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    Topics created by legion3

    • legion3L

      Russia - no matter what the end is the same?

      House Rules
      • • • legion3
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      C

      Russia - no matter what the end is the same?
      In all our games Russia gets knocked around by the CP’s and are either beaten or neutralized by revolution. No matter what strategy they employ. No matter how many losses the CP’s suffer they just keep coming and one-two punching
      Also even with this " victory " the CP’s always seem to lose…
      Perhaps this is too accurate historically… <<

      Hmm…perhaps this shows that the rules, at least as they pertain to Russia, are governed by the principles of dialectical matrialism which Marxists (and Lenin) were fond of quoting: the theory that history is shaped by collective social forces which inevitably lead to certain outcomes (like the revolution), regardless of the actions of individual national leaders (like the players of the game).    :-D

    • legion3L

      Neutrals - what do you do?

      House Rules
      • • • legion3
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      Frederick IIF

      Another idea is have a certain amount of units able to enter Switzerland like 4(or something else) or have only infantry(maybe artillery) able to enter.(since of the mountains)

      Another problem for me is that Serbia’s army is 4 units and thats annoying because for how much Serbia did for the allies. But Albania also has 4 units and Albania didn’t do very much so my house rule is…

      Serbia is worth 3 and every round it survives it gains a free infantry.(this makes sure that AH doesn’t only send a few units)

      Albania is worth 1 and is strict neutral.

      I’m also wondering if Bulgaria should gain a free infantry every round when it is activated.

    • legion3L

      Russian Revolution question

      Axis & Allies 1914
      • • • legion3
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      ?

      Adding write-up of procedure we use…
      Divided into 2 parts, territory is either Original or Non-Original.

      PROCEDURE:

      The Revolution can occur at the end of any Russian turn starting with turn 4.
      At that time an Armistice is offered FROM the new Soviet Russia power TO the Central Powers.  
      The offer is NOT optional and is a ONE time offer, that is accepted or rejected.  
      IF ACCEPTED…

      No further battle against Russian units is permitted.  Travel into territories with ONLY Russian units is forbidden.

      Non-Original Russian Territories and Sea Zones (including Serbia and Romania)
      1.  Remove all Russian units.
      2.  Remove all Russian sea units.
      3.  Remove all Russian control tokens, plus, as applies after step 1, if territory is…
      a.  Contested…
          No further action.
      b.  Other AP or CP powers only…
          Captured territories goes to remaining power, or if multiple, their choice.
          Original territories, control goes to original power. Exception: If original AP
                     power’s capital is captured, then control goes to other AP power (if any).
             c.  No units of any power…
                  Original territories, control goes to original power.
                  All other territories are uncontrolled.

      Original Russian Territories
      1.  Remove all Russian units, except leave 1 infantry unit where units exist.
      2.  Establish territory control…
          a.  Controlled by a CP power…
               The territory remains in that CP power’s control.  The CP power will continue
       to collect IPC income.  Treat these same as any other neutral territory.  These
                can never become Russian territories again.
          b.  Contested, but only with non-Russian powers…
               1.  Add 1 Russian infantry unit.
               2.  Follow step c.
          c.  Contested…
               Territory remains contested for remainder of game.  However the CP player
        is allowed movement through the territory if it maintains a garrison.  AP players
        cannot enter these territories. Plus see step e. ** If CP leaves, it cannot re-enter.**
          d.  Occupied with other AP power(s) only…
               1.  Add 1 Russian infantry unit.
               2.  Follow step e.          
          e.  Shared with other AP power(s) (with or without CP powers)…
               AP player must leave Russia by end of their next move once the revolution
       has occurred or they will be removed from the board.  No battle is allowed in
      these territories.  Contested movement restriction (pg 15) does not apply.
          f.  Controlled by Russians only…
              1.  Add 1 Russian infantry in none exists.  Entry by AP/CP powers is forbidden.

    • legion3L

      Finally did an 8 person game!

      Axis & Allies 1914
      • • • legion3
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      D

      That’s always been my problem. It isn’t too hard to get your troops outside the capitol, bit you have to make sure you’ve brought enough to get the job done. If you only contest the territory the defender can reinforce during the battle and you can’t. So if you don’t take the capitol quickly you’re screwed.  Sounds like an entertaining game.

    • legion3L

      Sidearms of the Soldiers

      World War II History
      • • • legion3
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      Emperor_TaikiE

      Is this an idiot test?

      I mean if the point of a pistol is to kill stuff, why would you take anything besides the 1911?
      The Marine Corp still uses the weapon today

      I can sort of understand the Tokarev TT since it is a rip-off of the 1911, but the second choice should really have been the Browning Hi-Power

      it is simple math, why choose a P38 or Luger, get eight 9mms, when you can get the Browning Hi-Power and have thirteen 9mms?

    • legion3L

      No fear of airplanes

      Axis & Allies Guadalcanal
      • • • legion3
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      AdlertagA

      Here, one + karma to you, son. Keep up this good work, and soon you’ll have more applauds than smites.

    • legion3L

      First blowout and base cards question

      Axis & Allies Guadalcanal
      • • • legion3
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      legion3L

      New Georgia was the most contested spot in this blowout game, US ground troops landed and were reinforced but were never able to secure the island and once the USN was pushed back away from the Island the US troops were wiped out. The IJN completed its destruction of the US fleet in this game and we called it off. No one reached VP points but with the IJN steaming off the New Caledonia waters it seemed pointless to continue.

      In general I view this blowout game as that abnormality that won’t happen often, in fact I love this game for its balance and that its up to the players to make choices that change the battle.

      In our games New Georgia is often the most contested Island.

    • legion3L

      Sub Rules?

      Axis & Allies Guadalcanal
      • • • legion3
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      C

      Thanks for your quick answer  :-), I think that I will be able to play without any rules ambiguities now (it seems fewer ambiguities are present in this version’s rules than in A&A revised one, even if they are some) . I’m happy to learn that my English isn’t that bad too, thank you very much for all!

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