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    Topics created by Kobu

    • KobuK

      G1940 Alpha+3 Italy Goes Before UK

      House Rules
      • • • Kobu
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      KobuK

      @Razor:

      I totally agree with you, too bad Larry and WOTC doesnt  :-(

      I think Larry is warming to the idea, but it may just be a matter of not enough time to test it out.

    • KobuK

      Kobu vs. alldescends Alpha+3, No Tech

      Play Boardgames
      • • • Kobu
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      KobuK

      Wait a sec. I’m Allies. You can post your G1 in a new thread whenever you are ready. Here’s the starting map.

      Alpha+3.AAM

    • KobuK

      Kobu vs. JamesAleman G1940 Alpha+.2

      Play Boardgames
      • • • Kobu
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      JamesAlemanJ

      Cool, just PM me when you are free. That was a pretty fast game considering it went 11 rounds. You did a great job making me scramble to adjust, in the end I zigged when I should have zagged :)

    • KobuK

      Post flagged as spam

      Website/Forum Discussion
      • • • Kobu
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      djensenD

      If you have more posts than the secret magic number, then your posts will skip spam filtering.

      This is new.

    • KobuK

      Kobu vs. Project Ozma G1940 No Tech

      Play Boardgames
      • • • Kobu
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      M

      Good game! I think I need a break before we go another 9 rounds though. Perhaps we can do a team game?

    • KobuK

      Alpha+.1 Proposed Changes Playtesting

      Axis & Allies Global 1940
      • • • Kobu
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      shintokamikazeS

      it looks good i set up,and played a few rounds against my self,it seems balanced,and it looks like sea lion is possible,one more quick tweak and we will be there

    • KobuK

      Global 1940 Alpha+.1 with proposed changes?

      Find Online Players
      • • • Kobu
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      KobuK

      National Setup by Country in Turn Order

      Germany
      Holland/Belgium – 4 Infantry, 2 Artillery, 3 tanks, 1 Fighter
      Western Germany – 3 Infantry, 1 Artillery, 4 Mech Infantry, 2 Fighters, 3 Tac bombers 1 AA gun, 1 Major IC, 1 Naval base, 1 Airbase
      Greater Southern Germany - 6 Infantry, 1 Artillery, 2 tanks
      Germany: 6 Infantry, 4 artillery, 1 Tac Bomber, 1 Bomber, 1 Major IC, 1 AA gun
      Slovakia/Hungary: 2 Infantry, 1 Tank, 1 Fighter
      Romania – 3 Infantry, 1 Tank
      Poland: 3 Infantry, 1 Tank, 1 Tac Bomber
      Norway – 2 Infantry, 1 Fighter
      Denmark – 2 Infantry
      Sea Zone 103 - 1 Sub
      Sea Zone 108 - 1 Sub
      Sea Zone 113 - 1 Cruiser, 1 Battleship, 1 Transport
      Sea Zone 117 - 1 Sub
      Sea Zone 118 - 1 Sub
      Sea Zone 124 - 1 Sub

      Soviet Union
      Karelia: 2 Infantry
      Archangel - 1 Infantry
      Russia - 4 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank, 1 Fighter, 1 Tac Bomber, 1 AA Gun, 1 Airbase, 1 Major IC
      Volgograd: 1 tank, 1 Mech Infantry, 1 Minor IC
      Caucasus – 2 Infantry
      Bessarabia – 2 Infantry
      Western Ukraine – 1 Infantry, 1 Artillery
      Eastern Poland: 2 Infantry
      Baltic States – 3 Infantry
      Belarus – 1 Infantry
      Novgorod - 6 Infantry, 1 Artillery, 1 Fighter, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
      Vyborg: 3 Infantry
      Amur – 6 Infantry
      Sakha – 6 Infantry, 1 AA gun
      Buryatia – 6 Infantry
      Sea Zone 115: 1 Battleship, 1 submarine
      Sea Zone 127 – 1 Sub

