Is there a better resolution of the map? I think id like to print a large format version
Best posts made by Imperious Leader
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RE: "East & West" by Imp Games - Discussionposted in Other Axis & Allies Variants
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RE: Happy Canada Day !!!posted in General Discussion
- https://en.wikipedia.org/wiki/Conscription_Crisis_of_1944
- Only the first 30 or so miles along the US border is habitable, otherwise uninhabitable ( no difference than the Sahara Desert)
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RE: [1942.2] Is there a 1940 setup for 1942 game?posted in House Rules
Make one, just research it and make sure its balanced and gives players options. For example make sure nobody loses a critical unit to start the game.
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RE: "East & West" by Imp Games - Discussionposted in Other Axis & Allies Variants
Wow you have done alot of work here. I wish you played Great War,as i know these rules much better…
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RE: Convoy Disruption: 1941, 1942.2 & G40 Submarine economic warfareposted in House Rules
I was thinking about this topis the last two days… I concluded that in keeping with the framework of KISS of which the game has a setting for; that the following would not terribly imbalance the 1942.2 game:
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Establish fixed sea zones where a faction can perform Economic disruption. Procedure: each sub or surface warship ( not transport) that didn’t have any combat rolls one D6 result means 1-2=1 IPC lost, 2-3=2 IPC lost, 5-6= 3 IPC lost …and the owner of convoy box loses up to a maximum of 4 IPC each Box.
Germany gets one box in Baltic ( Sweden/norway iron and pig iron)
UK gets five boxes ( 3 in atlantic, 1 Pacific, 1 Indian ocean)
US gets three ( Gulf of Mexico, Panama ( pacific side), Eastern seaboard)
Japan gets Three ( the slot, One off Manchukou, one by money islands
In addition Russia has two representing lend lease (below Persia, and near white sea) -
Lend Lease: each turn USA can lend up to 8 ipc to USSR that can only build: Artillery, Tanks, Planes
You can save this but only build those listed units. -
Wolf Packs: 2 more more subs in a convoy box get one extra dice
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RE: Is anybody playing Xeno World at War?posted in Other Axis & Allies Variants
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This game. Its ahead of its time IMO. I have the last edition map which is not like this one pictured.
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RE: Where are you from? Sign our guestmap!posted in General Discussion
These last posts are not hyjacks because we are using the original intent to locate each other relative to distance and as a result i have a new friend… Thats what the thread is really about… seeing if we are close enough to meet. Notice i didnt bring up earths gravity like some people do. :mrgreen:
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RE: Axis & Allies Anniversary upgraded versionposted in Customizations
One more thing the Germans have too many u-boat items, can you make more dealing with luftwaffe, volkstrum, Waffen SS, or perhaps even have a collection of “Generals” that aid attacks and you can play one per turn?
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RE: Convoy Disruption: 1941, 1942.2 & G40 Submarine economic warfareposted in House Rules
here are some convoy boxes for placement:
https://www.mediafire.com/file/hxduhtf1yxuwiy9/Convoy_boxes_1942.2.ai/file
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RE: Is anybody playing Xeno World at War?posted in Other Axis & Allies Variants
My plan is to finish Avalon Hill The Russian Campaign map and counters ( 1 inch plus hexes and large counters) , then work on this map, which should be easy
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RE: Favorite WWII Shipposted in World War II History
I like the Kongo Battleship. I have a thing for the pagoda style battlewagon.
I also like the design for the Ise and Hyuga Battleship/carrier BBAV
http://www.hlj.com/product/HSGWL119
its incredible design feature to have both on the same ship.
AS far as firepower i prefer Musashi, because it took more punishment than any other warship to sink. Like 20 torpedoes and 15 bombs to sink it.
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RE: Axis & Allies Anniversary upgraded versionposted in Customizations
Night Fighters: German bombers can perform SBR missions but defending AA guns need to roll twice to obtain a hit ( two ones to score a kill).
Baltic Sea Defense: Any Allied ship that enters the Baltic or leaves the Baltic must avoid German sea mines. Each ship is rolled by the German player and a 1 result destroys the ship
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RE: Global 1940 2nd Edition Standard Units but with Altered Costsposted in House Rules
I think this game is perfect. The thought on the map sea zones and areas is magic! Its a shorter game however i did win a 27 rounder once
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RE: Is anybody playing Xeno World at War?posted in Other Axis & Allies Variants
Ok Xeno has found 6 copies of this game, i bought one. it says sold out but its not cost was $55
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RE: You May Be A WWII Junkieposted in World War II History
Dana Andrews was wonderful in Sink the Bismarck BTW, as well as that episode of Twelve O’clock High.
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RE: Axis & Allies Anniversary upgraded versionposted in Customizations
To provide the convenience factor for the community , could you set the cards up as a product on the product page so we can just click and buy?
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1942.2 House Rules Draft 1.1posted in House Rules
1942.2-- House Rules
New Units:
Paratroopers: Bombers can pick up one Infantry unit and drop off (within flight range but not more than 2 spaces from a friendly land unit) and this Airborne unit may attack at Three the 1st round, then Two 2nd round, then One after that. Bomber may still perform other functions in addition to this.Note: Bomber may also carry 2 Infantry during non- combat within flight range.
