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    Posts made by KionAAA

    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 2

      Purchase Units - Russians
                  Russians buy 4 artilleries and 7 infantry; Remaining resources: 0 PUs;

      Combat Move - Russians

      Non Combat Move - Russians
                  2 aaGuns and 18 infantry moved from Buryatia to Amur
                  1 submarine moved from 112 Sea Zone to 105 Sea Zone
                  2 fighters and 1 tactical_bomber moved from Novgorod to Russia
                  2 aaGuns, 3 artilleries and 5 infantry moved from Novgorod to Baltic States
                  1 artillery and 11 infantry moved from Belarus to Baltic States
                  1 artillery and 8 infantry moved from Bessarabia to Western Ukraine
                  3 artilleries moved from Ukraine to Western Ukraine
                  2 armour and 2 mech_infantrys moved from Bryansk to Belarus
                  2 aaGuns, 1 artillery and 1 infantry moved from Bryansk to Western Ukraine
                  2 infantry moved from Rostov to Ukraine
                  1 artillery and 3 infantry moved from Russia to Bryansk

      Place Units - Russians
                  3 artilleries placed in Novgorod
                  1 artillery and 2 infantry placed in Ukraine
                  5 infantry placed in Russia

      Turn Complete - Russians
                  Russians collect 37 PUs; end with 37 PUs total

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 1

      Combat Move - French

      Non Combat Move - French
                  1 infantry moved from Syria to Trans-Jordan
                  1 destroyer moved from 72 Sea Zone to 58 Sea Zone

      Turn Complete - French

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 1

      Purchase Units - ANZAC
                  ANZAC buy 1 infantry and 1 transport; Remaining resources: 0 PUs;

      Combat Move - ANZAC

      Non Combat Move - ANZAC
                  2 infantry moved from New South Wales to 62 Sea Zone
                  2 infantry and 1 transport moved from 62 Sea Zone to 42 Sea Zone
                  2 infantry moved from 42 Sea Zone to Java
                        ANZAC take Java from Dutch
                  1 cruiser moved from 63 Sea Zone to 54 Sea Zone
                  1 destroyer moved from 62 Sea Zone to 54 Sea Zone
                  2 fighters moved from New Zealand to Queensland
                  1 infantry moved from New Guinea to Dutch New Guinea
                        ANZAC take Dutch New Guinea from Dutch
                  2 aaGuns moved from New South Wales to Queensland

      Place Units - ANZAC
                  1 transport placed in 62 Sea Zone
                  1 infantry placed in New South Wales

      Turn Complete - ANZAC
                  ANZAC collect 14 PUs; end with 14 PUs total

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 1

      Purchase Units - British
                  British buy 1 fighter and 6 infantry; Remaining resources: 0 PUs;

      Purchase Units - UK_Pacific
                  UK_Pacific buy 2 artilleries and 3 infantry; Remaining resources: 0 PUs;

      Combat Move - British
                  1 destroyer moved from 109 Sea Zone to 111 Sea Zone
                  1 bomber and 2 fighters moved from United Kingdom to 111 Sea Zone
                  1 cruiser moved from 91 Sea Zone to 111 Sea Zone
                  1 submarine moved from 98 Sea Zone to 96 Sea Zone
                  1 fighter moved from Malta to 96 Sea Zone
                  1 tactical_bomber moved from 98 Sea Zone to 96 Sea Zone

      Combat - British
                  Battle in 96 Sea Zone
                      British attack with 1 fighter, 1 submarine and 1 tactical_bomber
                      Italians defend with 1 destroyer and 1 transport
                          British roll dice for 1 submarine in 96 Sea Zone, round 2 :  1/1 hits
                          British roll dice for 1 fighter and 1 tactical_bomber in 96 Sea Zone, round 2 :  1/2 hits
                          Italians roll dice for 1 destroyer and 1 transport in 96 Sea Zone, round 2 :  0/1 hits
                          1 destroyer owned by the Italians and 1 transport owned by the Italians lost in 96 Sea Zone
                      British win with 1 fighter, 1 submarine and 1 tactical_bomber remaining. Battle score for attacker is 15
                      Casualties for Italians: 1 destroyer and 1 transport
                  Battle in 111 Sea Zone
                      British attack with 1 bomber, 1 cruiser, 1 destroyer and 2 fighters
                      Germans defend with 1 battleship and 2 submarines
                          Germans roll dice for 2 submarines in 111 Sea Zone, round 2 :  0/2 hits
                          British roll dice for 1 bomber, 1 cruiser, 1 destroyer and 2 fighters in 111 Sea Zone, round 2 :  2/5 hits
                          Germans roll dice for 1 battleship in 111 Sea Zone, round 2 :  0/1 hits
                          2 submarines owned by the Germans lost in 111 Sea Zone
                          British roll dice for 1 bomber, 1 cruiser, 1 destroyer and 2 fighters in 111 Sea Zone, round 3 :  0/5 hits
                          Germans roll dice for 1 battleship in 111 Sea Zone, round 3 :  0/1 hits
                          British roll dice for 1 bomber, 1 cruiser, 1 destroyer and 2 fighters in 111 Sea Zone, round 4 :  2/5 hits
                          Germans roll dice for 1 battleship in 111 Sea Zone, round 4 :  0/1 hits
                          1 battleship owned by the Germans lost in 111 Sea Zone
                      British win with 1 bomber, 1 cruiser, 1 destroyer and 2 fighters remaining. Battle score for attacker is 32
                      Casualties for Germans: 1 battleship and 2 submarines

