • RE: Tucson G40Mk6 (Advanced Global 40, full ruleset & setup sheets)

      GAME REPORT:

      • Allies pursued a bold “big France” strategy. Broadly KGF.
      • Axis pursued a rapid Middle East strategy combined with a slow Russia push. Sea Lion threat to roll up the Empire in defense.

      IMG_20230121_112303413.jpg
      IMG_20230121_122332640.jpg

      ROUND ONE:
      Germany builds a standard carrier+destroyer+sub. Doesn’t commit Bismark. All very standard Sea Lion threat stuff so far. Takes out 109 easily, no scramble. Scramble into 110. Great rolls from the UK, kills two (?) planes & loses none. Great success! Overall, an easy Paris. Some infantry left.

      Japan buys 3 transports.

      UK is on the clock now; France goes Vichy at the start of her turn. UK has to decide what to save. Chooses to take the 105 battleship+transport (with a cruiser) & the 92 sub+cruiser (with the Gibraltar battleship). Leaves the 93 sub+destroyer for the Axis. With the crazy “big France” strategy, UK liberates Syria, Vietnam, Morocco & Madagascar, giving Free France an astonishing 8 income at the cost of a lot of UK transports. UK tries to keep the Med battleship alive by building an airbase in Gibraltar, hoping it’ll pay dividends for when the US arrives. Drops 3 fighters on it. Otherwise retreats into the Red Sea, killing the Italian destroyer+transport with planes & the sub. Blobs everything else in 109.

      Italy takes Syria & Yugoslavia post-German-strafe/retreat. With no pressure from the UK in the Horn of Africa (UK went for Big France plays instead), expands to take all the Horn & claim that new national bonus. Currently making 19 IPCs after bonuses.

      China concentrates in Yunnan & retreats in the north.

      Russia retreats from both borders.

      US buys into both seas.

      ~

      IMG_20230121_135304149.jpg

      IMG_20230121_135313634.jpg

      IMG_20230121_141024413.jpg

      ROUND TWO:

      Germany buys 5 transports & postures in SZ 112. This clears the channel & 109 of subs, opening up strategic movement options to London for the first time. Germany captures the Vichy sub & destroyer.

      Commonwealth goes into Persia. She sends 6 infantry (the max) in the UK, drawing from Calcutta, Malaya, and Australia.

      Japan pushes along the coast & buys 3 more transports. Now they have 9!!

      UK recalls all available planes & boats to the channel. Builds max infantry (6) & some ships for 109 (via Scotland). Recalls to London land units from Canada, Cairo (whoops), India, & S Africa. Can’t contain Italy on the Horn. Balls up in Cairo.

      Italy takes Cairo! With land units to spare. Suez is sealed.

      Russia returns to the Japanese border.

      Free France attacks Vichy France, liberating Algeria.

      US buys into both seas.

      ~

      IMG_20230121_144445356.jpg

      IMG_20230121_143116469.jpg

      IMG_20230121_154527086.jpg

      IMG_20230121_154519963.jpg

      ROUND THREE:

      Germany smashes her fleet into the channel; mutual annihilation & a few planes lost. Swings all transports loaded into Stalingrad along with a general offensive into Russia. Soviets take NW Persia, preparing to open the Caucasus lend-lease route next turn.

      Commonwealth balls up around Malaya.

      WAR DECLARED! Japan explodes over the map, taking all four money islands, Hong Kong, & the Philippines in one move. Attacks Russia AND IT GOES HORRIBLY. Full infantry wipe the first round! Only planes left. Mongolia activates.

      London cleans up German subs in the North Atlantic, regaining its full economy. Starts shucking to Johannesburg, preparing to retake Africa.

      Italy claims Iraq, gaining the pro-Axis infantry. Explodes over Africa. Is collecting all her bonuses–terrifying. Lands in Morocco, defeating the Free French.

      Russia counterattacks in Manchuria with planes & infantry. Mutual annihilation. Many Japanese planes dead, only a few left. But Japan can rebuild & Russia cannot…

      China pushes.

      America goes to Morocco to support the French & British with what small fleet she has in the Atlantic. Nukes Italy easily.

      France does France things. Builds a tank & infantry in French West Africa to try to stall Italian expansion.

