Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Little_Boot
    3. Topics
    0%
    • Profile
    • Following 0
    • Followers 0
    • Topics 17
    • Posts 540
    • Best 0
    • Controversial 0
    • Groups 0

    Topics created by Little_Boot

    • Little_BootL

      15L G40 mike48484 (allies +18) vs. Procas (Axis)

      League
      • • • Little_Boot
      23
      0
      Votes
      23
      Posts
      1.6k
      Views

      M

      bump 2 we playing the rematch or no?

    • Little_BootL

      G1 Land fighter in Tobruk

      Axis & Allies Global 1940
      • • • Little_Boot
      20
      0
      Votes
      20
      Posts
      3.5k
      Views

      N

      I’ve never considered doing both, but I really like how it’s laid out here.  If successful, Italy has effectively been eliminated from the game before they even get going.

    • Little_BootL

      15L Procas (Axis) vs. Mallery29 (Allies +14) Round 2

      League
      • • • Little_Boot
      84
      0
      Votes
      84
      Posts
      5.1k
      Views

      Mallery29M

      will set up game shortly then.

    • Little_BootL

      Change to NCM

      House Rules
      • • • Little_Boot
      5
      0
      Votes
      5
      Posts
      1.3k
      Views

      Black_ElkB

      Hi Procas!

      I like the concept. The main difficulty I see with a 2 ipc rule though, is that the some of the major transcontinental railways that existed at the time would violate the rule (by passing through 1 ipc territories.) The Trans-Siberian, Trans-Canadian, Tran-Australian would all be out for example.

      Something along the lines of what Narvik suggested might be workable, but there the issue would be max capacity of the rail lines. For example, it’s conceivable that some units could be redirected from one end of the rail network to the other, but not all units at the same time. So would there be an upper limit on how many units could move around like that, within the broader region they control by rail?

      It might be interesting if the total rail capacity was somehow related to total production capacity of a Nation. For example, if the max number of units that could be moved around like this, was limed either by your total IPCs or by the number of nearby factories, or something of that sort.

      The idea of caping the movement at 2 for all ground units would fit with the concept generally, but would definitely diminish the value of tanks and mech as others pointed out. A bonus of +1 to all units, is another alternative, though this would dramatically increase the value of tanks and mech. Its an interesting trade off, but on the whole expanded movement makes me a little nervous. It really needs to be handled delicately, since it’s much more powerful than expanding say attack or defense values. The long range air tech, or ABs have been an example of this, and they can be very potent, and crazy game changing.

      I still like the idea of a rail base though, or some kind of rail component to the factories, or ways for Infantry to move at an accelerated pace under some conditions like those.

    • Little_BootL

      15L Procas (Axis) vs. Mallery29 (Allies +14)

      League
      • • • Little_Boot
      51
      0
      Votes
      51
      Posts
      3.1k
      Views

      Mallery29M

      Go ahead, that way you can get your German turn started.

    • Little_BootL

      Procas' Ultimate Same Time/Double Blind Ruleset: Looking for suggestions/players

      House Rules
      • • • Little_Boot
      12
      0
      Votes
      12
      Posts
      3.1k
      Views

      toblerone77T

      I’ve seriously considered using the map and customizing it for my never-ending variant project.

      One thing I like in both Risk! And Attack! That I didn’t like previously is the “sea lane” movement as opposed to A&A’s transport only movement. This idea is one I’m tinkering with on the A&A maps not only to speed up the game but to also break away from standardized strategy. Which not only lengthens the game but contributes negatively IMO to replayability as well as other aspects.

    • Little_BootL

      15L G40 Bonusbent (Allies +15) vs. Procas (Axis)

      League
      • • • Little_Boot
      89
      0
      Votes
      89
      Posts
      4.8k
      Views

      B

      @Procas:

      The Reich has fallen to the red onslaught. You have bested me, sir. Good game.

      Thanks!

      You needed good dice more than once to turn this  :-)

    • Little_BootL

      TripleA: Now with correct colors!

      TripleA Support
      • • • Little_Boot
      9
      0
      Votes
      9
      Posts
      6.9k
      Views

      Little_BootL

      Here is a link to the download, complete with orange Japan, green China, grey ANZAC, and now black Germany!

      https://www.sendspace.com/file/7kk5eh

      I’ll make a post about it on the tripleA forums as well.

      EDIT: To install, simply put the ZIP file in your triplea/maps folder and it should work.

    • Little_BootL

      Same Time Axis and Allies

      House Rules
      • • • Little_Boot
      21
      0
      Votes
      21
      Posts
      7.3k
      Views

      knp7765K

      It seems to me like in a lot of cases retreat would not be an option, unless like Black Elk said they could choose any adjacent friendly territory.
      Here’s an example using 1942.2 with Germany and Russia:
      Germany starts with 3 infantry, 1 artillery, 1 tank and 1 fighter in Ukraine.
      Russia starts with 3 infantry, 1 artillery and 1 tank in Caucasus.
      Russia decides to send 2 infantry, 1 artillery to Ukraine from Caucasus, 1 infantry, 1 tank to W Russia from Caucasus.
      Germany sends 3 infantry, 1 artillery, 1 tank and 1 fighter to Caucasus from Ukraine.
      Now there is a border clash. Let’s say Germany wins losing 2 infantry. Now Germany has 1 infantry, 1 artillery, 1 tank and 1 fighter that move on into the Caucasus. Basically, Germany now takes control of the Caucasus.
      Let’s say the battle in W. Russia goes badly for Russia and they decide to retreat the 1 infantry and 1 tank that came from Caucasus.
      How would you handle this retreat? Would they go to Russia or Kazakhstan?
      Or would they go back to Caucasus and fight the German units there? If this were the case, would they act as attackers or defenders?
      Or, if neither Russia or Kazakhstan were available as retreat options, I guess the infantry and tank simply fight on in W Russia until they are destroyed?