      Non Combat Move - British
                  1 infantry moved from British Guiana to Brazil
                        British take Brazil from Neutral_Allies
                  1 artillery and 1 infantry moved from Ontario to Quebec
                  1 transport moved from 109 Sea Zone to 88 Sea Zone
                  1 armour and 1 infantry moved from Alexandria to Egypt
                  1 infantry moved from Anglo Egyptian Sudan to Egypt
                  2 infantry moved from Union of South Africa to Rhodesia
                  1 bomber moved from 111 Sea Zone to United Kingdom
                  1 infantry moved from West India to Eastern Persia
                        British take Eastern Persia from Neutral_Allies
                  1 artillery moved from Alexandria to 98 Sea Zone
                  1 fighter and 1 tactical_bomber moved from 96 Sea Zone to Egypt
                  1 artillery and 1 transport moved from 98 Sea Zone to 80 Sea Zone
                  1 artillery moved from 80 Sea Zone to Persia
                        British take Persia from Neutral_Allies
                  1 carrier, 1 cruiser and 1 destroyer moved from 98 Sea Zone to 81 Sea Zone
                  1 destroyer moved from 71 Sea Zone to 81 Sea Zone
                  1 aaGun and 2 infantry moved from Scotland to United Kingdom
                  2 fighters moved from 111 Sea Zone to United Kingdom
                  1 fighter moved from Gibraltar to United Kingdom
                  1 fighter moved from Burma to India
                  2 infantry moved from India to 39 Sea Zone
                  2 infantry and 1 transport moved from 39 Sea Zone to 44 Sea Zone
                  2 infantry moved from 44 Sea Zone to Celebes
                        UK_Pacific take Celebes from Dutch
                  1 battleship moved from 37 Sea Zone to 54 Sea Zone
                  1 infantry moved from Alexandria to Egypt
                  3 aaGuns, 1 artillery and 4 infantry moved from India to Burma
                  1 destroyer moved from 39 Sea Zone to 37 Sea Zone

      Place Units - British
                  1 fighter and 6 infantry placed in United Kingdom

      Turn Complete - British
                  Total Cost from Convoy Blockades: 2
                      Rolling for Convoy Blockade Damage in 106 Sea Zone. Rolls: 4,2
                  British collect 30 PUs (2 lost to blockades); end with 30 PUs total
                  Objective British 1 Original: British met a national objective for an additional 5 PUs; end with 35 PUs

      Place Units - UK_Pacific
                  2 artilleries and 3 infantry placed in India

      Turn Complete - UK_Pacific
                  UK_Pacific collect 20 PUs; end with 20 PUs total
                  Some Units in India change ownership: 2 artilleries and 3 infantry

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      OOL in SZ 111? Max def or do you hope that the subs survive?

      And no offense taken in your edit-error in G1.

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      TripleA Move Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 1

      Combat Move - British
                  1 destroyer moved from 109 Sea Zone to 111 Sea Zone
                  1 bomber and 2 fighters moved from United Kingdom to 111 Sea Zone
                  1 cruiser moved from 91 Sea Zone to 111 Sea Zone
                  1 submarine moved from 98 Sea Zone to 96 Sea Zone
                  1 fighter moved from Malta to 96 Sea Zone
                  1 tactical_bomber moved from 98 Sea Zone to 96 Sea Zone

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 1

      Purchase Units - Chinese
                  Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                  Chinese buy 4 infantry; Remaining resources: 0 PUs;

      Combat Move - Chinese
                  2 infantry moved from Kweichow to Yunnan
                  2 infantry moved from Szechwan to Yunnan
                  1 fighter moved from Szechwan to Yunnan

      Combat - Chinese
                  Battle in Yunnan
                      Chinese attack with 1 fighter and 4 infantry
                      Japanese defend with 1 artillery and 1 infantry
                      Chinese win, taking Yunnan from Japanese with 1 fighter and 3 infantry remaining. Battle score for attacker is 4
                      Casualties for Japanese: 1 artillery and 1 infantry
                      Casualties for Chinese: 1 infantry

      Non Combat Move - Chinese
                  1 fighter moved from Yunnan to Szechwan
                  1 infantry moved from Shensi to Szechwan
                  2 infantry moved from Suiyuyan to Shensi

      Place Units - Chinese
                  4 infantry placed in Szechwan

      Turn Complete - Chinese
                  Chinese collect 9 PUs; end with 9 PUs total
                  Objective Chinese 1 Burma Road: Chinese met a national objective for an additional 6 PUs; end with 15 PUs

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 1

      Purchase Units - Americans
                  Americans buy 3 carriers; Remaining resources: 4 PUs;