      ~

      IMG_20230121_155957199.jpg

      IMG_20230121_163903072.jpg

      IMG_20230121_163858953.jpg

      ROUND FOUR:

      Germany continues the war with Russia.

      Commonwealth kills four Japanese transports & contests Java. Takes Iraq back from Italy.

      Japan swings her loaded transports into the Chinese in Kwangsi, wiping the bulk of their army out with some difficulty. Only artillery & tanks are left. Japan severs the Pacific lend-lease route into Russia.

      UK continues building in S Africa. She clears German subs blocking the Arctic Convoy route.

      Italy continues to gobble up Africa. She recaptures Iraq, blitzes into Persia, shucks more units in Libya, takes Gibraltar, seizes Crete & Cyprus, and declares that the Axis have achieved their five stated war aims in Europe. The Allies have a single turn to reply. Italy is collecting 52 IPCs. This will be peak Italy. She has severed the Persian lend-lease route to Russia. It will never be collected upon.

      IMG_20230121_172353855.jpg

      IMG_20230121_170542236.jpg

      IMG_20230121_174828599.jpg

      China reinforces. Russia goes into China. Russia collects the Arctic Convoy lend-lease route, but no more. This will be the first and only lend-lease that reaches Russia.

      America retakes Gibraltar and reinforces Morocco. Seizing upon mispositioned Japanese transports, they dodge into Sydney to threaten the Money Islands further. This is the first turn they buy only into the Atlantic.

      The Free French make a semi-suicidal strafe on the combined Axis fleet waiting on the other side of the Strait. This is to soften it up for a British blow. France brings more Free French units to Morocco (from London), enough to take a victory token from the Axis. Disaster is averted for now.

      ~

      IMG_20230121_190110535.jpg

      IMG_20230121_190120104.jpg

      ROUND FIVE:

      Italian Middle Eastern oil continues to fuel the German advance into Russia. Germany buys a buttload of subs & closes the Arctic convoy route. She is trying to re-take Leningrad, and American-built mechanized infantry & tanks aren’t welcome in front of them.

      Commonwealth takes Borneo. Japan retakes. Japan positions itself at Hawaii. Commonwealth prepares to contest Iraq again. Japan is rebuilding ground units. Commonwealth is still balled in Malaya.

      Britain sends her subs & all her planes to wipe the remaining combined fleet out of the Med. The Med isn’t open yet, but it’s getting there, and is right now full of submarines. London retakes Kenya, denying that bonus to Italy.

      Italy defeats France & blows open west Africa. Italy opens the Suez to herself. Italy makes some daring maneuvers to bomb Volgograd & deny recapture of the Caucasus to Russia.

      China masses in Yunnan.

      Russia retreats. She is receiving no lend-lease support.

      US returns to Hawaii, ready to fight. Buys subs & destroyers in the Pacific & transports in the Atlantic. Sits off Gibraltar, knowing they’re safe from the Luftwaffe (which has been rebuilding surprisingly rapidly). Shucks another four tanks & four infantry to Morocco. She is ready to pounce.

      France masses in North Africa.

      ~

      IMG_20230121_193032868.jpg

      IMG_20230121_204810185.jpg

      IMG_20230121_204814763.jpg

      ROUND SIX:

      Germany savages the UK destroyer buy with combined subs & air force. Holes opened by the Russia retreat allow Germany to gobble up West Russia. The Kriegsmarine is re-arming, but it stops shy of buying transports. The threat, of course, is not missed on London, who has been shucking her defenders back across the globe & is again vulnerable. While the Axis hold only three tokens now, they are poised to take up to another three the next turn. The Allies panic.

      Commonwealth retakes Iraq, again. The Commonwealth retakes Celebes & Sumatra.

      Japan empties the Chinese coast & moves six transports to the Carolines, threatening Sydney.

      The British pounce on Cairo in a narrow fight, retaking Egypt & destroying a just-built Italian barracks.

      Italy masses to stop the French advance across North Africa. She is now playing defense–a sharp defense, but still defense.

      Russia completely retreats to Moscow.

      China retakes Hong Kong &, with Russia support, begins to retake the land around Beijing.

