not sure bout this… maybe if its stats are Att 1, Def 0, Move 1, Cost 3. or if somehow you up all the other naval units to make room for this. it should not make a SZ hostile either
Posts made by Keredrex
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RE: PT Boatsposted in House Rules
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RE: Spring 42 or Revisedposted in Axis & Allies Spring 1942 Edition
@CWO:
…… So in my personal notes about the games, I call the MB global game AA1, the 1986 (2nd edition) global game AA2, and the 2009 (Spring 1942) global game AA3. …
What about Axis & Allies Revised (2004)? wouldnt that Global game be AA3 and the 2009 Spring 1942 be AA4
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RE: Dice Rollerposted in Find Online Players
new to the dice roller thing… i figured out the first way to do it (previous post)… but not getting this one
aaa :2@1: :2@2: :5@3:
Rolls: 2@1 2@2 5@3; Total Hits: 32@1: (5, 2)2@2: (6, 5)5@3: (6, 6, 3, 3, 3)
Rolls: 1@4 1@3 1@3 2@2 1@1 3@3 2@4; Total Hits: 51@4: (4)1@3 : (5)1@3 : (6)2@2 : (6, 3)1@1: (3)3@3: (1, 2, 2)2@4: (6, 4) -
RE: Dice Rollerposted in Find Online Players
just testing this
To roll dice, type in the following:
<colon>dice ndm <colon>Replace <colon>with an actual colon “:”
Replace n with the number of dice to roll.
Replace m with the number of sides per dice.Inf
Rolling 2d6:
(5, 5)Art & Inf
Rolling 2d6:
(3, 4)Tank
Rolling 3d6:
(1, 1, 5)Ftr
Rolling 2d6:
(3, 3) </colon></colon></colon> -
RE: Do you prefer the dardanelles open or closed? Why and who does it favour?posted in Axis & Allies Spring 1942 Edition
For this version i think its fine as it is… open and favors neither. although I am gonna try a game with it closed, Im thinking the rules of it being closed also means russia can’t build and exit Sea zone 16.
maybe make it an option that once any power attempts to exit or enter it becomes an “open to all” canal. -
RE: Spring 42 or Revisedposted in Axis & Allies Spring 1942 Edition
@Imperious:
AA42 tops Revised easily. Better ideas, unit costs, pieces and map.
AAR has been overly analyzed and boring. AA42 is a fresh start and fresh strategy.
I agree 100%
@Dylan:So what do you think of tech, do you like it, or think it littles the strategy.
As Long as the Tech is a balanced list for the game, where any tech can be just as effective as any other, it can add to the strategy of the game. you do not want 1 tech that everyone goes for cause its overpowered, like the original A&A Heavy bombers. the anniversary edition tech is pretty good but needs some tweaks
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RE: Custom AA Rulebook For Downloadposted in House Rules
-Subs more powerful against surface ships (pick targets)
-Destroyers more powerful against subs (reduce subs attack value)
-Strategic Bombing raids are more powerful (damaged facilities are not repaired until after new units are placed)
-Enemy air defenses are more powerful (all AA and CAP aircraft engage enemy aircraft along flight route. CAs have AA capability)
-Made infantry more effective during amphibious assaults (marines)
-Made other land units less effective during amphibious assaults.
-Tried to give ALL units special abilities.I think subs are too cheap a purchase to have that ability… unless you made it a multiple sub option like attack with at least 3 subs and get the ability for 1
Interesting destroyer rule
the complex rule may favor the axis and severely hurt russia and britain
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RE: House rules spring 1942posted in House Rules
@Dylan:
You could make tanks cost 6.
You could also do the old type of Strategic Bombings, instead of rolling against the factory, your rolling against the IPC
S. Say Britain had 26 IPCs, you bomb then and roll a 5, Britain now has 21 IPC`Swe actually made a change to bombing and it works well….
… the rules state that a complex can be damaged for 2x the value of the territory… example. caucasus can have 8 damage markers. but further bombing is pointless if they dont repair.