      Japan
      Japan - 6 Infantry, 2 Artillery, 1 Tank, 2 Fighters, 2 Tac Bombers, 2 Bomber, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Major IC
      Manchuria - 6 Infantry, 1 Mech Infantry, 1 Artillery, 1 AA Gun, 2 Fighters, 2 Tac Bombers
      Palau Island - 1 Infantry
      Kiangsi - 3 Infantry, 1 Artillery
      Formosa - 1 Fighter
      Shantung: 3 Infantry, 1 Artillery
      Kwangsi - 3 Infantry, 1 Artillery
      Iwo Jima - 1 Infantry
      Jehol - 2 Infantry, 1 Artillery
      Caroline Islands: 2 Infantry, 1 AA gun, 1 Airbase, 1 Naval Base
      Siam - 2 Infantry
      Okinawa - 1 Infantry, 1 Fighter
      Kiangsu: 3 Infantry, 1 Artillery, 1 Fighter, 1 Tac Bomber
      Korea - 4 Infantry, 1 Fighter
      Sea Zone 6 - 1 Sub, 2 Destroyers, 2 Carriers each with 2 Tac & 2 Ftrs., 1 Cruiser, 1 Battleship, 1 Transport
      Sea Zone 19 - 1 Sub, 1 Battleship, 1 Destroyer, 1 Transport
      Sea Zone 33 - 1 Destroyer, 1 Carrier w/ 1 Tac & 1 Ftrs.
      Sea Zone 20 - 1 Cruiser, 1 Transport

      United Kingdom (London)Atlantic side of map
      Ontario - 1 Infantry
      Quebec - 1 Infantry, 1 Tank, 1 Minor IC
      New Brunswick Nova Scotia - 1 Naval Base
      Iceland - 1 Airbase
      United Kingdom: 1 French and 2 British infantry, 2 Brit & 1 French fighters, 1 AA gun, 1 Airbase, 1 Naval Base, 1 Major IC
      Gibraltar –1 fighter, 1 Airbase, 1 Naval Base
      Malta: 1 Infantry, 1 Fighter, 1 AA gun, 1 Airbase
      Alexandria - 2 Infantry, 1 Artillery, 1 Tank
      Egypt - 1 British & 2 ANZAC infantry, 1 Artillery, 1 Mech Infantry, (1/1/11)1 Naval Base
      Anglo-Egyptian Sudan - 1 Infantry
      Union of South Africa - 2 Infantry, 1 Naval Base, 1 Minor IC
      West India – 1 Infantry
      Scotland: 1 Infantry, 1 Fighter, 1 Airbase
      Sea Zone 71 - 1 Destroyer
      Sea Zone 91 – 1 Cruiser
      Sea Zone 98: 1 Cruiser, 1 Destroyer, 1 Carrier w/1 Tac Bomber, 1 Transport
      Sea Zone 106 – 1 Destroyer, 1 Transport
      Sea Zone 109 – 1 Destroyer, 1 Transport
      Sea Zone 110 – 1 Cruiser, 1 Battleship
      Sea Zone 111 – 1 Destroyer, 1 Battleship
      Sea Zone 112 – 1 Cruiser

      United Kingdom (India) Pacific side of the map
      Kwangtung - 2 Infantry, 1 Naval Base
      Burma - 2 Infantry, 1 Fighter
      Malaya – 3 British Infantry & 1 ANZAC Infantry, 1 Naval Base
      India - 6 Infantry, 1 Artillery, 1 AA Gun, 1 Fighter, 1 Tac Bomber, 1 Airbase, 1 Naval Base, 1 Major IC
      Sea Zone 37 - 1 Battleship
      Sea Zone 39 - 1 Destroyer, 1 Cruiser, 1 Transport

      ANZAC
      New South Wales - 2 Infantry, 1 AA gun, 1 Minor IC, 1 Naval Base.
      New Zealand - 1 Infantry, 2 Fighter, 1 Airbase, 1 Naval Base.
      Queensland - 2 Infantry, 1 Artillery, 1 Fighter, 1 Airbase, 1 Naval Base.
      Sea Zone 62 -1 Destroyer, 1 Transport
      Sea Zone 63 – 1 Cruiser

      Italy
      Northern Italy: 2 Infantry, 2 Artillery, 1 tank, 1 Fighter,1 Tac Bomber, 1 AA Gun, 1 Major IC
      Southern Italy: 6 Infantry, 1 Fighter, 1 AA Gun, 1 Naval Base, 1 Airbase, 1 Minor IC
      Albania - 2 Infantry, 1 tank
      Italian Somaliland – 1 Infantry
      Ethiopia – 2 Infantry, 1 Artillery
      Libya: 1 Infantry, 1 Artillery
      Tobruk: 3 Infantry, 1 Artillery, 1 Mech Infantry, 1 tank
      Sea Zone 95 - 2 Destroyer, 1 Cruiser, 1 Sub, 1Transport
      Sea Zone 97 – 1 Cruiser, 1 Battleship, 2 Transport

