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    Posts made by Keredrex

    • RE: A&A Global IPC (& More) Log Sheet 11x17

      @docfav7:

      Only other thing I would change is the Country order to reflect the Alpha +2 setup.  Unless it’s changed again and I hadn’t noticed.

      Where can i get the info for the alpha 2 changes? what is the new country order

      posted in Axis & Allies Global 1940
      KeredrexK
      Keredrex
    • RE: .

      @Col.Stauffenberg:

      We use the board as is. We don’t like the new territorial changes and we also play with national advantages for germany and a bid for them. Every change we’ve made is for germany’s benefit. We’ve had too many games where it was over round for them( like only taking Egypt with 1 tank or not at all combined with losing two planes right off the bat, etc.) Wins can still happen for the axis with OOB rules but everything has to go perfectly for germany every round.

      I’d like to play. I’m thinking about joining gametable online. I tried to get AAA but I find it to confusing to downlowd everything I need to play.

      using the board as is (the Revised Board) makes it easier for the allies to hinder the axis… the change to the alaska territ and Sea zones there means the US can move easier from western canada to either the pacific or atlantic especially with bombers, its also easier for the US to stack units in western canada so they can protect alaska, move to eastern to jump on transports and if need be get on transports built on california to move to hawaii, in Revised the SZ55 is adjacent to both Western USA and Western Canada, in Spring '42 its not, also in revised Western canada is adjacent to SZ63 which means its easier for usa to attack that Sea zone from Western USA.  all this makes it easier for america to respond to Hawaii or any pacific movement and harder for japan to stall america and help Germany.

      I agree the lines are hard to see in germany on the new board, we got used to it, but on this forum there is a redesign to the 42 board thats much clearer and definitely worth printing to use for the game.  but those changes to the territories are important to the game and change strategies.

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: A&A Spring 1942 IPC (& More) Log Sheet

      @docfav7:

      I like your National Advantages.  How do you determine which ones you are able to use and what does each do for the game?  I like this idea.

      we put together a list from the vast amount of house rules and advantages found in the threads and previous games.  the list is still adjusted as we play them, as we try to maintain balance as much as possible.

      Here they are…
      ADVANTAGES Spring 1942
      They are chosen by row (Row A, Row E, etc.) (we roll a Di),  this means if row C is chosen all countries use Row C.  we have not tried to pick out advantages per country (Russia gets A, Germany Gets E, Etc. Etc.) if you try it let me know.

      ****Row B… B1 & B2 this row has problems. there are cool advantages in there but we are not sure if or how to balance them and they feel unbalanced. B2 are the newest additions to try to fix this row and see if we can get 5 that work.

      all other rows have been played at least a few times some more than others.  And both sides axis & allies have won. now this could be due to many factors, strategy, dice, stronger players, and of course the advantages.  Im sure this list will be commented on and criticized, and since this list is a culmination of many other house rules Ive found, its possible there have been changes or playtested corrections Etc. Etc. Etc.   Ultimately, there fun as hell to incorporate and we are now at times playing with 2 advantage rows. We are also attempting to bring in Tech Development to possibly play with an advantage in game. You may notice some advantages are taken from Tech developments, we figure… its an advantage to the player to not have to pay for a tech. that is active from the start of the game.

      RUSSIA
      A- Russian Winter
      • Must declare During Combat Movement. Infantry Attack on 2 & Defend On 3 (In 1st Cycle of combat) WINTER lasts till start of next turn in these territories ONLY: Russia, Evenki N.O., Novosibirsk, Kazakh, Caucasus, W. Russia, Archangel, Belo Russia, Karelia

      _B1- Nonagression Treaty
      • ONCE PER GAME 1st Time Japan Attack A Red Territ, Place 4 Infantry (FREE) In Any 1 Red Territ Adjacent To & Including The One Attacked Before Combat Rolls. (Negated If Russia Attacks Japan 1st)

      B2- T34 Tanks
      • Russia may build a maximum of two tanks for 4 IPCs each per turn. (Max of 10 tanks built per game at 4 IPC each)_