      Combat Move - Americans

      Non Combat Move - Americans
                  Turning on Edit Mode
                  EDIT: Adding units owned by Germans to 111 Sea Zone: 1 submarine
                  EDIT: Removing units owned by Germans from Western Germany: 1 fighter
                  EDIT: Turning off Edit Mode
                  1 artillery and 1 infantry moved from Western United States to 10 Sea Zone
                  1 artillery, 1 battleship, 1 carrier, 1 cruiser, 1 destroyer, 1 fighter, 1 infantry, 1 tactical_bomber and 1 transport moved from 10 Sea Zone to 26 Sea Zone
                  1 artillery and 1 infantry moved from 26 Sea Zone to Hawaiian Islands
                  1 fighter moved from 26 Sea Zone to Hawaiian Islands
                  1 fighter moved from Western United States to Hawaiian Islands
                  1 fighter moved from Eastern United States to 26 Sea Zone
                  1 artillery and 1 infantry moved from Eastern United States to 101 Sea Zone
                  1 artillery, 1 cruiser, 1 infantry and 1 transport moved from 101 Sea Zone to 28 Sea Zone
                  1 destroyer and 1 submarine moved from 35 Sea Zone to 54 Sea Zone
                  1 fighter moved from Philippines to Guam
                  2 aaGuns moved from Eastern United States to Central United States
                  1 bomber moved from Central United States to Hawaiian Islands

      Place Units - Americans
                  3 carriers placed in 10 Sea Zone

      Turn Complete - Americans
                  Americans collect 52 PUs; end with 56 PUs total

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      I looked at your edit in german round 1 again and I came to the conclusion that it wasn’t correct.
      The hit in the second round of battle was made by the fighter without destroyer support. So the second hit can only allocated to either the Battleship or an aircraft but not the sub. In the first round, the hit could have been allocated to the sub, but you didn’t and as the sub did shoot in the second round of combat, you can’t do so in retrospect.
      So in my opinion, you have to allocate the hit either to the battleship (as you did originally) or to an aircraft.
      Tell me what you think and/or what should be hit ao I can make the edit in my next turn.

      Kion

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.7

      Game History

      Round: 1

      Purchase Units - Russians
                  Russians buy 7 artilleries and 3 infantry; Remaining resources: 0 PUs;

      Combat Move - Russians

      Combat - Russians

      Non Combat Move - Russians
                  1 artillery and 1 infantry moved from Western Ukraine to Bessarabia
                  3 infantry moved from Ukraine to Bessarabia
                  3 infantry moved from Baltic States to Belarus
                  1 artillery and 6 infantry moved from Novgorod to Belarus
                  1 infantry moved from Archangel to Belarus
                  3 infantry moved from Vyborg to Novgorod
                  2 infantry moved from Karelia to Novgorod
                  1 fighter and 1 tactical_bomber moved from Russia to Novgorod
                  2 infantry moved from Caucasus to Rostov
                  1 armour and 1 mech_infantry moved from Volgograd to Bryansk
                  2 aaGuns, 1 armour, 1 artillery, 1 infantry and 1 mech_infantry moved from Russia to Bryansk
                  6 infantry moved from Amur to Buryatia
                  2 aaGuns and 6 infantry moved from Sakha to Buryatia
                  1 submarine moved from 127 Sea Zone to 125 Sea Zone
                  1 cruiser moved from 115 Sea Zone to 114 Sea Zone
                  1 submarine moved from 125 Sea Zone to 112 Sea Zone
                  2 infantry moved from Eastern Poland to Bessarabia

      Place Units - Russians
                  3 artilleries placed in Ukraine
                  3 artilleries placed in Novgorod
                  1 artillery and 3 infantry placed in Russia

      Turn Complete - Russians
                  Russians collect 37 PUs; end with 37 PUs total

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      Test summary from TripleA, engine version: 1.7.0.3, time: 00:11:55

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      I just registered my e-mail at dice.tripleawarclub.org. Hopefully it works now.

      posted in League
      KionAAAK
      KionAAA
    • RE: KionAAA (Allies + 12) vs MiamiMike (Axis) - G40 - L14

      First: good luck and lets have a good game.

      Scramble one fighter from Scotland into 111.

      OOL in 111 is Fighter last.

      posted in League
      KionAAAK
      KionAAA
    • RE: Find league opponents here

      Hello friends

      I’m looking for a G40 opponent.
      While I have played both Axis and Allies and TripleA on several occasions, this would be my first Play-by-forum-game.
      I would be very thankful if my opponent assisted me with the PBEM-function of TripleA.

      see you around
      Kion

      posted in League
      KionAAAK
      KionAAA
    • RE: G40 Enhanced begins. All are welcome.

      Hello friends

      @Baron:

      Submarines cost increased to 8 IPCs. Attack value increased to 3 or less.

      I’m not so sure of this change.
      Maybe just 7 IPCs A3, or just let them be as OOB.

      There is at least 3 (TT, CA, BB), and even 4 (CV???), naval units at a lower cost, there will be more navy units buying because those units will be cheaper and more attractive vs other unchanged unit: DD & Subs?.

      Example: OOB 2 SUBs (A4D2C12) vs 1 Cruiser (A3D3C12);
      now, 5 Subs (A10D5C30=15 pts) for 3 Cruisers (A9D9C30=18 pts),
      or maybe 10 Subs (A30D7C70) vs 7 Cruisers (A21D21C70).
      5 Subs (A15D5C40= 20 pts) for 4 Cruisers (A12D12C40= 24 pts) seems a too drastic change, IMO.