      The US commits to hail maries to save London & save Sydney. If they can take Rome, the Italian war machine will fall to the Allies, at least partially. It doesn’t work. The fleet is protected by the capture of the Sardinian air field, but they haven’t even done enough to let the French finish the job. Rome holds. In the Pacific, they go to Iwo Jima, threatening the capture of Japan unless they turn around & destroy the American fleet.

      France retakes West Africa.

      ~

      IMG_20230121_220442785.jpg

      ROUND SEVEN:

      At this point, the game is all but over. While the Axis don’t yet win, Germany owns the North Atlantic, London is fearful of a late Sea Lion, America is two turns away from anything important & saves its fleet only because Italy judges it too worthless to bother killing. Japan destroys the Americans off Iwo Jima but does not take the island. The Commonwealth, protecting transports in the Dutch East Indies, is not poised to take advantage of the vulnerable unescorted carriers left over. Nevertheless, Japan has all but abandoned its goals in China, and instead pivots to seize nearly all of the east Pacific islands, making back a surprising amount of income in national objectives.

      But the German war machine is unstoppable now. Powered by multiple turns of reliable oil bonuses & now with the majority of the USSR in its grasp, while it does not hold Moscow, it is making almost 90 IPCs. Russia, withered, is making ten. After dropping a casual three battleships in the North Sea & demonstrating the inevitability of a neutral crush on Turkey, Spain, and Norway (another two, soon three victory tokens), the Allies realize they have no counterplay against German hegemony over Europe and sue for peace. Axis win.

      CONCLUSIONS:

      Feels extremely balanced, finally, if slightly Allied-biased–albeit not enough to stave off Axis victory in this case. Seems ready to turn into a TripleA module. Game was on a razor’s edge turns three through five. Ultimately, Allied timidity and several minor but cumulative misplays lost them the middle east and all lend-lease routes into Russia. Once Russia was economically neutered, a perfectly timed German pivot back into the Atlantic sealed the Allied fate. America was never going to be able to make a difference against Germany in time, needing to fight through a massively wealthy Italy to get there.

      Excellent game. Very exciting that the game, once a team pulled ahead, resolved so rapidly that we could finish in a day. Was expecting up to 20 hours of play, ended in 12. It’s not tournament ready yet, but we’re getting there.

      This is group play test ~14 on this set of rules and our most successful yet. G40Mk7 will be in the works based on these results, but a few more playtests are needed to figure out what, if anything, needs major revision.

      Will begin work on the TripleA module.

      posted in House Rules
      hengstH
      hengst
    • Tucson G40Mk6 (Advanced Global 40, full ruleset & setup sheets)

      Below is the compiled set of house rules our Tucson group will be using for the game this weekend. Will use this thread to report back on results. There’s been several playtesting sessions between Mk 5 & this finalized Mk 6–mostly focused on giving the UK more options during a Sea Lion threat–without completely removing the option as a viability.

      Even so, more revisions expected!

      ↓↓ CLICK HERE FOR FULL RULES ↓↓

      Rules: https://drive.google.com/file/d/1SHJzvVXV9-7etMl6xdhz1l2VJ8c-IXOJ/view?usp=share_link

      ↓↓CLICK HERE FOR FULL SETUP↓↓

      Printable setup sheets: https://drive.google.com/file/d/1BwzH_x5rNaMsQv4XEbHLv2w7XtH5684G/view?usp=share_link

      Some previews, should you choose not to click weird links:

      g40mk6-03.png

      g40mk6-07.png

      setup_all-1.png

      setup_all-4.png

      posted in House Rules
      hengstH
      hengst
    • RE: League General Discussion Thread

      @hengst

      Almost forgot the most important one. An option for unitAttachments to allow units of certain unitTypes to move from one unit to the other, in a given number, with given conditions.

      Imagine a railroadStation unitType that lets railCar units move from one to the other, but only 2 per turn, provided no enemy sabetourInfantry units are adjacent to either railroadStation.

      posted in League
      hengstH
      hengst
    • RE: League General Discussion Thread

      @simon33 I love you.

      Starter list:

      1. An option for unitAttachments to have a max/min canProduceXUnits when canProduceXUnits = -1;

      2. Some way for a triggerAttachment to make all units of a given player convert to those of other players’, by some rule. (See this rule).