Our change… complexes can recieve damage equal to the IPC value. but, further bombing affects IPC’s (like the old Bombing Rules). example. 3 bombers hit caucasus… Di rolls = 3, 5, 6 … Damage = 3 + 1 then (3 + 4 IPC’s) because its territory IPC value per bomber you cant go higher than 4 on each di roll
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RE: Spring 42 or Revisedposted in Axis & Allies Spring 1942 Edition
@Herr:
1st edition: Nova Games, 1981
2nd edition: Milton Bradley, 1986
3rd edition: Revised, 2004
4th edition: Anniversary, 2008
5th edition: Spring 1942, 2009Personally i dont consider anniversary in that set… Anniversary had Major changes to the map and rules. while all the others had Small changes but kept the overall look and feel of classic A&A
I think the generations of A&A should be…
1st edition: Nova Games, 1981
2nd edition: Milton Bradley, 1986
3rd edition: Revised, 2004
4th edition: Spring 1942, 2009Anniversary Edition is more along the lines of a combined Europe and pacific game.
1st Edition: A&A Europe, 1999
1st Edition: A&A Pacific, 2001
2nd Edition: Anniversary
3rd Edition: A&A Europe 1940 & A&A Pacific 1940 -
RE: Protecting those bloody transportsposted in Axis & Allies Spring 1942 Edition
Yeah i agreee it depends on certain moves… although Japan can hut russia way before turn 6… if they buy 2 complexes on 1st turn
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RE: Protecting those bloody transportsposted in Axis & Allies Spring 1942 Edition
thinking about it in a Broad, overall way……
Building the fleet in the North Forces Britain to spend in the north and not anywhere else…
Britain cant afford to drop any complexes early with the german threat…
and if germany is hammering russia as well then they dont need african money.
America may be forced into a KGF (Kill Germany First) and send there resources to Britain.
This Leaves Japan alone in the pacific allowing them to take Britains money and take russias eastern territories.
If the axis move fast enough and win more decisive battles… they can take russia out.
Again this is the General idea of how some games played out. It still depends on Di Rolls and individual strategy -
RE: Protecting those bloody transportsposted in Axis & Allies Spring 1942 Edition
I think Keredrex makes a good point about adding subs to the mix to take hits as well as the options a carrier+planes give you, not so sure about the Northern German Fleet strategy though :-) ……
German Fleet strategy can work but it depends on Russian 1st move and Germany’s overall strategy, part of which would be to avoid Africa (With the exception of Egypt, to kill the units there and close the canal)
once my friend brought the Mediterranean Battleship, Transport & Sub in SZ8 around to the north to meet the fleet and fight UK… Crazy game
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RE: Protecting those bloody transportsposted in Axis & Allies Spring 1942 Edition
@msleeman:
ALso having an aircraft carrier with 2 fighters (34 IPC!) seems like a huge investment, would 4 Destroyers be better? Just curious…
4 destroyers is 32… only 2 IPC’s cheaper so its really the same investment. but you get way more options with the carrier and fighters… you can use them in other nearby combat, and the Attack / defense rolls are stronger. and if the enemy stills sinks your fleet your fighters can save themselves since subs dont hit planes. But planes can hit subs if they have a destroyer with them.
I would also add Subs to the mix… they can be used to take Enemy Sub Hits… while your destroyer / fighters take out the enemy subs
for example… 1st round buy for germany can be various land units, an Aircraft carrier, Sub & transport placed with the north fleet… you would have… 1 Carrier (2 ftrs), Destroyer, 3 Subs, 2 transports… that threatens Britain Early
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RE: Opening a mint A&A 2nd edition (1987) or playing A&A 1942 (2009)posted in Axis & Allies Spring 1942 Edition
Check the house rules section… you will find loads of added flavor for A&A… But Specifically for the Spring 1942 version, I added in the Technology rules From The Anniversary edition which has similar rules.