      Remember everyone:
      actually, our intuitive reference about Subs is OOB 1940 Global, not the revised cost of G40E, until someone play-tested it.

      I’m sorry, but your calculation needs to be tweaked.
      The sum of attack and defense damage is not a good measurement of the strength of a unit,
      the product of damage and hitpoints is much better quantity.
      If a unit has different values for attack and defense (as subs do),
      it has to different values.

      With this, your examples read as this:

      OOB 2 SUBs (A8D4C12) vs 1 Cruiser (A3D3C12);
      cheaper Cruiser: 5 Subs (A50D25C30) for 3 Cruisers (A27D27C30),
      Subs at 7:  10 Subs (A200D100C70) vs 7 Cruisers (A147D147C70).
      Subs at A3C8: 5 Subs(A75D25C40) for 4 Cruisers (A48D48C40).

      And for me, Subs at A3D1C8 still seem to be a good solution.

      @Uncrustable:

      1. Enhanced air units.
        Tactical bombers cost reduced to 10 IPCs.
        No other change.

      Seems like a quite unintrusive change that a lot of players might accept.
      @Uncrustable:

      1. Enhance naval units
        Submarines cost increased to 7 IPCs.
        Destroyers no change.
        Cruisers cost reduced to 10 IPCs.
        Battleships cost reduced to 18 IPCs.
        Aircraft carriers cost reduced to 14 IPCs.

      Submarine: see above
      Why was the carrier made cheaper?
      Cruiser and BB to uncommen? Lower cost.
      Submarine to strong? Increase cost.
      But the carrier is already one of the most powerful ships in the game, why did you lower its cost by 2 IPC?
      The cheaper TcB already cheapens the carrier indirectly.

      So far, see you around.

      Kion

      posted in House Rules
      KionAAAK
      KionAAA
    • RE: G40 Enhanced begins. All are welcome.

      Hello Friends

      My thoughts to some of the ideas discussed here:

      @Uncrustable:

      3. Enhanced air units.
      Fighters-cost 8 A2D2. On all hits an air unit must be chosen first(choose your own casualty applies)
      -Fighters defend at 3, if there is an operational friendly airbase present
      Tac bombers- cost 10 A3D3, no SBR
      -Tac bombers A4D4 if there are no enemy aircraft, and atleast 1 friendly fighter is present (Air supremacy bonus)
      Strat bombers -cost 12 A3D1, SBR at 1 D6
      -Strat bombers attack at +1 if launched from an operation friendly airbase
      -Strat bombers receive +1 to SBR die if launched from an operational friendly airbase
      -No changes to range or carrier rules of any air unit.
      -Only strategic bombers may SBR, only fighters may intercept/escort on SBR
      Now we have 3 air units with a distinct role for each:

      Fighters: Cheap, strong on defense with an AB (See Battle of Britain), escort and intercept SBR
      Tac bombers: Best combat air unit, needs fighters, deadly vs ground units when the skies are clear (no SBR)
      Strat bombers: Long range, good on offense, SBR, needs airbase, poor defense

      I see your attempt to introduce rules regarding aircombat into the game, but I don’t think they are working.

      I don’t think those rules would function well. Let me explain why by first explaining the new situation at land, then at sea.

      At land:
      In small battles (South france in Round 1, reconquer Ukraine for the umpteenth time etc.), it’s all the same as before with cheaper and slightly weaker aircraft.
      In a typical big battle (London, Moscow etc.), the defender will probably have at least 2 fighters. Let’s assume you attack with 3 Fg’s, 4 TcB’s and 2 StB’s (AFTER AAA) against 2 Fg’s, both with large ground armies. Then your fighters need 2 rounds in average to kill the enemy Fg’s so from the third round on, your TcB’s get their bonus damage. But the first two rounds are the most important and from experience, battles are decided within the first 3 rounds (fourth round is often only killing the few last survivors). So the bonus damage comes late and only when the battle is already two thirds over. And this is ignoring any TcB’s the defender may have (that would cancel the bonus) or the damage his Fg’s may have done the first two rounds. And it’s already heavily favouring the attacker (4 Fg’s, 4TcB’s against 2 Fg’s with one AAA hit on Fg)
      So in those big fights, your TcB’s are fighting most of the time (if at any time) without the bonus.

      Also, fighters with def 3 only at airbases means that if you want to strengthen a defense with your fighters, you almost have to build an airbase. This would be the case for instance at egypt.

      At sea:
      Here it’s the same argument as above plus:
      no airbases means fighters defend always at 2. This, the high costs for ships in general (as normal casualties) and the high costs for carriers to start with means, that fighters are the worse choice than TcB’s in my opinion.
      But see for yourself (given CV at 15 IPC):
      A) CV+2Fg:  4A/6D/31C
      B) CV+2TcB: 6A/8D/35C
      Yea, in A) the damage has to be given to aircraft (cost 8-10),
      while ind B) the damage can be allocated freely to any ship or aircraft (cost 6-10 except last hits on CV/BB).
      On the other side, B) is doing 33-50% more damage at only 13% higher cost. And as all ships are almost as expensive as aircraft, the “hit only aircraft”-rule is of much smaller expense than on land.