      C- Increased Factory Production -
      • IC’s in Territories worth 4 or more IPC’s Mobilize +2 Units above Territ Value & 1/2 Cost to remove Damage markers (Rounded Up)

      D- RED ARMY CONSCRIPTS 
      • ONCE PER GAME. Declare (RAC) Next Purchase Units Phase - All Inf. Cost 2 IPC’s, But Only Inf. Can Be Purchased. (also May not purchase Technology Rolls)

      E- Adv. Artillery -
      • Art. & Inf. (Paired) Att. = 3 (1st Cycle Only)

      F- Trans-Siberian Railway
      • Infantry, Artillery & Anti-Air Guns May Move 2 Territories Per Turn ONLY among: Russia, Novosibirsk, Yakut S.S.R., Buryatia S.S.R., Caucasus, W.Russia, & Karelia

      GERMANY A- U-Boat Interdiction
      • during collect income phase for UK and USA, -1 IPC for every 2 subs Outside Of SZ 5 & 16  (-1 IPC / sub if have super Subs TD)

      _B1- Atlantic Wall
      • During Any Amphibious Assault Against A Gray Territory from SZ 3,5,6 & 7, All Your Infantry & Artillery (Paired) Defend On A 3 (1st Cycle Of Combat)

      B2- Panzerblitz
      • If Your Attacking Forces Destroy All Defending Units In 1st Cycle Of Combat, Any Of Your Surviving Tanks In The Attacking Forces May Move 1 Territory During Noncombat Phase_

      C- Bismarck Class Battleships
      • Only 1 Bismark BB Allowed at a time. must choose before game starts If replacing starting battleship with bismarck.  BB 3 Hits to sink (repairs 1 Hit per turn)

      D- Wolf Packs
      • At Least 3 Subs Attack same SeaZone The Anti Sub Abilities Of Any Destroyers Are Ignored & Subs Attack at 3 (4 w/ Super SS TD) (1st Cycle Only)

      E- Luftwaffe
      • (If No Defending Fighters) - Fighter Att roll = 4  (1st Cycle Only) (5 with jet ftrs TD)

      E- Blitzkrieg  (replace Luftwaffe)
      • When a fighter attacks with a tank (1/1 paired), they each attack at 4. (first cycle of combat only) (cancelled if defending fighters are present).

      F- Fortress Europe
      • All Artillery In Gray Areas Defend On A 3

      UK
      A- Radar -
      • Your Anti-Aircraft Guns In Tan Territories Hit Air Units On a 2. (Also Deflect Rocket Attacks on a 1, If enemy has Rocket TD)

      _B1- Joint Strike
      • ONCE PER GAME, On Your Turn, You May Declare JS.  Skip Com Move & Conduct Com. Make Noncom Mvs. On US Turn, US May Move Any Of your Units For Combat. Must agree on Casualties.

      B2- Royal Navy or Royal Airforce
      • AT BEGINING OF YOUR TURN Place 1 free Destroyer or Fighter on coast of either [UK, ECan, Egy, SAfr, Ind, or Aus] Must own the land territory, during Mobilize Units.  may place even if the SZ is enemy-occupied. (Fighter place on Land or CV)_
      C- Enigma Decoded
      • ONCE PER GAME, When Germany Finishes Combat Move Phase. You May Move any # Of Units From Any one Space Into Any 1 Adjacent Friendly Space Being Attacked By Germany (Or you can Retreat, but must leave behind any 1 unit (not including AA Gun & Complex)
      
      D- Mideast Oil
      • If An Air Unit You Own Lands In Anglo-Egypt, Trans Jordan, Or Persia During Noncombat Move Phase, It May Then Move An Additional Number Of Spaces Equal To Its Normal Move

      E- Commonwealth Troops
      • During mobilize new units phase, you may place 1 inf. for free in any tan territ you control with a value 2 or More IPC’s. If territ contains an IC, can not mobilize more units than value.

