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    Posts made by JimmyHat

    • RE: Is G40 being released on Triple A soon?

      it would be nice, I have to admit for a time there my buddy and I would play Triple A instead of spring 1942 because playing on the computer meant no setup time or put away time.  Plus we could play from our own homes via the interwebs.

      Not sure it would work for G40, that would be one really long game!  Plus once they finish you know Larry will just change the rules on them…again.

      posted in TripleA Support
      JimmyHatJ
      JimmyHat
    • RE: .

      I have those little poker chips.  Of course they don’t work with the chips provided by WotC.  I do use the blue ones for 10s, but the reds do not stack with the other chips and therefore worthless.

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: What if japan attacks Russia and Mongolia simultaneously?

      pretty sure Japan and the Axis get screwed in this scenario.

      If you want more realistic neutral countries that don’t upset the game, go to the ‘house rules’ forum and check out the delta1 thread.

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: Major in Kwang?

      What Garg meant was under the alpha rules you cannot build an major IC in a territory that you didn’t begin the game with that is over 3ipcs…and isn’t an island.  This drastically limits the locations for Major IC’s.

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: US income question alpha 3

      Darklands is the greatest RPG ever!

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: How likely should Sealion be?

      Japan is only getting 1 round to ‘sweep’ the DEI, after that US is in the war anyways.

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: How likely should Sealion be?

      @Alsch91:

      In my opinion, Alpha 2 had the Germany - UK - Russia post-Sealion balance perfect.
      Everything had a drawback and a counter.  But nothing was totally game-changing.

      I tend to agree, especially those first 4-5 rounds.  For example if UK hit Italy hard they were losing their capital.  Main issue I had with A2 was that if I was allies and Japan did not attack me J2, then I declared war on Japan in order to collect my NO money, which seems gamey.

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: How likely should Sealion be?

      @The:

      To start, I think you’re looking at this the wrong way: Britain’s point of view. But Britain doesn’t get to set up Germany’s attack. Germany picks how the battle plays out, not Britain.

      Actually I think you need to look at Russia since they are the ones who would decide if Germany would get that time or not.  I maintain that Hitler had no chance at sealion without defeating Russia and I have read /a lot/ on the subject.

      I also think the ‘small front’ strategy that Germany planned in Sealion would have failed.

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: How likely should Sealion be?

      Well guys /anything/ is possible.  Saying Sealion would have worked given 2-3 years isn’t really practical.  Who is to say Stalin would wait 2 years to declare war on Germany?  And while Germany is building a landing fleet and bombing UK the British are going to figure it out and be preparing defense.  I think Germany’s best chance was in 1940, when UK’s military had just lost a bunch of material at Dunkirk.

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: Neutral Blocks Discussion - Delta+1

      No post 7 includes my reasoning for some things and answers to YG’s ideas.  Its post 2 in entirety perhaps minus the ‘update makers’ in red.

      posted in House Rules
      JimmyHatJ
      JimmyHat
    • RE: Neutral Blocks Discussion - Delta+1

      Its on page 18

      posted in House Rules
      JimmyHatJ
      JimmyHat
    • RE: Neutral Blocks Discussion - Delta+1

      You can test any rules you want, but the neutral blocks rule isn’t quite finished.  Give me 1 more day.  Preferably we try and use the finalized rules and not some other version you choose, just so we are all on the same page.

      EDIT***okay, I think that version on page 18 is a go.  I reworded a few things and also clarified the US/RUS DOW.  Please use this version when playtesting the Neutral blocks proposal.

      One issue that may arise is the fact that I am allowing all allied ships to count towards blocking the Swedish Iron Ore NO.  I know this was discussed a little bit in regards to the russian sub, but thems the breaks if you have to gasp purchase a unit in order to protect your convoy routes.  I did also leave that trn’s can block the convoy, however since 1 aircraft or ship could kill that trn without taking fire it seems like this is a non-issue.

      posted in House Rules
      JimmyHatJ
      JimmyHat
    • RE: How likely should Sealion be?

      Not sure either of those requirements would have even worked.  The allies had been pretty efficient in removing shipping from the French coast during the fall of France, Germany was building flat bottom barges and mounting aircraft engines to them.  Any disruption to this fleet(UK navy, airforce, weather or tide) was going to give them massive problems. This limitation meant most of Germany’s army couldn’t cross anyway.

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: Neutral Blocks Discussion - Delta+1

      One more clarification Vance, are we considering this act by Russia (dow on Japan due to neutral violation) as a provoked DOW or unprovoked?  This having repercussions for other powers and DOW’s.

      posted in House Rules
      JimmyHatJ
      JimmyHat
    • RE: Ger. and Am. piece colors switched!!!!

      Good to know its common, I got my version back from a friend after a few years, when he had used the pieces to make his own board game.  Getting my 2 copies back I couldn’t even make 1 whole German army, and all the Gray soldiers in USA sculpts were missing!  I figured he sold them online as an oddity, but if they are common then I’m not so worried.

      posted in Axis & Allies Classic
      JimmyHatJ
      JimmyHat
    • RE: Best way to Barb the Russkies?

      I also keep it to one stack.  Once this stack forces the army in Lennigrad to retreat or be cut off, then I make an Amphib landing in Lenningrad to go with the forces in Scandinavia.  This is usually sufficient to tie that area down, however I have been known to seige Moscow, in which case the Wehrmacht tries to go north and to the east of Moscow.

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: Neutral Blocks Discussion - Delta+1

      Indeed, just assume Portugal is in the Iberian block for game balance purposes.  :lol:  Each nation should really be in its own block, but that’s too much work.

      To Jenn:  Switz is in Iberian block because SF pointed out that Iberian block was still pretty juicy for USA.  Now 2 more inf join Germany if US invades Spain.