      United States
      Western US - 3 Infantry, 1 Mech Infantry, 1 Artillery, 1 Tank, 1 Bomber, 1Tac Bomber, 1 Fighter, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
      Hawaiian Islands - 2 Infantry, 2 fighters, 1 Airbase, 1 Naval Base.
      Philippines - 2 Infantry, 1 fighter, 1 Airbase, 1 Naval Base.
      Midway - 1 Airbase
      Wake Island - 1 Airbase
      Guam - 1 Airbase
      Eastern United States – 1 Infantry, 1 Fighter, 1 Artillery, 1 Tank, 1 AA Gun, 1 Airbase, 1 Naval Base, 1 Minor IC
      Central United States - 1 Infantry, 1 Mech Infantry, 1 Bomber, 1 Minor IC
      Sea Zone 26: 1 Sub, 1 Destroyer, 1 Cruiser, 1 Transport
      Sea Zone 10 - 1 Battleship, 1 Cruiser, 1 Destroyer, 1 Transport, Carrier w/Tac & Ftr
      Sea Zone 35: 1 Destroyer, 1 Submarine
      Sea Zone 101 – 1 Destroyer and 1 Transport

      China
      Szechwan 5 Infantry and one fighter
      Hunan 2 Infantry
      Yunnan 4 Infantry
      Kweichow 2 Infantry
      Shensi 1 Infantry
      Suiyuyan 2 Infantry

      France
      France - 6 French & 1 British Infantry, 1 French & 1 British Artillery, 1 French & 1 British tank, 1 Fighter, 1 Airbase, 1 Major IC
      Southern France - 1 Infantry, 1 Artillery, 1 Naval Base, 1 Minor IC
      Normandy/Bordeaux – 1 Infantry, 1 tank, 1 Naval Base, 1 Minor IC
      Syria - 1 Infantry
      Tunisia – 1 Infantry
      Morocco – 1 Infantry
      Algeria – 1 Infantry
      French West Africa – 1 Infantry
      Sea Zone 72 - 1 Destroyer
      Sea Zone 93 - 1 Destroyer, 1 Cruiser
      Sea Zone 112 - 1 Cruiser
      French Setup Changes Under Consideration:

      National Objectives (Global Only)
      Germany
      When Germany is not at War with the Soviet Union
      1. Collect 5 IPCs per turn for not being at war with the Soviet Union. Wheat & Oil trade.

      When Germany is at War with the Soviet Union
      2. Collect 5 IPCs per turn for EACH of the following territories, Novgorod (Leningrad), Volgograd (Stalingrad), and/or Russia (Moscow) controlled by the Axis.

      When Germany is at War with the European Allies
      3. Collect 5 IPCs per turn if there is at least one German land unit in an Axis controlled Egypt.
      4. Collect 5 IPC per turn if Germany controls both Denmark and Norway while Sweden is either neutral, has not become pro-Allied, or is controlled by the Axis.
      5. Collect 5 IPCs per turn that Germany controls the United Kingdom.
      6. Collect 3 IPCs for each Russian territory captured during the German initial attack on the Soviet Union . This is collected during the Collect Income Phase of that German turn.(modified 12/28)

      Soviet Union
      When the Soviet Union is at War in Europe
      1. Collect 3 IPCs per turn for each original German territory the Soviet Union controls.
      2. Collect 5 IPCs if the convoy in sea zone 125 is free of Axis Warships. Archangel is controlled by the Soviet Union, and there are no units belonging to any other Allied powers present in any territories originally controlled by the Soviet Union.
      3. Collect 10 IPCs, once, for Soviet capture of Berlin (Germany).

      When the Soviet Union becomes at War with Japan
      4. Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by Japan on the Soviet Union.

      Japan
      When Japan is NOT at War with the Western Allies
      1.Collect 10 IPCs each turn that Japan is not at war with the United States and has not invaded French Indo-China or made an unprovoked declaration of war against United Kingdom/ANZAC.
      When Japan becomes at War with the Soviet Union.
      2. Collect 12 IPCs, once, at the beginning of the turn following a declaration of war by the Soviet Union on Japan.

      When Japan is at War with the Western Allies
      3. Collect 5 IPCs per turn if Axis controls 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam.
      4. Collect 5 IPCs per turn for controlling each of the following Major power centers – Honolulu, Sydney, Calcutta, and/or the Western United States.
      5. Collect 5 IPCs per turn for controlling all of the following territories: Sumatra, Java, Borneo and Celebes.

