@cernel Ignoring? My quip is all three versions: Global, E40, and P40. Latter classic Milton Bradley might be in the cards.
Best posts made by Imperious Leader
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RE: More Announcements from Renegadeposted in News
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RE: *BELLS RINGING* THE TIME HAS COME!posted in General Discussion
My forte is House rules, variants, and maps. I would not make a good judge for OOB rules because we seldom play with them except for classic MB AA.
You could probably Skype Kreighund if you contact him or one of his ‘appointed’ rules lawyers.
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RE: Global 2nd edition Q+A ( AAG40.2)posted in Axis & Allies Global 1940
Upgrades are just free, like anything else you build or upgrade YOU NEED TO WAIT TILL THE END OF THE TURN FOR THEM TO APPEAR OR TAKE EFFECT. SO YOU WAIT TILL NEXT TURN TO BUILD 10 UNITS.
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RE: Suggestion: removal of sub-forumsposted in Website/Forum Discussion
@vodot Right. We need to keep files in some fashion that are easily accessible for particularly new members whom are directed to this site to find them from other sites. Perhaps David can create a subforum by game that includes the file links for every creation/file.
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RE: New Renegade Editionposted in Axis & Allies 1914
This new company is either very incremental or very cheap. They just add a few pieces and slap on the logo and call it theirs???
Holy crap, roll the dice and invent something new!
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RE: Renegade Con Virtual: Axis and Alliesposted in News
@pizzapete Not on Movement. Projection of military prowess, where units can quickly come back for defense or charge and attack Moscow and the “JTDTM”. For Japan its really important to quickly reduce her IPC to the nub so the final assault comes quickly before USA/UK get organized logistical train. Revised is kinds messed up like original AAE.
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RE: My Journey, My Triumph. By Lord Curtmungus, Part 2.posted in General Discussion
Comebus? I thought it was Lord Cu^Tfungus
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RE: Bonus Movement is Unrealistic Nonsenseposted in Axis & Allies Global 1940

I gee i can land in this field but i have no ammo, no fuel, no nothing. I think i will eat the tree bark today, the Fuhrer told us it was delicious! Yea right. No bonus movement for planes wanting for lack of fuel…in this measure they can only travel as far as the fuhrer believes it can go…perhaps can wave down a passing benz and accommodate its fuel so i can complete my mission…
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RE: History of the forumposted in Website/Forum Discussion
@SuperbattleshipYamato well it was alot different back when we allowed Politics to flourish. Mary and Jennifer used to get into great battles, then we had Sexual Harassment Panda, Mr. Smith, et al who posted like 30 times a day. I recall about 3 others who were nasty but eventually drifted off under a rock.
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AARHE 4.1: Optional rulesposted in House Rules
This thread is for compiling the various 5.0 text for AARHE
National Unit Characteristics: ( as per revised values)
Soviet Union:
2 infantry cost 5 IPC. If you buy an odd amount the cost is still 3 for them.Mechanized infantry: 3-2 move 2 cost 5, these may transport one art or one inf two spaces
Starting tanks and tanks built on turn 1 are at 3-2 ( cost 5), starting on turn 2 built tanks are 3-3
Fighters are 3-3 and cost is 8
Bombers are 3-1 and cost is 12
Soviets may not build battleships or carriers
Germany:
Infantry may buy 3 infantry for 8 IPC
Armor are at 4-3 and cost 6 Tanks are boosted by fighters +1 at 1:1 basis
Mechanized Infantry: 3-2 move 2 cost 5, these may transport one art or one inf two spaces.