    • Little_BootL

      Jumbo Setup?

      Axis & Allies Global 1940
      • • • Little_Boot
      4
      0
      Votes
      4
      Posts
      1.4k
      Views

      Tall PaulT

      Little_Boot,

      ––If you want an longer A&A game with expanded unit types, new countries to play, and some additional land & sea zones I suggest you check out HBG’s Global Warfare 1939. It has been play tested for approximately two years and is quite balanced now.
      ––IMHO,…it is just what you have described. You can use the A&A units you already have and just add the new countries units and the new unit TYPES for the ‘standard’ countries.
      ----I have no doubt that HBG’s Global Warfare 1939 is to be the future of our A&A gaming experiences. They are already planning to release a 1934/36/39 version later this year(2014).

      “Tall Paul”

    • Little_BootL

      Changing Dice

      House Rules
      • • • Little_Boot
      9
      0
      Votes
      9
      Posts
      1.4k
      Views

      C

      If you just want to change from D6 do D12, then just double all attack and defenses values, unless you want to edit costs and powers to satisfy historical details, such as better german tanks, etc. But then you have to mess around with initial deployment too (if russians are gonna have weaker infantry, then they need to start with more of them, right?).

      I have a 30 sided die i got as a gift. So i’ll just multiply everything by 5 :D

      Infantry at 5/10/3
      tanks at 15/15/6 :D

    • Little_BootL

      Pacific with 3.9?

      Axis & Allies Pacific 1940
      • • • Little_Boot
      2
      0
      Votes
      2
      Posts
      1.3k
      Views

      W

      Not really. Hope Autumn 2nd Ed will point the right way.
      As Russia and the 18 Eastern Inf are not on the map makes it easier for Japan as they can empty Manchuria and Korea and send them against the Chinese.
      We need a Manchuria garrison ruling(eg:  keep 6-8 units in Manc).
      Alpha 3 helps as it reduces Japan’ s air power.
      US’s starting income is weak(17), perhaps that will be enhanced to include Central US. War income adequate, not brilliant. Play the 5 NO for owning Philippines when at war  of course and no Tech.

    • Little_BootL

      X-DAP 02 The Little Threats vs. Speedo Hares

      Tournaments
      • • • Little_Boot
      4
      0
      Votes
      4
      Posts
      768
      Views

      VoldV

      Apologies, I didn’t see that you started the thread.  Yes, let’s get this kicked off  :evil:

      Want to bid or roll for sides?

      Latest TripleA client and Alpha file and no tech?

      PM me your email for the dice server

      V

    • Little_BootL

      Just got D-Day, how to balance?

      Axis & Allies: D-Day
      • • • Little_Boot
      5
      0
      Votes
      5
      Posts
      3.0k
      Views

      GargantuaG

      Shouldn’t it read:

      Don’t be such a Gargantuan Contrarion?

      Just saying.  :P

      Nice use of sacrasm here…

      You are right little boots the game is horribly unbalanced in the axis favour. It is so unbalanced you were able to notice it after only your first play. Th#e more you play it the more you realize how unbalanced it is.

    • Little_BootL

      Diversifying and Regulating Unit Production

      House Rules
      • • • Little_Boot
      10
      0
      Votes
      10
      Posts
      1.6k
      Views

      empiremanE

      if you do this……just have air bases build air units, naval bases build navy units, and ICs build land units…

    • Little_BootL

      Starting Techs for Nations

      House Rules
      • • • Little_Boot
      19
      0
      Votes
      19
      Posts
      2.7k
      Views

      lozmoidL

      I have always been in favour of the incremental research system whereby each Power begins the game at some point along a ‘ladder’ in achieving a given tech. When they reach the end of that ladder, they have achieved the tech. Each tech lader would be say, 10 points (or steps) long and it would cost 5 IPCs to move your Power’s control marker one step further - but perhaps you could only attain one point per tech, per turn.

      So for example, Germany may be at 7 or 8 towards Super Submarines, and maybe 6 towards Rockets, but only 3 for Heavy Bombers. And this would be based on the historical situation.

      I’m sure this system has been proposed before by people but I think it needs to be raised, now and again, as a possible house rule.

    • Little_BootL

      Odd strategy to quickly subdue the Russians as Germany

      Axis & Allies Global 1940
      • • • Little_Boot
      17
      0
      Votes
      17
      Posts
      5.1k
      Views

      ?

      If you take Southern France, don’t forget there are two surface ships in z93 that convoy raid it.

    • 1 / 1