      United Kingdom (The following NOs are only awarded to London)
      When the United Kingdom is at War with German/Italy
      1. Collect 5 IPCs per turn if there are no German submarines on the Europe map with the following exceptions: The Baltic Sea (113 -114 -115). The Black Sea (100) and of course the Caspian Sea.
      2. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories in North America, Africa, and Europe.

      When the United Kingdom is at War with Japan
      (The following NO is awarded only to Calcutta)
      3. Collect 5 IPCs per turn if the United Kingdom controls all of its original territories on the Pacific map. This also includes West India (actually located on the Europe map) and excludes the two Canadian territories (Yukon territory & British Columbia) located on the Pacific map, Which are owned and controlled by London not Calcutta.

      ANZAC
      When ANZAC is at War with Japan
      1. Collect 5 IPCs per turn if the Allies (Not including the Dutch) control Dutch New Guinea, New Guinea, New Britain and the Solomon Islands.
      2. Collect 5 IPCs per turn if the Allied powers control Malaya and ANZAC controls all of its original territories.

      Italy
      When Italy is at War
      1. Collect 5 IPCs per turn if Axis powers control 3 of these 4 territories: Egypt, Southern France, Greece, Gibraltar.
      2. Collect 5 IPCs per turn if there are no Allied surface warships in the Mediterranean Sea (sea zones 92 through 99).
      3. Collect 5 IPCs if Axis powers control all of the following North African territories:
      Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria

      United States
      When at War
      1. Collect 10 IPCs per turn for complete control of the continental US (WUS, CUS, EUS) .
      2. Collect 5 IPC per turn if the Allies control 5 of the 7 following islands. Midway, Wake, Marianas, Iwo Jima, Caroline, Solomon Islands and Guam.
      3. Collect 5 IPCs per turn for controlling the Philippines
      4. Collect 5 IPCs per turn for controlling Hawaii, Alaska, the Aleutian Islands, Line Islands, and Johnston Island
      5. Collect 5 IPCs per turn for controlling Mexico, Southern Mexico, Central America (Panama)and the West indies

      China
      Collects 6 IPCs per turn if the Burma Road is totally open. The Allies must control India, Burma, Yunnan and Szechwan for this to occur. China is also permitted to purchase artillery (represented by US pieces) if the Burma Road is open.

      France
      When France is at War
      Troop Bonus: When the territory of France is liberated, for the first time only, the player controlling this territory immediately places up to 12 IPCs worth of any units on the territory of France.

      Rules Changes that Now are Observed.
      1. AA Guns are no longer captured; they are removed from play after the territory is captured.

      2. Major industrial complexes can no longer be built on foreign territories (this includes upgrading minor ones). Likewise they may no longer be upgraded when captured. The original owner of the territory may upgrade it if the territory is recaptured.

      3. If the Soviet Union is at war with Axis powers on only one map, it is still under the restrictions of being a neutral power. In other words, war with Japan lifts those restrictions from the USSR on the Pacific map only, and war with Germany and/or Italy lifts those restrictions on the Europe map only.

      4. Scramble rules have been changed. They now read:
      Scrambling is a special action that can take place at the beginning of this phase (Phase 3: Conduct Combat (Powers at War Only), and it must be completed before any combat occurs. A quick reaction team of no more than 3 defending fighters and/or tactical bombers (strategic bombers can’t scramble) located on islands and coastal territories that have operative air bases can be scrambled to defend against attacks in the adjacent sea zones. Air units can be scrambled to help friendly naval units in adjoining sea zones that have come under attack. They can also be scrambled to resist amphibious assaults from adjoining sea zones, whether or not the territory being assaulted is the territory containing the airbase. They may defend against the enemy ships conducting the amphibious assault even if friendly ships are not present. In either case, resolve combat as usual during the Conduct Combat phase.

      Scrambled fighters and tactical bombers are defending, so refer to their defense values and abilities when resolving combat. They can’t participate in any other battles during that turn, including a battle on the island or territory from which they were scrambled.

      In situations where a sea zone is served by more than one airbase, Korea and Japan into sea zone 6 for example, each of the territories (or both in this case) can scramble up to 3 fighters and/or tactical bombers.

      To sum it up: If there is a sea battle or an amphibious assault, all neighboring aircraft that meet the scramble requirements can participate in the sea battle.

      All scrambled air units must return to their original island or territory from which they were scrambled. If the enemy captures those locations, the units can move one space to land in a friendly territory or on a friendly aircraft carrier. If no such landing space is available, the units are lost. Surviving scrambled air units land during that turn’s Noncombat Move phase, before the attacker makes any movements.