      3, Allow naval bombardments to be declared without an amphibious assault (I’ve tried to implement this using a dummy “bombard” unit that’s produced by naval vessels each turn in a step between combat movement & combat but I’ve never been able to get it to work the way I want, & it’s horribly inelegant)

      1. Ideally, a token victory system that keeps track of how many triggerAttachments have been fulfilled, where the player can control which ones are active at a given time using a new step delegate (tokenManage?)

      There’s some more things for edge cases but the majority of the important changes I think I can already do in triple a. It’s a really robust program (even if sometimes it seems the best documentation for writing xmls is just the parser source) :)

      posted in League
      hengstH
      hengst
    • RE: [G40] No New Industrial Complexes (Strategic Movement & Reasonable Industry)

      @barnee Give the barracks/army base rules in this post a try. It’s similar, but you only get to move as many units as the IPC value of the territory; so less broken for the pacific.

      Japan gets an exception, and can move +1 inf to any pacific island/coastline (w/ an army base). Maybe saves them a transport; I’ve hardly seen the exception used much less exploited in any playtest game thus far.

      posted in House Rules
      hengstH
      hengst
    • RE: League General Discussion Thread

      @hengst Then, of course, the turn-it-into-a-AAA-module process begins… shouldn’t be too hard if the AAA devs are willing to listen to my desperate feature requests :)

      posted in League
      hengstH
      hengst
    • RE: League General Discussion Thread

      @gamerman01 Give me six more months of playtesting & I just might have G40+ ready for public release…

      posted in League
      hengstH
      hengst
    • RE: [G40] No New Industrial Complexes (Strategic Movement & Reasonable Industry)

      @barnee Have you experimented at all with chinese-esque placement rules for infantry? That is, every nation can plop down as many infantry in a controlled territory as the IPC value of said territory; no IC required?

      Been kicking around in my head but I haven’t put in even a modicum of the huge amount of effort that would be needed to balance it.

      posted in House Rules
      hengstH
      hengst
    • RE: [G40] Hengst's Free France & Simple Vichy France

      @hengst If this feels too strong for the Allies, move the SZ 96 cruiser & destroyer to SZ 81. Otherwise, it forces the UK to choose between prosecuting the war against Italy & liberating the Vichy boats. If they don’t turn them all Free French, they may have a serious issue on their hands on G2. Similarly, it forces Germany to decide: do I want to kill French ships or force the UK to make a play for them.

      After that, France will be a very minor yet present actor in the campaign for North Africa & eventually the retaking of Europe. If the UK ensure to liberate Syria, they may also fight in the defense of Cairo.

      I haven’t seen somebody gamble on a Vietnam play, but that is also possibly in the cards.

      posted in House Rules
      hengstH
      hengst
    • RE: [G40] Hengst's Free France & Simple Vichy France

      @hengst Update 19 Dec 22. These rules replace those above.

      A lot more testing & we have landed upon the following:

      Simple Vichy France

      • The Vichy Treaty occurs if, at the beginning of the French turn, the Axis control Paris. The Vichy treaty may only occur once.
      • Allied Defection: If an Allied land unit, air unit, or surface warship is present in a territory or seazone with a French unit, it becomes a Free French unit and continues to be controlled by the French player.
      • All other French units become Vichy and are no longer under the control of the French player. Mark these units as Vichy by placing an inverted roundel underneath them.
        • Note: The Free French do not collect income from French territories with Vichy units on them, nor may they place units on these territories.
      • Static Vichy Defenders: Vichy units do not move are not controlled by the Axis player. They are hostile to all Allies, including Free France, and remain as static defenders against Allied attacks.
        However, Axis units may still non-combat-move into territories containing Vichy units, capturing the territory & collecting its income.
        • Note: This still counts as an invasion for all other purposes (e.g. Japanese NOs, war with the Western Allies), etc.
      • Vichy Naval Seizure: If, at the end of an Axis nation’s non-combat movement, any of that nation’s land units ended adjacent to Vichy boats, those boats become those nation’s (swap the sculpts out).
      • Collapse of the Vichy Government: If Paris is liberated by the Allies, all remaining Vichy units immediately become Free French.
        • If they are in a territory or sea zone with Axis units, immediately remove them from the board.
        • Otherwise, they return to the control of the French player.