      All in one, I dislike the rules and would advodate the older rules:

      Fighter: 2A/3D/8C (can scramble and escort)
      TcB: 3A/3D/10C combined arms (tanks and fighters)

      And as someone mentioned the problems with TcB’s beeing to strong on CVs compared to Fg’s, I propose the following addition:

      Variant I) TcB: 3A/2D/10C combined arms (fighters and tanks)(both attack and defense)

      So TcB’s alone defend quite bad but still as usual if paired.

      With these rules, a Fg+TcB-combo has 6A/6D/18C whereas now they are at 7A/7D/21C. This seems reasonable.
      With these rules:
      Fighters are good defenders and ok at attack, can scramble and escort.
      Tactical bombers are great at attacking if paired with Fg’s or tanks, only mediocre if alone.

      So TcB’s are good and worth to build (the main criticism of OOB-rules) while the rules obey “the importance of simplicity, meaningfulness and logic” as stressed in the main post.
      @Uncrustable:

      4. Enhance naval units
      Cruisers cost reduced to 10 IPCs.
      Battleships cost reduced to 18 IPCs.
      Aircraft carriers cost reduced to 15 IPCs.
      Transports cost reduced to 6 IPCs. When empty may move 3 spaces during noncombat move. No transport may move 4 spaces
      -Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver and that transport is removed from battle and placed back on the gameboard, a transport that evaded an enemy attack while undefended may not unload units until its next turn.

      I propose different submarines. I approve MrRobotos suggestion:

      Submarines: 3A/1D/8C

      This would weaken subs while underlining their attack power.
      Let me explain why this is a good idea:

      As yet, subs are by FAR the best choice for attacks and should be part of every defending fleet as MrRoboto highlighted so nicely a few pages ago. But I don’t want to open this discussion in this post, maybe in another.

      With the new subs on the other hand, destroyer, (new) cruisers and carriers would be the ships of choice for a defensive fleet while the subs remain the best attacking ships. Although not as powerful as before, everyone doubting this can start the battle calculator:
      3 now subs hitting at 3  versus 4 old subs hitting at 2 (which can be simulated by 3 tanks attacking 4 infantry): the old subs would win with 57% versus 38% (5% draw).

      So this new rule would weaken subs in the defense (where they should never have been in the first place) while (almost) preserving their attacking power.
      @Uncrustable:

      6. Enhanced Lend Lease. During the US or UK research and development phase the US/UK may purchase lend lease tokens for 5 IPCs each. (Place a Soviet control marker to represent each token on Wash DC for USA and London for UK) During Russia’s research and development phase they may attempt to cash in any number of these in by rolling one dice for each token. The token is destroyed on a roll of 1 or 2, delayed atleast one turn on a roll of a 3 or 4. On a roll 5 or 6 the Russian player may pick any of the following; A fighter in Amur, 2 Infantry and a mech infantry in Archangel or +10 IPCs if the allies control a series of connected territories from Persia to Russia. The territories must be under Allied control at the beginning of its turn (Soviet controll in the case of Amur and Archangel). The tokens are not redeemable if there are any non Soviet allied units in any original Soviet territory. If London or DC is overtaken by the Axis any tokens there are destroyed.

      As I said before, this rule must be tweaked considerably or will break the game by making russia unbeatable.
      @Uncrustable:

      9. Home Guard/Garrisons. (homeguard/volksturm/partisans/militia/headhunters,etc)
      Anytime a land territory is attacked, one die is rolled for its Home Guard defense in addition to the dice for any units occupying it. This die is rolled for every round the battle continues. Home Guard will never roll more than 1 dice per round of combat. A Home Guard will never extend a battle (Once the defending units are destroyed the battle is over) An empty territory would roll 1 dice before falling to the enemy, in the case where 1 unit is attacking and that unit dies to the Home Guard, the territory does not change ownership. Home Guards do not stop a blitz, but if a lone tank attempts to blitz through an empty territory and the Home Guard hits, the tank fails to take the territory; it dies right there and does not proceed into the second territory.  If a tank blitz is accompanied by at least 1 other tank or mechanized infantry and the Home Guard hits, then the territory is taken but one of the mobile units dies and the remaining units continue the blitz.
      Home Guard die roll is determined by the IPC value of the territory.
      Use the following chart to determine the Home Guard’s defense die:
      0-2IPC territories - @1
      3-5IPC territories - @2
      6+IPC  territories - @3

      I don’t see the point in this rule. Do you think the defender is to weak as of now?
      This would make it far more dangerous (or “lucky”) to capture undefended with a single tank or infantry. Is this deliberate? Or did you just add this rule due to “style” and “realism”? Because I still think of this game as primarily a game, set in WW2 and not a historic simulation. And shouldn’t it in any case only apply to your own original territorys? Don’t see no Volkssturm to defend the ukraine.

      So far, see you araound
      Kion

      posted in House Rules
      KionAAAK
      KionAAA
    • RE: G40 Enhanced begins. All are welcome.