      On Baltic sz, I think we have to go Germany specific here because otherwise Japan could DOW Russia and then we’d have to worry about Baltic again.  Does it need to be reworded?

      posted in House Rules
      JimmyHatJ
      JimmyHat
    • RE: Research & Development Discussion - Delta+1

      @Cmdr:

      @Cmdr:

      Research and Develop New Technologies Phase

      **A nation is permitted to conduct research and develop new weapons provided they are at war and control their own capitols.  China and France may never conduct research of develop weapons, under any circumstances.

      The order of play is now:**

      • Purchase New Units and Technology Dice Rolls

      • Make all Combat Move Declarations

      • Conduct Combat

      • Perform all Non-Combat Movements

      • Place New Units

      • Determine Amount of Free Dice (by table located below)

      • Roll all Free and Purchased Technology Development Dice simultaniously and determine technologies developed

      • Collect Income

      **Each nation may have free dice, purchased dice or both free and purchased dice given their position on the board and their willingness to purchase dice.  Free dice are determined by how much money you collected at the end of your previous turn.  Income that counts towards this tally includes:  The sum of all territory values you control + the sum of all national objectives you eanred + up to 5 IPC saved from last round.

      Free dice are determined by the following chart:**

      • $10 - 49 IPC = 1 Roll

      • $50 - 99 IPC = 2 Rolls

      • $100 - 149 IPC = 3 Rolls

      • $150 - 199 IPC = 4 Rolls

      • $200 - 249 IPC = 5 Rolls

      • $250 + IPC = 6 Rolls

      **Nations may purchase any number of extra dice at $10 IPC per die, however.  A roll of six on a six-sided die represents a successful breakthrough, all failures are lost and there are no “technology tokens.”  No nation may develop more than one weapon system per round regardless how many sixes are rolled on the die.

      The following represents the new technology list, the previous lists are discarded.**

      Research and Development Chart

      Your artillery pieces now support up to two attacking infantry.  Each infantry paired with the artillery, and the artillery piece hits on a 2 or less in combat.

      Mechanized Infantry may now blitz in combat, per armored unit rules, they may also be paired with an artillery to attack at 3 or less.

      Your fighters attack at a 4 or less, defend at a 5 or less and intercept bombing raids at a 2 or less.

      Your fighters and tactical bombers may now move 6 spaces (7 if paired with an airbase.)  Your strategic bombers may now move 8 spaces (9 if paired with an airbase).

      Your strategic bombers may now drop up to two regular infantry units (defined as not mechanized infantry) provided the bomber has a legal landing zone after combat is finished.  Bombers may not drop infantry in non-combat movements and both the bomber and the infantry units must attack the same territory together.

      Your bombers may now fire two dice, each one hits at a 4 or less.

      Your industrial complexes are cheaper to build and repair twice as fast. Major complexes now cost 24 IPC and upgrading from a minor complex to a major complex now costs 12 IPC.  Standard placement restrictions apply.  Each IPC applied to damage on your complexes now repairs two damage markers.  This effect does not apply to Airbases and Naval Bases.

      _You receive extra income due to sales of warbonds. Roll 2 six sided dice, take the die with the higher number, add two to the value and that is the amount collected in addition to any other source of income you are entitled to receive.   _5) Improved Naval Bases (Combine the following):

      • Improved Warships
        ** Battleships now contain an Anti-Aircraft Gun.  For each defending battleship, you may now fire at up to 3 attacking aircraft during opening fire.
        ** Submarines now attack at 3 or less.
        ** Aircraft Carriers may now recover fighters when damaged.
        ** Cruisers now cost 9 IPC, move 3 spaces (regardless of if there is a naval base to launch from or not.)
        ** Destroyers may now shore bombard at 2 or less.
        ** Transports may now carry and two ground units, regardless of type.
      1. Improved Airbases
      • Radar Your land based anti-aircraft guns (including both moveable guns as well as guns affixed to facilities) now hit on a 2 or less in opening fire.
      • Rockets Each of the airbases your nation controls may fire one rocket at an enemy facility or base within 4 spaces of the airbase that is firing the rocket.  Only one rocket per facility or base may be launched.

      **Once you have achieved a scientific breakthrough you cannot receive it again.  Should you achieve another breakthrough that you already have earned, reroll your success until you achieve a new technology.

      Nations that have all six technologies cannot roll more research dice - neither the free dice, nor the purchased dice.  ALL TECHNOLOGIES ARE APPLIED AT THE END OF YOUR TURN (emphasis added for those who did not find it before.)**



      The following are sanctioned optional rules.  These rules are optional, you do not have to incorporate them if you do not want too!


      Players are allowed to choose not to use Research and Development as an official house rule.

      Players may also choose to use the optional rule of technology tokens - as per Anniversary rules.

      Players may also choose to use the 4:2 rule for purchased dice per the AARe and AA50e rules.

      Excellent, my comments are in red.  I didn’t even look at the techs cause those are not as important as the R&D structure.

      EDIT*** Doh!  I left for work!  I do plan on leaving comments here hopefully tomorrow.  I have to run to the bank and do some other things first before going over it again.__

      posted in House Rules
      JimmyHatJ
      JimmyHat
    • RE: Preferred gaming style

      poll is almost closed.

      posted in Axis & Allies Global 1940
      JimmyHatJ
      JimmyHat
    • RE: Research & Development Discussion - Delta+1

      But those are NA’s right?  What about having a tech chart and an NA chart?  Then people could play with 1 or both or none.  I am all for that.

      We’re so close, how about Jenn writes up(or points to) her proposal, we use that as a template and each make adjustments we feel are right.  If we see similarities then we know we got something.  We can also then look at the various ideas and pick the best.

      posted in House Rules
      JimmyHatJ
      JimmyHat
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