Light Tanks: 2-2-2 costing 5 ipc
Heavy Tanks: 4-4-2 costing 8 ipc
Tank Destroyer: 3-3-2 costing 7, if it rolls a 1 another enemy Armor/Mech/Artillery must be removed if available
Volkstrum/Conscript Units: 1-1-1 costing 2 ipc. Up to six Soviet or German infantry of this type can be on the board at any time. (use a different sculpt or place a token to indicate this unit). May be only be built starting when the enemy gets within one space of their capital.
Waffen SS Panzercorps: 4-4-2 costing 8 or convert one Armor for cost of 2 ipc. The German player can have no more than 6 of these at any one time and the presence of each one allows the re-roll of one miss in combat.
Fortifications: May be built at the cost of 3 ipc for the first level and 2 ipc each additional level and limit on build to the IPC of the territory (example: France at full capacity will be 6 levels costing 12 ipc.)
Effect: Fires at 3 preemptively and takes one hit for each level. When hits reach its level, the fort is destroyed and can be rebuilt.
Light/Escort Carriers: 0-1-2 costing 10, carries one plane
Battlecruisers: 4-4-2 costing 15, Shore Bombard at 4, takes one hit
Mechanized Infantry: As per OOB
Fighter-Bombers: As per OOB-Tactical Bombers
Technology:
Radar: Up to 3 Fighters or Fighter-Bombers may scramble to any adjacent areas under attack either on land or at sea.Super Subs: Your subs now defend at 2, costing 7. Instead of combat and while adjacent to an enemy territory may perform an economic disruption attack by rolling two or less and if succeed, they cost the player 1 ipc. The attacks are capped by the ipc value of the area.
Long Range Aircraft: All aircraft now move two extra spaces.
Underground Factories: When your factories are bombed, count all hits half rounded down.
Rockets: These cost 2 ipc each and have a range of 3 spaces and are only directed against enemy Factories. Once used they must be replaced. Effect: cost the enemy 1 ipc minimally, but potentially can cost them either 2 or 3 ipc. Roll a D6 1-2=1 ipc lost, 3-4=2 ipc lost, 5-6= 3 ipc lost.
Heavy Bombers: 4-2-6 costing 15 ipc. These can SBR with a bonus of +2 ipc lost for each successful bombing run.
Jet Fighters: 4-5-4 costing 15. These units can
Mobile Warfare Doctrine: Each Armor unit matched with one Infantry or Mechanized Infantry boosts the latter +1 on the attack.
Convert a Neutral: select one Neutral, the following turn it is under your control and you control the ipc’s and its army is converted to yours.
Lend Lease: Roll one D6 before build phase, Effect result of die roll is immediately deducted from your treasury and the result is added to your Allies treasury for use on his turn.
Naval Radar: Your carriers may scramble their planes in defense if they are 2 sea zones away. Your battleships may fire first preemptively in any combat.
Atomic Bomb: If you already have Heavy Bombers, and Long-Range Aircraft, your bombers can carry one such bomb per turn for 12ipc cost. During an SBR (Note: they must survive AA fire or the bomb is lost) they drop this and it permanently reduces the IPC value of the territory for the duration of the game equal to the result of a D6 roll. Example: Russian Bombers drop on Berlin and roll a 5 and Germany can only place 5 units for the rest of the game. Keep in mind you need the aforementioned two techs.
Other Rules:
Moving Factories: The Soviet player can move one factory per game to any other area, during his turn. Place a “moved” token over the old factory if the map has it printed.Setup Changes: Under LHTR “Gen Con Setup” Move the German Bomber to France.
Commanders: Each player receives one commander. In one attack each turn, you may designate the commander to be “in a battle”. Effect: Hits are calculated based on Low Luck each round until combat conclusion. Create a cardboard chit or sculpt so everyone can know where it is at all times. At the end of the combat you can place him in any area you control guessing he may be used for defense from enemy attack. This includes land or sea.
Neutrals: Some nations have their own military forces and economic value in terms of ipc. A list is provided below:
Spain: Territory= 3 ipc. Forces:5 Infantry, 1 Armor, 1 Mechanized Infantry, 2 Artillery,1 Fighter, 1 Destroyer, 1 Transport.
Turkey: Territory= 3 ipc. Forces: 5 Infantry, 1 Armor, 2 Artillery, 1 Fighter, 1 Destroyer, 1 Transport. Note: control by any player allows travel to or from Turkey and Southern Europe/Bulgaria-Rumania.
Sweden: Territory= 3 ipc. Forces: 3 Infantry, 1 Armor, 1 Artillery, 1 Fighter, 1 Destroyer, 1 Transport.
Argentina: Territory= 2 ipc. Forces: 3 Infantry, 1 Armor, 1 Artillery, 1 Cruiser, 1 Transport.
All other areas place 2 Infantry