      @Cmdr:

      Any discussion yet about throwing in a few more victory cities?  Seeing lots of complaints it’s too easy with 6 in the Pacific, so what if Japan needed 8 and we made 3 more VCs on the board?  Sikiang maybe (I don’t have the map in front of me, thinking of the one that is SW China in 2 spaces from Volgograd and would not screw up Mongolia if Russia reinforced), Alaska or at least Aleutian Islands since they really were invaded and I cannot think of one that would have been a historical target right now, but I am sure we can think of a 3rd one for the Pacific.

      I think a rulechange along the lines “Japan needs 7/8 VC” or “3 out of Calcutta, Sydney, Honolulu and San Francisco”
      would be short and sufficient.

      @Uncrustable:

      @Uncrustable:

      5. Enhance naval units. a) Cruisers cost reduced to 11 IPCs. Bombards at 4. Units hit by bombardment return fire at -1(with 1 being lowest)
                                        b) Battleships cost reduced to 18 IPCs. Same bombardment rules as cruiser.
                                               c) Aircraft carriers cost reduced to 14 IPCs.
                                        d) Transports cost reduced to 6 IPCs. When empty may move 3 spaces during noncombat move.
                                                    No transport may move 4 spaces under any circumstances
                                        e) Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver, and that transport is removed from battle and placed back on the gameboard, a transport that evaded an enemy attack while undefended may not unload units until its next turn.

      Cruiser, carrier and battleship: could work, needs further playtesting.
      Transport: Movement 3 while empty might be fine but I dislike the evasive maneuver: everyone who lets transports alone should be punished. And I don’t see the point in a cost of 6 IPC. I don’t think that transports are to expensive now, especially given the threat they create.

      This has been VERY hotly debated topic for a long time. Many would like to see the return of the classic transport, many feel they are best now.
      These rules are a middle ground.
      And also remember to take the cost reduction along with the other changes to naval units.

      But transports don’t count against other naval units. Naval units are only there to a) protect transports (and destroy enemy transports) and b) convoy. Transports don’t fight against enemy naval units, they fight against enemy ground units. By cheapening transports, you are only strenghtening amphibious assault attacks.
      @Uncrustable:

      @Uncrustable:

      6. Enhanced Armor. For every single tank purchased, a second may be purchased for 4 IPCs. Both tanks must be mobilized in the same territory on the same turn. For example 2 tanks cost 10, 3 tanks cost 16, 4 tanks cost 20, 5 tanks cost 26, etc. If a nation purchases 2 tanks, but is going to mobilize them in different territories then the cost of both tanks remains 6.

      This rule would effectively be “Tanks cost 5 IPC if built in pairs, else 6 IPC.”
      And I strongly advise against this rule. Tanks at 5 are almost as good as artillery (if both are paired with infanterie) and bring with them the superior speed and blitz.
      I disagree here, i have played over 200 games of spring 1942, and tanks at 5 IPC are only spammed by noobs or against noobs. Tanks at 5 IPC are still not stronger than artillery and infantry. Simple math and/or a battle calculator can prove this. Most would like to see more tanks on the board (both for fun and for historical reasons).
      There was also hotly debated thread about tanks costing too much at 6 IPC.
      It is especially disadvantageous to Russia to purchase tanks at 6IPC per, Russia built a crap ton of tanks in WWII

      Tanks in WWII had a different purpose than in A&A. As Russia is mainly defending, I don’t see a point in building any fast attack weapons.
      And yes, tanks are still inferior to artillery in pure battle strength, but with their double speed they need to be far inferior in battle. I think 6 IPC is fine.
      @Uncrustable:

      @Uncrustable:

      8. Enhanced Lend Lease. During the US or UK research and development phase the US/UK may purchase lend lease tokens for 5 IPCs each. (Place a Soviet control marker to represent each token on Wash DC for USA and London for UK) During Russia’s research and development phase they may attempt to cash in any number of these in by rolling one dice for each token. The token is destroyed on a roll of 1, delayed atleast one turn on a roll of a 2 or 3. On a roll 4 or higher the Russian player may pick any of the following; A fighter in Amur, 2 Infantry and a mech infantry in Archangel or +10 IPCs if the allies control a series of connected territories from Persia to Russia. The territories must be under Allied control at the beginning of its turn (Soviet controll in the case of Amur and Archangel). The tokens are not redeemable if there are any non Soviet allied units in any original Soviet territory. If London or DC is overtaken by the Axis any tokens there are destroyed.

      Again I strongly advise against this rule. It would be much, much to easy for the USA to strengthen Russia up to a point where germany has no chance to conquer Moscow. ESPIACALLY as a 5-IPC-investion from USA would lead (in average) to a 8.33-IPC gain in Russia. This is absurd. For a merely 20 IPC (per round), USA could give Russia 30 IPC (per round, on average). A Russia with this much IPC would be unbeatable by germany and that would be worth a multitude of the 20 IPC lost by the USA.
      There is a 50/50 chance that Russia does not get the token. And every turn Russia rolls there is a 1/6 chance that said token is destroyed outright.
      The axis can also block the tokens outright by simply controlling Amur, Archangel or 1-2 territories that break the chain from Moscow to the middle east.
      Also keep in mind that in order for Russia to even recieve the token, there cannot be any non-soviet allied units in any origional Russian territory.
      It is not overly strong, but does give the allies a slight advantage possibly (but currently with OOB rules the axis are slightly favored so this would be a good thing)