      F- Colonial Garrison
      • You Begin The Game With One Additional Industrial Complex In Any Tan Territory Worth At Least 1. ( Still Only 1 IC Per Territory)

      JAPAN
      A- Tokyo Express
      • Each Of Your Destroyers May Act As A Transport For 1 Infantry. Follow Rules Of Transports. Destroyers acting as Transports Retain Anti Sub Abilities & get one Attack roll on 1st Cycle Only If combat occurs in SZ prior to amphibious assault

      _B1- Kamikaze Attacks & Kaiten Torpedoes
      ––Kamikaze Attacks
      • Kamikaze’s occur DEFENSIVELY in a SZ adjacent to Land with Aircraft… (use di rules for combat below))
      •• 6 FREE Kamikaze (K’s) att allowed. K’s are not represented by a unit, hence it can not be taken as a casualty. keep track of how many k’s remain to be used. att may be launched if an Allied player moves ships within 2 SZ’s from Japan, after all Allied combat moves have been completed. During Conduct Combat k’s may target specific enemy ships, (Not subs). att roll 2 or less during the opening fire step of the 1st cycle of combat only (Each K gets 1 roll). Before you roll dice to launch K’s att, you must declare the target(s) & # of K’s being used (Max 3 per battle). K’s used during allied combat phase may count as a naval battle & prevent ships in that SZ from shore bombard. JAPAN MUST HAVE FIGHTERS - no Kamikazes allowed until at least 1 fighter is in play (regardless of remaining K’s)
      ––Kaiten Torpedoes
      When A Japanese Sub In A SZ That Borders An Orange Territory Or Island Group In Japan’s Control is attacked you may declare it a Kaiten Torpedo and It Defends on A 3(4 with WD) If hits it is Automatically taken off as a Casualty

      B2- Bitter Rivalry
      • Once Per Game Choose:

      1. Permanently Reduce Cost of land & air Units: Inf, Art, Tank, Fighter, Bomber - 1 IPC &
        Increase Cost of Sea Units: SS, DD, CV, CC, BB - 1 IPC
      2. Increase Land & Air (Not AA gun or complex) - Reduce Sea (Not Transports)_
        C- Long Lance Torpedoes
        • (1st cycle only) DD att = 3, also SS att = 3 (4 w/Super SS WD) 

      D- Yamato Class Battleships  
      • Only 1 Yamato BB Allowed at a time (must choose at beginning of game if replacing starting BB). May choose To Att With 4, But Has option to Fire Broadside (Att/Bombard ONLY) - 2 Dice at 3’s (during Bombardment may still fire two shots at 3’s even if unloading 1 unit)

      E- Fukkaku Defenses
      • All your inf. on islands are immune to shore bombardment and defend on a 3.

      F- Banzai Attacks
      • Inf. & Art. (Paired) Att. = 3 may not attack with any other units, No Retreat Allowed (Bombardment Allowed)

      USA
      A- Island Bases
      • When Moving Air Units - US May Treat Island Groups As Part Of SZ’s Containing Them.  ie. Ftr Can Fly From Hawaii To E. Indies (If Owned)

      _B1- Marines
      • Inf. Attack On A 2 in 1st Cycle Of Combat During amphibious Assault

      B2- Recruit
      • Recruit: Roll 1D6 - on a roll of: 1 Free AA Gun. 2, 3 Free Artillery. 4, 5, 6 Free Infantry. Units must be placed on IC (follow rules of IC)s in hand. _
      C- Chinese Divisions
      • During Mobilize Units Phase, US May Place 1 Inf. (FREE) In 1 Of These Territs If Controlled: China, Sinkiang, Kwangtung, or F. Indochina

      D- Mechanized Infantry -
      • Infantry Matched 1/1 with Tank Move 2 Spaces

      E- Paratrooopers -
      • 1 Inf. Per Bomber. Must Leave From Same Territ.  Bomber Must Stop In 1st Hostile Territory in Flight Path.  Bomber can Attack in the 1st cycle only. But No Strategic Bombing Raid  (Inf. Unit Cannot Retreat)