Fighters are at 4-3 and move 5
Bombers SBR rolls are at +1
submarines cost -1
2+ or more subs in the same sea zone get a ENR attack modifier of +1
One German Battleship attacks and defends at 5
One Cruiser attacks and defend at 4
England:
Mechanized Infantry: 2-2-4 –move 2 these may transport one art or one inf two spaces
Armor are 3-2 units for the rest of game
fighters are 3-4
Bombers get a +2 SBR die modifier
USA:
All infantry move 2 spaces
Armor are 3-3
Mechanized Armor: 3-2-5 these may transport one art or one inf two spaces
Artillery move 2
Fighters 4-3-5
Bombers 4-2-7 +3 on SBR attack roll
Transports cost -1
Carriers cost -1
Japan:
Japanese infantry on small islands and Japan defend at 3 on all rounds
all Japanese tanks are 3-2 cost 5
Mechanized infantry 2-2 cost 5 move 2 these may transport one art or one inf two spaces
All original fighters are 4-3 and move 6, all others built are at 3-3 but still move 6
One Japanese battleship takes 3 hits and is a 5-5 unit
Japanese destroyers or cruisers cost -1
Italy:
All tanks are 3-2
Mechanized infantry is 2-2-5 these may transport one art or one inf two spaces
fighters are 3-3
bomber is 3-1
battleships are 3-4 units but cost -2 IPC
China:
the Chinese fighter is replaceable if destroyed but it takes 2 turns to arrive and IPC is deducted from US totals.
One infantry is placed each turn in each unoccupied territory.
comment? suggestions?
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RE: Renegade Con Virtual: Axis and Alliesposted in News
@barnee Revised is broken. 5 ipc tanks, buy all tanks. Game over, do not pass go insert 2 coins per play, JTDTM, etc…Black oceans. enough. 1942 is the standard bearer but a reprint should contain much larger map and new sculpts.
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RE: Have you ever done miniature wargaming?posted in General Discussion
AXIS AND ALLIES IS MINIATURE WARGAMING.
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RE: Bonus Movement is Unrealistic Nonsenseposted in Axis & Allies Global 1940
@poptech LOOK. Airbases are established centers of aerospace logistics. Bombers don’t fuel in open fields, fighters don’t get supplies of ammo and payloads of bombs they precision drop on tanks from mountaintops. Centers where military airbases are located need to be featured in some detail in a game like this. Military bases are not civilian bases. Bombers need long runways to fly off with tons of bombs.
Also, you need some mechanism to damage them just like factories. The idea is not unrealistic. Naval bases have a similar function.
I would have taken it a step further with railroad concentrations that can also be damaged.
Go to Ukraine and see the problems associated with keeping an airbase operational during wartime.
But never complain about this again until you do.
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RE: HBG Requests Input on New Piecesposted in Global War
Dude I need armies of these ships, Shapeways is a ripoff unless you need 1-3 pieces in total
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RE: AARHE 4.1: Optional rulesposted in House Rules
National Morale:
Each time you capture a new territory you gain 1 morale point.
Each time you lose an original starting territory you lose 2 morale points.Each VC you capture you roll one D6 and add Morale points.
Each VC you lose you roll one D6 and subtract Morale points.Every 2 points of Industrial damage causes the loss of one morale point.
Every 2 points of Industrial repair increases one morale point.You lose you capital you lose double the IPC value of the territory in morale points.
When you morale is below Zero, roll one D6 each turn and if the result is ever less than zero with the modifier added in you have lost the game.
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RE: Paintball or Airsoftposted in General Discussion
its not worth it to do that. 5,000 round is like $10 bucks
so if its worth it to you to pick up something worth a small fraction of a penny and clean it off, then i guess you can go real cheap.
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RE: What is the Font of the Axis and Allies Logo?posted in Axis & Allies Revised Edition
궁서체 Regular is the font used for AA classic BTW.
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RE: Bonus Movement is Unrealistic Nonsenseposted in Axis & Allies Global 1940
@SuperbattleshipYamato everything is now resolved so this never will be brought up again…
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RE: AARHE 4.1: Optional rulesposted in House Rules
have you ever thought about anit-aircraft crusiers.
yes i have they are primary techs under my house rules. Its in the file
I allow then to roll a 1 before combat against planes, like aa guns
good that you point this out
I will study your list and come back