      Let me give you an example:
      At the earliest possible time (probably when both are at war), USA spends 30 IPC in 6 Tokens.
      At its next turn, Russia converts in average 3 tokens into 30 IPC (or units worth of), 1 token is destroyed and 2 remain.
      USA then spends 20 IPC to refresh the tokens and the game starts again.
      So while the allies hold the southern route (persia-russia), which they normaly do until round 5-8 at least, russia gains 30 IPC per round, which roughly doubles their income and makes it near impossible for the germans to conquer moscow or even break the support line.
      All the while, the USA lose 20 IPC per round, which leaves enough to attack Japan, as they no longer need to be involved in Europe at all.
      At least lower the russian gain to 5-6 IPC per token.
      @Uncrustable:

      And last but not least a rule of my own:
      I dislike the fact that every territory can by convoyed regardless of the way transporting the goods would be handled (convoy in a russian Iraq? Where should they even take the boat to?), so here is my rule.
      The maximum convoy damage that can be made in a given territory is halved (rounded up? rounden down?) if the following condition is fulfilled:
      A path can be drawn from the territory to the capital that only crosses friendly (non-enemy?) landzones.
      E.g.: If germany controls all of france and germany, an allied ship in SZ105 can only make 1 IPC convoy damage.

      This would mostly benefit Italy and on a smaller scale Japan and UK.

      Seems a very complex method for very little change.

      It’s not complex at all, maybe I just worded it complicated. In 99% of the time, it would effectively read:
      “The following territorys convoy damage is halfed if hold by their original owners:
      England, Scottland, Itlay (both), USA (all), Japan, East India as well as SZ 97 and russian occupied territories.”

      So far, see you around
      Kion

      posted in House Rules
      KionAAAK
      KionAAA
    • RE: G40 Enhanced begins. All are welcome.

      Hello fellow players

      Here are my thoughts about this topic:

      @Uncrustable:

      3. Enhanced air units.

      • a) Fighters cost 8, attack/defend at 2/3.

      • b) Tac bombers cost 10, attack/defend at 3/3, no change to combined arms rules. Does not SBR

      • c)Strategic bombers cost 12 attacking/defending at 4/1, SBR as per OOB rules (no change from OOB)

      -No changes to range or carrier/airbase rules of any air unit.
      -All air units have an air combat value of 1, except fighters on defense at 2.
      -Only strategic bombers may SBR, only fighters may intercept/escort on SBR

      I like the new air units, although the impact on naval battels has not been checked yet.
      Also scrambling Fighters are now weaker (3 x D3 instead of 3 x D4), but 4 new scrambling fighters would be stronger than 3 old ones. This is to consider.
      @Uncrustable:

      4. Enhanced air combat (land combat only). New scramble option, a defender may scramble air units into a 1 round air defense battle vs incoming air units, the scrambling air units must be in the territory being attacked. (cannot scramble from adjacent territory).The territory must have an operational friendly airbase. Strategic bombers may not scramble. All air units roll simultaneously. All air units roll 1 dice hitting on a 1, except fighters on defense hit on a 2 or less. All air rolls are at a 1:1 ratio, the number of air dice rolled will equal the side with the least amount of air units. AAA units also fire during this round. AAA roll AA dice on defense only as per current OOB rules. (Air dice = # of planes rolling, AA dice DOES NOT change from current OOB rules) Remove casualties before continuing to normal combat.

      I would roll the AAA after the air combat, just like SBR. AAA won’t fire into air battle.
      This rule would strengthen an already strongly defending player but maybe that’s deliberate.

      @Uncrustable:

      5. Enhance naval units. a) Cruisers cost reduced to 11 IPCs. Bombards at 4. Units hit by bombardment return fire at -1(with 1 being lowest)
                                        b) Battleships cost reduced to 18 IPCs. Same bombardment rules as cruiser.
                                               c) Aircraft carriers cost reduced to 14 IPCs.
                                        d) Transports cost reduced to 6 IPCs. When empty may move 3 spaces during noncombat move.
                                                    No transport may move 4 spaces under any circumstances
                                        e) Transport ‘evasive maneuvers’, each transport caught undefended by an attacking warship or plane may roll 1 dice. A roll of a 1 is a successful evasive maneuver, and that transport is removed from battle and placed back on the gameboard, a transport that evaded an enemy attack while undefended may not unload units until its next turn.

      Cruiser, carrier and battleship: could work, needs further playtesting.
      Transport: Movement 3 while empty might be fine but I dislike the evasive maneuver: everyone who lets transports alone should be punished. And I don’t see the point in a cost of 6 IPC. I don’t think that transports are to expensive now, especially given the threat they create.

      @Uncrustable:

      6. Enhanced Armor. For every single tank purchased, a second may be purchased for 4 IPCs. Both tanks must be mobilized in the same territory on the same turn. For example 2 tanks cost 10, 3 tanks cost 16, 4 tanks cost 20, 5 tanks cost 26, etc. If a nation purchases 2 tanks, but is going to mobilize them in different territories then the cost of both tanks remains 6.