      F- Superfortresses
      • Def. = 2 & 1st cycle Of All Land Battles (on Attack) Bombers Roll 2 dice (3 Dice If Hvy Bombers)

      have fun… let me know what you think

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • A&A Global IPC (& More) Log Sheet 11x17

      the 11x17 IPC Log Sheet for the Global game… enjoy let me know if it works

      When printing Layout should be set to Long Edge Binding

      A&A_GlobalLOG_X.pdf

      posted in Axis & Allies Global 1940
      KeredrexK
      Keredrex
    • RE: A&A Global IPC (& More) Log Sheet

      you can find the 11x17 here

      http://www.axisandallies.org/forums/index.php?topic=22251.0

      posted in Axis & Allies Global 1940
      KeredrexK
      Keredrex
    • RE: Submarine Rules…Whaaat?

      @ragnarok628:

      i think she meant _before _1942 version?  also, cruisers are 3/3 right?

      yeah move 2, Attack/Defend 3

      yeah she must be talking about the 2nd edition 1986 board.  subs were 8, carriers were 16, battleships 24__

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: A&A Global IPC (& More) Log Sheet

      this chart does work better if printed on 11x17 paper.  I already have the file created and can post it if anyone wants.  just let me know.

      posted in Axis & Allies Global 1940
      KeredrexK
      Keredrex
    • A&A 2nd Edition IPC (& More) Log Sheet

      After posting the log sheet i created for A&A 42…. http://www.axisandallies.org/forums/index.php?topic=22045.0
      Requests were made for a 2nd Edition Sheet…
      It keeps track of IPC’s, Purchases, Advantages (if used), Tech. Development (If Used), Current Round, has a Unit stat chart, and A game notes section (for those instances of amazing Di rolls, awesome strategies, jokes, pranks, etc.)

      When printing layout should be set to Long Edge Binding.  
      This will enable pages to be printed correctly so the charts for each country rounds are in the correct position front and back.

      Its Odd… for some reason I can’t post these sheets in their game thread (Global, 2nd Edition, …).  but i can post them here, anyone know why that is?
      A&A_Classic_Log_x.pdf

      posted in Axis & Allies Classic
      KeredrexK
      Keredrex
    • RE: A&A Global IPC (& More) Log Sheet

      @gsh34:

      What does the “TD” stand for in the dashed box?

      Tech. Development… the box is where you log in # of Di Purchased.  but im not sure what the rules are for the global game on how they handle tech. development.  its changed and became more house rule controlled since classic edition.

      posted in Axis & Allies Global 1940
      KeredrexK
      Keredrex
    • A&A Global IPC (& More) Log Sheet

      After posting the log sheet i created for A&A 42…. http://www.axisandallies.org/forums/index.php?topic=22045.0
      Requests were made for a Global log Sheet…
      It keeps track of IPC’s, Purchases, Advantages (if used), Tech. Development (If Used), Political situation (declaration Of War), Current Round, has a Unit stat chart, Victory Cities controlled per round and A game notes section (for those instances of amazing Di rolls, awesome strategies, jokes, pranks, etc.)
      2 pages, 10 Rounds total 1-5 on the front with 6-0 on back. 
      If game lasts longer than 10 rounds, just print another sheet and add a 1 in front of round numbers.

      When printing layout should be set to Short Edge Binding. 
      This will enable pages to be printed correctly so the charts for each country rounds are in the correct position front and back.

      unfortunately i dont have that game so I Hope it works.  let me know…
      A&A_GlobalLOG_.pdf

      posted in Axis & Allies Global 1940
      KeredrexK
      Keredrex
    • RE: Submarine Rules…Whaaat?

      @Cmdr:

      Yes, but in the 1942 game there were no destroyers or cruisers.

      What???  A&A Spring 1942 has cruisers and destroyers.
      Cruisers are 12 move 2, attack/defend at 3, can bombard
      Destroyers are 8 move 2, attack/defend at 2, Anti Sub boat (cancels sub special abilities)

      the later versions, Pacific and Europe (which together make the global game) have new units not in previous versions.  Tactical Bombers and Mechanized Infantry

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: Submarine Rules…Whaaat?