Here is a list i came up with based on the A&A 50, various discussions and playtests…
Weapon Developments
Chart 1
1- Adv. Artillery Each Art. Improve 2 Inf.2- Radar
Radar - AA defend (di roll 2) & Hit Rocket Att (di roll 1)
3- Paratrooopers
1 Inf. Per Bomber. Must Leave From Same
Territ. Bomber Must Stop In 1st Hostile
Territory in Flight Path. Bomber can Still
Att. (Para. Unit Cannot Retreat)4- Inc. Factory Production
IC’s in Territories worth 4 or more IPC’s
Mobilize +2 Units above Territ Value, And In
Territories of 3 or Less Mobilize +1 Unit
& 1/2 Cost to remove Damage markers
(Rounded Up)5- War Bonds
Roll 1d6 (+2) Recieve that many IPC’s At Collect income Phase6- Mechanized Infantry
Inf. Matched 1/1 with Tank Move 2 SpacesChart 2
1- Jet Fighters
Att. = 4 (on 1st cycle of combat)
2- Rockets
All AA Gun May Make 1 Rocket Attack On
1 IC (within 3 Spaces) doing 1D6 Damage.
Each Industrial Complex Can Be Hit Only
Once Per Turn From Rockets. Max Damage
= Territory Value Of IPC’s Per Complex3- Super Submarine
Submarines Attack Increased To 3
4- Long-Range Aircraft
Fighter Range Increases to 6. Bomber Range Increases To 85- Improved Shipyards
Cost Of Sea Units Reduced… BB=18, CV=12, CC=10, DD=7, TR=6, SS=56- Heavy Bombers
Roll 2 Dice For Att. & for IC Bombing: Roll 1 Di & add 2Research & Development Sequence:
Chose 1 Weapon Tech. (each country can get 2 techs, one at a time, from both charts )
1. Buy researcher tokens
2. Roll research diceStep 1: Buy Researcher Tokens
Each researcher token costs 5 IPC’s. (For researcher token use a Flag marker)Step 2: Roll Research Dice
For each researcher you have, roll one die.-Success: If you roll at least one “6”, you have successfully made a technological breakthrough. Discard all your researcher tokens.
(You may Attempt to gain another Tech on next or later Turn)-Failure: If you do not roll a “6”, your research has failed. Keep your researcher token and continue to the Purchase Units phase of the turn.
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RE: Opening a mint A&A 2nd edition (1987) or playing A&A 1942 (2009)posted in Axis & Allies Spring 1942 Edition
I agree sell the mint condition to a collector…
A&A 1942 is a fantastic game and basically the current Version of that 1987 game. (I honestly dont understand why some bash it)I consider the Anniversary Edition, and the New Global Pacific 1940/Europe 1940 to be Different but fantastic games from what I have read.
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RE: House rules spring 1942posted in House Rules
@Imperious:
Naw these are not mine. Advanced Artillery is a crock and these look pretty much stock.
Just interested in your opinion … Why do you think Adv. Artillery is a “crock”?
We have played a few games with it and it worked well for the 1942 board.ALSO…
We actually play with tech this way with the tech chart aboveResearch & Development Sequence:
Chose 1 Weapon Tech. (each country can get 2 techs, one at a time, from both charts )
1. Buy researcher tokens
2. Roll research diceStep 1: Buy Researcher Tokens
Each researcher token costs 5 IPC’s. (For researcher token use a Flag marker)Step 2: Roll Research Dice
For each researcher you have, roll one die.-Success: If you roll at least one “6”, you have successfully made a technological breakthrough. Discard all your researcher tokens.
(You may Attempt to gain another Tech on next or later Turn)-Failure: If you do not roll a “6”, your research has failed. Keep your researcher token and continue to the Purchase Units phase of the turn.