      5. Victory Conditions
      The game ends after one side or the other achieves its objective, listed below, and maintains it for a complete round of play. In addition, a side must control at least one of its own capitals at the end of that round in order to win
      A. Victory for the Allies if: All Axis capitals are under allied control.
      B. victory for the axis if they control 6 of the 8 victory cities on the Pacific board.
      C. victory for the axis if they control 8 of the 11 victory cities on the Europe board.

      6. IPC income from West India (2) now goes to Calcutta.

      7. IPC income from British Columbia now goes to London.
      Note: With these income changes United Kingdom Pacific now makes 17 IPCs and United Kingdom now makes 28 IPCs

      8. All 3 Minor ICs in the continental US automatically are immediately converted to Major ICs when the US is at war. They can be upgraded at any time for 20 IPCs.

      9. Strategic Bombing Raids procedure:
      • Escorts fire @1, and interceptor casualties are immediately removed.
      • Bombers fire @ 1 and interceptors fire @ 2. Remove bomber and interceptor casualties (escorts may be taken as casualties only after all bombers are eliminated).
      • Surviving bombers are assigned a target
      • The target fires its AA defenses at the attacking aircraft - @1
      • Surviving bombers attack their target, looking for the highest number possible.

      Prior to the AA fire the surviving bombers are assigned a specific target (IC, airbase or naval base) if more than one type is in the territory.

      When bombing, each Strategic bomber rolls one die. The number rolled +2 is the total number of hits the target will receive. Gray chips are placed under the target for each hit received.

      Tactical Bombers can also conduct bombing raids. They also roll one die. Again that number rolled is the number of hits the target receives. Do not add to the dice roll when bombing with Tactical bombers.

      Tactical bombers follow the exact procedure as presented above. Tactical Bombers are limited to attacking only naval bases and airbases, however.

      Damage Repairs… the removal of damage markers, is done during the controlling player’s - Phase 1: Purchase & Repair Units.
      IT COST 1 IPCs to remove each damage marker.

      Major industrial complexes can only mobilize 10 units per turn minus the number of damage markers they have. For example a major IC with 6 damage markers can produce only 4 units. A major IC can only receive up to 20 damage markers, after that they are no longer assigned.

      Minor industrial complexes can only mobilize 3 units per turn minus the number of damage markers they have. For example a minor IC with 2 damage markers can produce only 1 unit. A minor IC can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

      Naval bases provide additional range and repairs to naval units. If a naval base has 3 damage markers it can no longer provide these services. A naval base can only receive up to 6 damage markers, after that they are no longer assigned damage markers.

      Airbases provide additional range and the ability to scramble. If an airbase has 3 damage markers it can no longer provide these services. An airbase can only receive up to 6 damage markers, after that they are no longer assigned damage markers. Note: Aircraft can still land in territory whose airbase is out of service.

      10. The United States may declare war on the Axis if London and/or any territory in North America is captured by an Axis power.

      11. The cost of AA guns will be adjusted down from 6 IPCs to 5 IPCs.

      12. Submarines no longer fire a special “sneak attack” shot at unescorted transports. Transports are not allowed to unload land units for an amphibious assault in a sea zone containing any enemy subs unless at least one other of his warships was also present in the sea zone at the end of the Combat Move phase.

      (Jan 1,11) 13. No neutral power may end its Noncombat Move phase with land units on transports. Movement between Hawaii and the Philippines is the one exception. When moving between Hawaii and the Philippines or vise a versa loaded transports may end their movements in sea zones 22 or 23.

      (Jan 4,11)14. Kamikaze attack rules (A&A Pacific 1940 rule -page 14) will be changed to read as follows: Kamikaze attacks can only occur after one or more of the following islands are captured or re-captured by the Allies- Philippines, Marianas, Okinawa, and/or Iwo Jima. Allied surfaced warships entering the Sea of Japan (sea zone 6) will also activate (trigger) kamikaze attacks.

      AAG40_ALPHA+2_Test.AAM

    • KobuK

      Balance Idea: Remove the Gibraltar Naval Base

      House Rules
      • • • Kobu
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      FlashmanF

      All these problems are solved if you remove the extra movement and instead allow naval bases to shelter ships in harbour.
      The ships can still be targeted by bombing raids; altogether this creates the mechanics for a much more realistic depiction of both the Taranto raid (and the copycat Pearl Harbor operation), and the general usefulness of Gibraltar (which by the way should not be a tt but a UK NB in Southern Spain).

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