      Free France

      • After Paris has fallen, the French player may still collect income and place units.
      • French Rebellion: The French player may only purchase land & air units; these may be placed on any originally-French territory with no enemy units on it.
        • Note: No more units may be placed in a territory than twice the PU value of that territory.
      • French Liberation: Revert to normal placement & procurement rules while Paris is liberated.
        • Note: Ensure that banked French IPCs are discarded if Paris falls again.

      Setup Changes

      • Put a battleship & a transport in SZ 105.
      • Move the SZ 93 cruiser to SZ 92 & add a submarine to both 93 & 92.
      • Remove the infantry from French W Africa.
      • Place an infantry in each of:
        • Madagascar, French Guiana & Fr Indo China.
      • Add one AAA to each of Normandy & S France.
      • Balance Tweak: Change the Italian “North Africa” NO to be:
        Axis (not Vichy) control 6 of 7 North African territories.

      French National Bonuses

      • Replace France’s NO with the following (note that Free France may also collect):
        • +5 IPCs: France controls Normandy, France, and S France.
        • +5 IPCs: France controls all original territories.
      posted in House Rules
      hengstH
      hengst
    • [G40] No New Industrial Complexes (Strategic Movement & Reasonable Industry)

      This set of rules has become quite well-tested & well-loved, although some elements (“Limited Production”) are still under stress testing, particularly for Sea Lion.

      I present it to you to consider using. It restructures the nature of production & unit mobility. The UK can move units rapidly around the map & Germany can redeploy quickly (but not instantly) from the Eastern to Western fronts. Russia may ship her units to the Pacific & back & the Western Allies can begin pumping tanks into France, as soon as they get a toehold. However, overall production values are limited. Italy & India will forever be limited, and Japan may never start producing 9 infantry a turn on the continent.

      See the bottom of this page for what the total production sums are.

      Unconstructable & Uncapturable Industry

      • MajIC/MinICs may never be built.
      • MinICs may never be upgraded.
        • Exception: US MinICs upgrade to MajICs automatically when the US goes to war.
      • A nation may never produce units in an industrial complex that was not originally that nation’s.
      • Note: Captured ICs may be used for strategic movement.

      Limited Production

      • Major industrial complexes produce either 5 units or as many as the PU value of the territory on which it is built, whichever is higher.
      • Minor ICs produce either 3 units or as many as the PU value of the territory on which it is built, whichever is lower.
      • Capital Shipyards: Capital ships (BBs & CVs) may only be built by Major ICs.

      New Facility: Army Base/Barracks

      • ArmB may be built on any territory for 12 IPCs. They produce no units, but are valid endpoints for Strategic Non-Combat Movement.
      • ArmB may be Tactically Bombed (max 6 damage) & are automatically destroyed if captured.

      Strategic Non-Combat Movement

      • Land units which are in territories containing Industrial Complexes or Barracks (hereafter known as “endpoints”) may be moved to other endpoints as a non-combat movement.
      • The number of land units which may depart from or arrive in a territory containing an endpoint is equal to the PU value of that territory.

      Valid Strategic Endpoints

      • To transport land units between two endpoints you must be able to either:
        • Land-to-land: Trace a land route between the two endpoints which only follows cooperating allies’ territories.
          • Exception: For the purposes of strategic movement, there exists a land bridge from Denmark to Sweden. Germany & Italy consider neutral or pro-Axis Sweden cooperating.
        • Sea-to-Sea: Have both endpoints adjacent to the ocean without any enemy warships adjacent to either of the endpoints.
      • Both endpoints must be undamaged. Both endpoints must have been under friendly control since the start of your turn.
      • Note: Land-to-Sea & Sea-to-Land are never valid!

      Strategic Cooperation

      • While at war, certain nations may use valid endpoints controlled by cooperating allies according to the following rules:
        • Germany & Italy share all endpoints.
        • UKE & Cmm share all endpoints.
        • All endpoints in continental Europe may be shared by the Western Allies.

