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    Posts made by lnmajor

    • RE: Russian plane in Egypt/London etc…Conundrum...

      Thats Zeno verbatuim, word for word. that said,
      I like these rules. been using them for years.

      posted in Axis & Allies Global 1940
      lnmajorL
      lnmajor
    • RE: House sub rules

      how about this?
      place a roundel under a sub on the board to signify its submerged. it can only move 1 space per turn submerged. you must use ASW search roll of 1-2 to detect sub from destroyer or cruiser. surfaced sub can move 2 spaces per turn. ASW roll is 1-4 when sub is surfaced. now, on second turn, if sub remains submerged put second roundel under sub. beggining of 3rd turn submerged sub must surface for 1 turn no matter where it is. even if it has to surface strait into hostile ships and be attacked.

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: Transports transports transport questions

      @LHoffman:

      I am pretty sure the answer to number 3 is NO.

      Do not the rules state that when passing through sea zones with enemy subs, you should count those zones as friendly. Providing the sub is submerged. Which, as I understand it, they almost always are.

      I don’t think the sub gets to shoot at your transport… I mean why would it. The transport can’t defend, so it would be an automatic loss.

      HA!
      I have been wondering about this. Sub should be able to attack transport, But if sub misses, transport should be able to escape. I dont believe there should be automatic losses in this game. Everything in the outcome in a AA game is ultimatly based on die outcome(odds). I think even thou transports have no attack or defense value, this theme needs to be maintained.

      posted in Axis & Allies Global 1940
      lnmajorL
      lnmajor
    • Average time to complete one round of AAG40?

      Just curious,
      how long is it taking on average to complete one round of AAG40.
      With older AA games players were taking so long we started using an egg timer, every player must complete combat moves in 10 min. This moved the game along but one round was still like an hour.

      posted in Axis & Allies Global 1940
      lnmajorL
      lnmajor
    • RE: House sub rules

      It definitey makes you alocate alot of destroyers and fighters to ASW. Any of these units not used in combat are automatically used to hunt subs. The problem i found is that was making the players turn even longer than it already was. It usally takes about 1 hr to complete 1 round on average.

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: House sub rules

      Testplayed this exact idea about 10 years ago. did it for like 5 or 6 games. in theory it sounds great. definitly adds alot of realism and strategy to the game. makes subs real strong. I also used a detection roll nessicary to find subs in conjunction with this. I stopped using this rule becouse it just got too confusing and difficult to keep track of the subs, even with writing it down. now the detection roll works just fine.

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: New simplified tactical bomber rules.

      Strat bombers cant attack ships. I agree with that and have been playing it that way. fighters and dive bombers/torpedeo bombers(tac bombers) can.
      Just becouse there is an OOB rule doesnt make it a good rule. Thats why this thread “House Rules” has over 12,000 posts in it. This is the place to break OOB and put our heads together and come up with something better. Transports cant just be eliminated becouse a tac bomber or fighter shows up. What if someone had 10 transports alone and 1 fighter shows up. does it eliminate all the transports with no die roll? That rediculous.

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: New simplified tactical bomber rules.

      That is very complicated. Like some of your ideas. stratigic bombers attack ships at 1. good. transports left alone automatically destroyed by aircraft, not good. your going with that destroyed with no die roll again. something not in the spirit of AA about that.

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: Japan takes Panama

      ??? :?

      posted in Axis & Allies Global 1940
      lnmajorL
      lnmajor
    • RE: National Advantages for Global 1940

      WOW! Again, these NAs are so awesome. They will add alot of depth to the game.

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: Simple solution for long Global 1940 games

      Does a ship have to stop in a enemy controlled sea zone that is empty of enemy ships in its combat move, or can it take control of sea zone and continue on into another sea zone into combat. like tank blitzing?

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: New Major Complex Plastic Pieces for AA40 games!

      hey Reloader,
      Thanks for the heads up on these major IC pieces.Ordered them last week and got them today. fast! These look so cool next to the other AApieces. I use Fortress America pieces for cities. you dont really need a city piece but it looks awesome. Again thanks, it is easier on the eyes with such a large board to locate and distingiush ICs quickly.

      posted in Other Axis & Allies Variants
      lnmajorL
      lnmajor
    • RE: TACs overrated ?

      subs can do that already on first shot attack. might make cruisers too strong, but its intriguing. next game im going to try any roll of 1 gives choice of casuality.

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: New sub rules for all AA games with destroyers and cruisers.

      yeah, running a battleship or carrier without destroyer escort is a amatuer move, i give you that. I just have a problem sinking a piece without even rolling a dice.

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: New sub rules for all AA games with destroyers and cruisers.

      I have no problem with a battleship or carrier being sunk on 1 hit from a first shot attack from a sub on a 1-2 die roll. thats the way i have been playing it. but a automatic hit and sink on capital warship with no die roll is way to strong.
      I propose this: Either subs attacking unescorted capitol warships get 1 roll, if a 1-2 ship sunk on 1st hit. if sub misses,sub is considered submerged,breaks off attack,but if it stays in sea zone to try again next turn or follows same shipsinto another sea zone to try again next turn, destroyer and cruisers detection roll is upped to 1-4 becouse sub is known to be activly prowling area.
      alittle more complicated here but if your going for realism this would be better i think.

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: New sub rules for all AA games with destroyers and cruisers.

      You cant take a battleship with a missed die roll! no way, Will not fly. that would mean whenever a sub enters a sea zone on a combat move that contains a battleship or carrier they are automatic sunk? like all your rules but you need to think this one out better.

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: Global Gaming Table

      Top Notch!
      You just need beer holders 8-)

      posted in Axis & Allies Global 1940
      lnmajorL
      lnmajor
    • RE: The Tank is Still King

      @SgtBlitz:

      Considering there is a LOT more money available on the board, more territories are present, and there’s also more money in NOs to be made, Tanks weren’t really that much effected by the change.

      Germany is making 50-60 IPCs, plenty of money in there for tanks.
      Russia is like 30-40ish.
      UK builds boats anyways and has a split income; some argument on cost of tanks could be made for Indian forces vs. Japanese.
      Italy maybe builds a few tanks to help out against Russia, 20-30 IPCs is still ok for tank builds.
      US doesn’t need to worry about money at all.  12 arm a turn is no problem.

      AGREED :-D

      posted in Axis & Allies Global 1940
      lnmajorL
      lnmajor
    • RE: New sub rules for all AA games with destroyers and cruisers.

      Ok, but what if no destroyers are present becouse they were taken as a loss on a different opponents turn? Sub fires an misses battleship, what happens? :-o

      posted in House Rules
      lnmajorL
      lnmajor
    • RE: First Game: Axis Domination

      HA! :-D

      posted in Axis & Allies Global 1940
      lnmajorL
      lnmajor
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