      This rule would effectively be “Tanks cost 5 IPC if built in pairs, else 6 IPC.”
      And I strongly advise against this rule. Tanks at 5 are almost as good as artillery (if both are paired with infanterie) and bring with them the superior speed and blitz.
      @Uncrustable:

      8. Enhanced Lend Lease. During the US or UK research and development phase the US/UK may purchase lend lease tokens for 5 IPCs each. (Place a Soviet control marker to represent each token on Wash DC for USA and London for UK) During Russia’s research and development phase they may attempt to cash in any number of these in by rolling one dice for each token. The token is destroyed on a roll of 1, delayed atleast one turn on a roll of a 2 or 3. On a roll 4 or higher the Russian player may pick any of the following; A fighter in Amur, 2 Infantry and a mech infantry in Archangel or +10 IPCs if the allies control a series of connected territories from Persia to Russia. The territories must be under Allied control at the beginning of its turn (Soviet controll in the case of Amur and Archangel). The tokens are not redeemable if there are any non Soviet allied units in any original Soviet territory. If London or DC is overtaken by the Axis any tokens there are destroyed.

      Again I strongly advise against this rule. It would be much, much to easy for the USA to strengthen Russia up to a point where germany has no chance to conquer Moscow. ESPIACALLY as a 5-IPC-investion from USA would lead (in average) to a 8.33-IPC gain in Russia. This is absurd. For a merely 20 IPC (per round), USA could give Russia 30 IPC (per round, on average). A Russia with this much IPC would be unbeatable by germany and that would be worth a multitude of the 20 IPC lost by the USA.
      @Uncrustable:

      9. Enhanced Air/Naval bases. Cost reduced to 12 for both.

      Why exactly? Don’t see the point.
      @Uncrustable:

      11. Dice bonuses. On a dice roll of 1 (attack and defense) observe the following for the listed units:
      -Fighters may choose an air unit as a casualty
      -Tactical bombers may choose a ground unit as a casualty (land or sea)
      -Cruisers may choose an air unit as a casualty
      -Battleships may choose a surface vessel as a casualty (includes transports)
      -Tanks may choose a ground target as a casualty
      -Strategic bombers, (offense only) defender must choose 2 casualties

      Seems mainly unnecessary and/or to strong.
      But first: This would mean, that every third hit by a tank would be choosen by you, not your enemy. That’s a lot.
      And second: This would strengthen the mentioned units. Is this really necessary? And why exactly these units?
      Now per unit:

      • Tacs and tanks are moderat, as the difference between the most and least expensive ground unit is moderat both in cost and power.

      • Cruisers dito with naval/air forces.

      • Fighters are critical, as they could hit the enemy air forces significantly. Also remember that fighters are now cheaper and therefore come in greater numbers.

      • Battleships are ridiculous. The possibility to kill any enemy ship such as a damaged battleship, a carrier (“your aircrafts can’t land anymore, what a pity”) or even a loaded transporter is much to strong, even if battleships are still expensive.

      In every case, I dislike this rule as the method of everyone choosing his/her own casualties is one of the most important parts of the system. Every change should be well justified and I just don’t see this here.

      And last but not least a rule of my own:
      I dislike the fact that every territory can by convoyed regardless of the way transporting the goods would be handled (convoy in a russian Iraq? Where should they even take the boat to?), so here is my rule.
      The maximum convoy damage that can be made in a given territory is halved (rounded up? rounden down?) if the following condition is fulfilled:
      A path can be drawn from the territory to the capital that only crosses friendly (non-enemy?) landzones.
      E.g.: If germany controls all of france and germany, an allied ship in SZ105 can only make 1 IPC convoy damage.

      This would mostly benefit Italy and on a smaller scale Japan and UK.

      Thats all for now, see you around
      Kion

      posted in House Rules
      KionAAAK
      KionAAA
    • RE: G40 League House Rule project

      Hello Gamerman

      some ideas regarding your house rules:

      • Why changing the turn order? If Italy moves before UK, it can easily defeat the allied fleets in the mediterranean sea and/or keep all its transports. This would require a massive (and in my opinion unnecessary) overhaul of the italien fleet.
      • Regarding the Pacific, I share MrRobotos opinion: without stacking its troops, china is way to easy to defeat and while I like your Idea of Flying-Tigers-Kamikaze, it weakens the chinese attacks even more.
      • I would introduce an easy rule to lesson convoy where it should:
          The maximum possible convoy from a territory is halfed (rounded up? down?), if a continous path from territory to capital through non-enemy territorys can be drawn.
        So if the Axis controls all of western continental europe, only 1 point of convoy can be made in SZ105, as a path via non-enemy territorys connects “Germany” and “Normandy/Bordeax”.
      • I don’t think the “every neutral stands for its own” - idea would work, at least it would open a whole new set of tactics like the axis invading turkey after greece for the short path to both caucasus and middle east or the USA invading Spain for a perfect hub to take back france. This would alter the game dramatically.

      That’s it for now and please do not dismiss my ideas just because its my first post in this Forum, I have played Axis and Allies several times and plan on joining the league soon.

      greetings
      Kion

      posted in League
      KionAAAK
      KionAAA
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