      Pacific Exceptions to Strategic Movement Limits

      • Indonesian Jungle: To represent difficult terrain and lack of infrastructure in the East Indies (uniquely and poorly represented in the PU value of these economically critical territories), treat Sumatra, Borneo, Celebes, and Java as 0 PU territories for the purpose of strategic movement.
      • Tokyo Express: With a valid endpoint, Japan may move one extra infantry during sea-to-sea strategic movement on the Pacific board.
        • Note: This means Japan alone may strategically move units to/from the East Indies & worthless islands.
      • Trans-Siberian Railway: With a valid endpoint, the USSR may move two extra infantry per turn to/from originally-Russian territories on the Pacific board.

      Setup Changes

      • Add barracks to the following territories:
        • Germany: Norway.
        • Commonwealth: Malaya, New Zealand.
        • Japan: Iwo Jima, the Carolines.
        • United Kingdom: Egypt, South Africa (replace the Minor IC).
        • Italy: Libya.
        • USSR: Buryatia.
        • United States: Philippines, Hawaiians.
      • Add Minor ICs to the following territories:
        • Germany: Gr S Germany, Romania.
        • Japan: Manchuria.
        • United Kingdom: Scotland.
      • Add Major ICs to the following territories:
        • USSR: Novosibirsk.

      ~

      That’s all for the rules. Here’s some bonus if you hate doing arithmetic or are confused.

      Note on Production Totals

      • Germany has a total production of 16:
        • 5 from the W German major IC
        • 5 from the German major IC
        • 3 From the Gr S German minor IC
        • 3 from the Romanian minor IC
      • Pacific Commonwealth has a total production of 7:
        • 5 from the Indian major IC
        • 2 from the N S Wales minor IC
      • Japan has a total production of 11:
        • 8 from the Japanese major IC
        • 3 from the Manchurian minor IC
      • The United Kingdom has a total production of 10:
        • 6 from the British major IC
        • 2 from the Scottish minor IC
        • 2 from the Canadian minor IC
      • Italy has a total production of 8:
        • 5 from the N Italian major IC
        • 3 from the S Italian minor IC
      • The USSR has a total production of 16:
        • 2 from the Novgorod minor IC
        • 2 from the Ukrainian minor IC
        • 2 from the Volgograd minor IC
        • 5 from the Russian major IC
        • 5 from the Novosibirsk major IC
      • The US has a total production of 44:
        • 10 from the Western US major IC
        • 12 from the Central US major IC
        • 20 from the Eastern US major IC
      posted in House Rules
      hengstH
      hengst
    • RE: [G40] Hengst's Standard Rule Simplifications

      Further testing has got us to this suite of rules. Note that “Peacetime Commitments”, “No Submarine Duels”, and “More Mobile Navies” are still being tested. The rest have proven very stable. No sneaky carls has proven to not be needed thanks to joining the UK & UKP economies.

      Standard Simplifications

      Ally Exclusion

      • Despite being allied, not all nations are cooperating. Germany and Italy are cooperating; USA, UKE, Cmm, and France are cooperating.
      • China and all Allied nations at war in the Pacific are cooperating (Allied nations not at war in the Pacific are not cooperating with China).
      • No units may end movement in a territory under control of or in which are units of a non-cooperating ally.
        • Note: This does not apply to submarines.
      • You may not take advantage of non-cooperating NavB for repairs or range.
      • Bolshevization/Democratization:
        If non-cooperating allies liberate each others’ territory, they keep it for themselves.

      Simple Declarations of War

      • If Germany or Italy attacks the USSR, it automatically declares war on both of them.
      • If a Western Ally (USA, UKE, Comm, or France) is attacked by Japan, or Japan occupies French, Dutch, or neutral Thai territory, the Western Allies immediately declare war on Japan.
      • Otherwise, at the start of round 4:
        • The USSR declares war on Germany & Italy.
        • The USA declares war on all Axis powers (and immediately earns a 20 IPC bonus).
        • The UKE, Commonwealth, and France declare war on Japan.
      • Note: There is no US bonus if it is brought into the war by the Axis.
      • Note: The Western Allies may never declare unprovoked war on Japan.

      Simplification of Mongolia Rules

      • If Russia attacks Mongolia or Japan, Mongolian troops will never become Russian.
      • Otherwise, if Japan attacks Mongolia or the Soviet Union, Mongolian troops immediately become Russian.