      @Col.:

      I think subs are more accurately depicted in E40 and P40 with them being able to do more harm on shipping convoys. That’s what a majority of subs were used for, especially Germany’s U-boats. They weren’t used as often in naval battles, where in '42 they are used that way exclusively.

      I worked in advantages into the '42 game… and one set has…
      uboat interdiction… for every 2 German Subs outside sea zones 5 & 16, Subtract 1 IPC from UK & USA at collect Income Phase.
      it added a new level of play for the german subs.  UK and USA automatically lose IPC’s in the beginning and more if germany buys subs.  forces the allies to act fast to counter. 
      In that game russia had Russian Winter, UK has Radar, Japan has tokyo Express, and US had Island bases.

      posted in House Rules
      KeredrexK
      Keredrex
    • RE: Does anyone still use paper money (ipc's)?

      @ragnarok628:

      my knee jerk was to hate writing it down instead of actual paper money, but after a game or two, i actually find it more convenient.

      Yeah same thing happened when we played.  I made a log sheet that keeps track of IPC’s and more. check it out here http://www.axisandallies.org/forums/index.php?topic=22045.0

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: A&A Spring 1942 IPC (& More) Log Sheet

      @StormSurge:

      Can anyone share a similar log for the 2nd Edition? Thanks!

      I can make one for that version… its only a matter of deleting some units and changing info from the 42 version

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Land bombardment

      Yes the transports drop off units.  but only the Battleship and Cruiser Units can bombard.  
      the rules state that if unloading units in Amphibious assault, battleship units and cruiser units get a bombardment di roll in the 1st round Opening fire step only .  BUT, the amount of bombardment rolls must equal the amount of units offloaded.

      ie.  2 transports… with 2 infantry and 1 tank offload. (Total 3 Units)   and there are 3 cruisers and 2 battleships. (5 boats capable of bombardment) 
      only 3 of those boats get a bombardment roll cause only 3 units offloaded.
      If there was only 1 battleship, then you only get 1 bombardment roll even if you unloaded 3 (or more) units.
      In order for all 5 boats to bombard you must unload 5 or more units

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: .

      @Col.Stauffenberg:

      We actually use the revised board but with 1942 rules and pieces. The 42 board is too small and the borders are hard to see.

      did you account for the territory changes?  central america… alaska… the sea zones by alaska… strategically those changes are major.

      @Col.Stauffenberg:

      This is something we’ve started doing this past year. We’ve been playing for ten years and we’ve seen (almost) every possible scenario for the round 1 failed egypt attack. After it happens, Germany makes less and less money every round. By round 2 they’ll be at 35 or even less. All the three allies have to do is just attack them everywhere and widdle them down to nothingness. You don’t even need strategy.

      i still dont see how this is possible with the new OOB rules.  and if you add in some of the house rules for advantages and technology, each individual game can be more unique.   maybe we should get a game going send me a message

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: What do you drink while playing AA42?

      voted beer but normally we drink whiskey

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: .

      @Col.Stauffenberg:

      BTW, I should’ve worded things better. I meant if Germany attacks Egypt and fails, it’s game over.

      still dont totally agree… but this does hurt more.  Japan can still possibly dominate and be the game winning country. as long as germany turns defensive cause of the failed egypt attack but still makes a push for russia.  they will just have to be more careful and not lose any more major battles.

      im curious… do you currently play the 1942 board?

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: Carriers and fighters

      @sourmash:

      If it wasn’t a sneak attack and they get to fire back do they still move 1 space or do they get to move there normal 4 spaces to find a safe place to land.

      only 1 space… any time a carrier is destroyed in a DEFENSIVE battle… the fighters that were on it (if they survived) get 1 space to land

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
    • RE: .

      @Hobbes:

      I disagree as well. Things get tougher for the Axis and Japan will need to step up and threaten Africa but the game is not lost. Africa can be a drain for Germany, since it diverts units away from the Russian front. Losing the fleet means that those units can be used instead against Russia.

      precisely… and having a major threat on UK in the 1st round forces the allies to purchase accordingly

      posted in Axis & Allies Spring 1942 Edition
      KeredrexK
      Keredrex
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