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RE: House rules spring 1942posted in House Rules
For A&A spring 1942 … you will need to use the Tech Developments from A&A 50. both games had the new transport rules, as well as other adjustments. so the Tech developments were designed with those in mind.
for example…
@Dylan:5 Combined Bombardment
Like battleships, your
destroyers now can
conduct bombardment
during an amphibious
assault. (Their attack is 3.)doesnt work well because the Battleships and Cruisers already have bombardment… why pay for a destoyer to do this. and a destroyer attacks with a 2 not 3 in this version
Here is a list i came up with based on the A&A 50, various discussions and playtests…
Weapon Developments
Chart 1
1- Adv. Artillery Each Art. Improve 2 Inf.2- Radar
Radar - AA defend (2) & Hit Rocket Att (1)
3- Paratrooopers
1 Inf. Per Bomber. Must Leave From Same
Territ. Bomber Must Stop In 1st Hostile
Territory in Flight Path. Bomber can Still
Att. (Para. Unit Cannot Retreat)4- Inc. Factory Production
IC’s in Territories worth 4 or more IPC’s
Mobilize +2 Units above Territ Value, And In
Territories of 3 or Less Mobilize +1 Unit
& 1/2 Cost to remove Damage markers
(Rounded Up)5- War Bonds
Roll 1d6 (+2) Recieve that many IPC’s At Collect income Phase6- Mechanized Infantry
Inf. Matched 1/1 with Tank Move 2 SpacesChart 2
1- Jet Fighters
Att. = 4
2- Rockets
All AA Gun May Make 1 Rocket Attack On
1 IC (within 3 Spaces) doing 1D6 Damage.
Each Industrial Complex Can Be Hit Only
Once Per Turn From Rockets. Max Damage
= Territory Value Of IPC’s Per Complex3- Super Submarine
Submarines Attack Increased To 3
4- Long-Range Aircraft
Fighter Range Increases to 6. Bomber Range Increases To 85- Improved Shipyards
Cost Of Sea Units Reduced… BB=18, CV=12, CC=10, DD=7, TR=6, SS=56- Heavy Bombers
Roll 2 Dice For Att. & for IC Bombing: Roll 1 Di & add 2Research & Development Sequence:
1. Buy researcher tokens
2. Roll research dice
3. Roll breakthrough die
4. Mark developmentStep 1: Buy Researcher Tokens
Each researcher token costs 5 IPC’s.Step 2: Roll Research Dice
For each researcher you have, roll one die.-Success: If you roll at least one “6”, you have successfully made a technological breakthrough. Discard all your researcher tokens and continue to step 3.
-Failure: If you do not roll a “6”, your research has failed. Keep your researcher token and continue to the Purchase Units phase of the turn. On each subsequent turn the success becomes easier and is reduced by one each turn: 6, 5,4,3,2, and eventually it is automatic.
Step 3: Roll Breakthrough Die
If you succeed on any research die, you choose any technology within the 1st tier. Additional technology research applied to the same tech category can go to a higher technology as long as you got at least one tech. For example: If you want a technology that is 3rd tier in land technology, you must have at least one 1st tier and one 2nd tier tech in that same category.Step 4: Mark Development
If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately. Any number of powers may develop the same technology, but powers cannot share their technology. -
RE: How to spice it up-without curry-Advice wantedposted in Axis & Allies Spring 1942 Edition
Start with Weapon developments… you can use the tech developments from AA50 for the 1942 game. (since they share the rules)
then there are some Advantages, which started in A&A Revised.
Also there are Objectives, which were also in A&A 50 i think.in the house rules you’ll find different ideas on all these.
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RE: AA Gunsposted in Axis & Allies Spring 1942 Edition
You could always play with house rules. I personally like allowing two to fire per territory. Makes AA carry a bit more weight.
this would be TOOO powerful…. in the rules a single AA Gun in a territory fires ONCE at EACH fighter, Then ONCE at EACH Bomber.
so if (some Land Units) 5 fighter and 2 bombers enter a territ …
and the bombers are doing a raid while the fighters (and other land units) are in combat.
that means the AA Gun 1st gets 5 shots at fighters, then 2 Shots at bombers… any ONE’s rolled are hitsIf you allowed 2 guns per territ to fire your doubling the chances to kill the planes, with Units that only cost 6 IPC’s. It would be too easy to buy a bunch of AA guns and put them everywhere