      Generic Capital Bonuses

      • The first time a capital is liberated, place 4 infantry from the liberated nation on its capital.
      • The first time a capital is captured, give the conquering nation all the cash in the conquered nation’s bank.
      • If the capital is conquered multiple times, the conquered nation’s bank is discarded.

      Revised Economic Liberation Rules

      • Liberating a territory does not give control of that territory to the liberating nation, even when the owner’s capital is occupied.
      • If the owner’s capital is occupied & its economy inoperable, the liberated territory’s PUs are collected by nobody.

      Cooperative Facilities

      • You may build or repair facilities in any territory in which you have a land unit.

      Clarified Dutch Territory Income

      • Originally Dutch territories are each treated like that of a Pro-Allied neutral.
      • They may not be captured or occupied by a nation unless it is at war on that board.

      Clarified Peacetime Naval Restrictions

      • A nation’s ships MUST end movement in a seazone adjacent to that nation’s own territory or the territory of a nation with which it is at war.
      • Peacetime Commitments: Nations not yet at war must keep at least one surface vessel adjacent to every Naval Base they possess.
      • If a nation is at war on a map, its ships may travel without restriction on that map.
      • Note: Japan must be at war with the Western Allies (war with China or the USSR is insufficient) before it may travel unrestricted.
      • Exception: the US may always venture out into sea zone 102 without restriction.

      Standard Combat Changes

      Slippier Submarines

      • A single destroyer can only prevent one enemy submarine from submerging during combat.
      • Thus, if two destroyers attack three subs, the defender may submerge one sub.
      • All other interactions remain the same (first strike denial, blocking subs, allowing planes to hit subs).
      • No Submarine Duels: SS may never hit other SS.

      Unrestricted Bombardment

      • There is no limit on how many units may participate in a given bombardment.
      • A bombardment may be declared at any time; it need not be in support of an amphibious assault.
      • Fighting a naval battle does prevent the same ships from also bombarding.
      • You may scramble in response to a declared bombardment, after which the bombardment may not proceed (a scramble into a sea zone is considered a naval battle).

      Better Air Battles

      • Escorting and intercepting fighters roll on a 2.
      • A maximum of three facility AA dice may be rolled for each AAA in that territory.

      More Mobile Navies

      • Ships may move 3 spaces if they begin or end their move adjacent to an undamaged cooperating Naval Base.
      posted in House Rules
      hengstH
      hengst
    • RE: Which is the best sea unit?

      @corporalclegg G40. Destroyer, without a doubt. Blocking is by far the most powerful role a single unit can be used in.

      After that, battleships in the Atlantic, and carriers, in the Pacific. Subs are fun, but too easily countered by destroyers.

      I feel like there’s another kind of naval warship, but I can’t remember ever buying it… hmm, must’ve been a dream.

      posted in Axis & Allies Discussion & Older Games
      hengstH
      hengst
    • RE: Axis and Allies 1939 and 1940 Global

      @copt2 If I had to guess, any additional rules imported from 1939 would probably do the opposite of simplify & accelerate the game…

      posted in House Rules
      hengstH
      hengst
    • RE: Question about aircraft combat moving

      @superbattleshipyamato Note: this “plan” can be a tenuous as possible, just provided it could happen. Let’s say there’s a massive US fleet sitting off of Midway, and a load of transports sitting off the Hawaiian coast.

      You’ve got a small fleet in SZ 6, but it can’t kill the Americans at Midway.

      You could send a plane (which will have 0 range left, and need to land in that sea zone) to attack the Hawaiian transports and kill them, IF (and ONLY if) you send something that could kill the Americans blocking at Midway, and theoretically allow you to non-combat move a carrier to Hawaii upon which to land the plane.

      That “something” could be a single submarine, against the massive American fleet. Why? Theoretically, it could kill all the boats. It’s wildly improbable but nevertheless statistically possible.

      You have to have a plan–however silly–to land planes before combat. In the case above, you’ve got to send the sub. Note: if, somehow, that sub actually won (haha) you would be required to send your aircraft carrier. You said you would, after all!!

      posted in Axis & Allies Global 1940
      hengstH
      hengst
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