No all unit value stays the same.

Posts made by losttribe04
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RE: Land/Sea/Air
Hey,
My American Military History Prof. broke world powers into 3 groups Super Powers SP (Like the US today), Revisionary powers REVP(Like Italy today), and lastly Revolutionary powers REP(Like Iraq today).
He then broke it down into formulas to determine who would win in and vs mode:
SP VS REVP = SP wins
REVP VS REP = REP wins
SP VS REP = REP wins
SP VS SP = ARMAGEDDONFor me it sure made foreign policy easy when it came to deploying troops.
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Fav. A&A game
I’m not sure where the best place is to place this poll so I put it close to the top.
I haven’t tried all these games, but I wanted to buy another one. depending on how this poll goes will determin the next purchase I make.
Have Fun! :-D
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RE: They killed Cap!
Oh the humanity! HOW DARE YOU KILL THE CAP!!!
We can’t leave the world in the hands of his Canadian dopelganger Captain Canok, hes got butterfingers!!
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RE: I'm curious about paganism…
Hey Ncscswitch,
You said earlier that there is a “force.” You also said that when you pray its parallel to Catholicism in the way you channel to a specific source or location or maybe a destination.
(bare with me wile I set the back ground of my understanding so we can meet on middle ground)
My religious background (Mormon) learned that there is a force and it can be channeled to perform tasks if you will. There are powers out in the cosmos that are better at it then we are (God & Satan) but all living things can contribute to this force.
I guess what I’m saying is as a mortal human we can’t make things happen like poof but if we receive the endorsement of a higher power (for Mormons God) we can direct this force. For example I as a mortal can’t flood a valley if I wanted to but God could. I would have do go about it by lets say rerouting a river to fill the valley, and dam the exits.
In the end I accomplished the same task but on my lower plane I needed to go about it diffrent. Is this how you view the world?
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RE: Naval Units
Here is a Pic I found of the DUCk.
[attachment deleted by admin]
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RE: Unique rules
Its going to be to hard to keep simultaneous posting on this topic in two places so any one following refer to the house rules section, labeled rare house rules
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RE: New Axis & Allies Global War Variant (free map)
When do you think all this information will be compiled and a prototype map made?
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RE: How do you lay out a good Navy plan?
This reply is two parts
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No I’m not calling you a slow unit.
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I was thinking of the classic rules when a sub had the option to 1) submerge, 2) retreat to adjacent sea zone, 3) stay and attack. Sorry for the mix up.
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RE: Rare house rules
AXIS & ALLIES REVISED EDITION: RULE AMENDMENT
I follow all the OOB rules with the addendum that follows:
• Battleships (BB) use two dice when attacking (like Bombers).The reason for this rule is Destroyers are for the most part like BB’s in every way but cost. If you’re going to shell out the extra IPC’s I think you should get your moneys worth.
• BB’s can take two hits and after combat is complete BB’s heal back to two hits.
When the BB gets one hit you place it on its side to acknowledge the first hit. After all rounds of combat have been completed and the battleship is still alive it repairs it self and can be placed on upright again ready to take two hits again.• Infantry (INF) can spawn in any territory, with these conditions. INF placement can not to exceed the IPC value of that territory. INF can only be placed in territories that the placing nation controlled at the beginning of the game.
The reason here is Militia groups can form any where. I also think that the IPC index has a pretty good layout for the populated areas. For example Russia can produce more INF than say the Soviet Far East.• Invading a neutral country costs 3 IPC’s and will continue to cost 3 IPC’s at the beginning of every turn you control this territory. The IPC’s will be taken at the initial placement of troops. You will not have to pay again until the following turn begins, during the purchase units phase (NO IOU’s)
This is to simulate, the resistance movement you would be creating by you unwanted occupation.• NEW UNIT: Duce and half’s. COST 4 IPC / MOVE 2 / ATTACK none / DEFENSE 1 / CARRING CAPACITY. 1 artillery or 1 INF (not both)
Duce and half’s move with the same rules as transports with the exception they move on land not on sea. During the war they were used to move troops and equipment to keep up with Armor units. We felt it only fair to limit capacity to half of a transports given the size ratio between the two.• National discounted units. Each nation has 1 predetermined unit that gets discounted only for that nation:
Russia: buy 8 INF get 2 free
Germany: buy 6 tanks get 2 free
UK: buy 3 bombers get 1 free
Japan: buy 3 fighters get 1 free
US: buy 4 artillery get 1 free• Home land security bonus: At the end of a nations turn if they hold all their original territories add 5 IPC’s to their collected income pile.
I know this rule reeks of risk rules but we thought we would give it a try. -
RE: (Survey) What other games do you play?
I play a few card game from time to time a big on in the army was spades. A fun one we also played was “Right, Left, Center.” This one was easy you didn’t need to buy the game we made cards out of the cardboard the MRE’s came in. The cards were labeled you guessed it Right, Left, Center. One Joe brought poker chips over w/ us. you all start out with the same amount of chips draw your card and do what it says, by passing your chip. Its a stupidly addicting game. We used it to break up the day overseas.
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RE: Russian Strategy
In response to the original post:
I don’t think I would buy FTR’s I would buy ARM. b/c (playing classic) you get just under 2.5 tanks for the price of one fighter compounded over several rounds that adds up.
Yes you sacrifice you defense die a little but do you? Now you have twice as many cats and dogs in the fight. The big plus for me at the point when I want to storm through Europe is that ARM are not subject to AA fire. So now at least they get a chance of making at least on hit should you decide to take ARM as losses.
And thats my 2 cents
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RE: Aggressive America - how to stop it?
I agree with the above but I think its incomplete. If US wants to be aggressive in the PAC theater I say let them. It will take a few turns to get to Japan’s soil. By then Japan isn’t out of the game you could have a huge push on mainland Asia with an IC there as well. Just keep in mind leave some troops at home for when US PAC fleet gets to you they may have transports with them ready for hostile take over.
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RE: KJF
Hey,
I just checked and having your US sub retreat (J1) pearl attack, and make its way to Japan to disrupt transports on US1 could also work on revised.
Heres the kicker. It will only work if Japan doesn’t move transports out of harms way in the NCM stage. Yes they will be forced to place new units they bought. So you have to pray that Japan doesn’t start with a sub fleet. In this event you would have to counter pearl if you as the US want to maintain a presence in the PAC front.
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RE: Attacking Japan from America
Well Baghdaddy,
You make a valid point. I know I’m impartial to the 98 CD-Rom version. He and I go back almost 10 years now, its the second oldest friend I got.
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RE: Aa-guns and factories ownership
Hey,
That sounds to me like the correct lawyer text book answer to our scenario. :-)
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RE: Rare house rules
Hey,
Do you know where I can get a link to the AARHE rule set?
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RE: Unique rules
Yeah,
I see what you mean. Just for sake of discussion lets go with the OOB rules. Then we can add vareations kinda like an addendum.
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RE: Naval Units
Yeah,
That would be nice to have escort ships cheaper than 8 IPC’s to use as fodder. One idea we toyed around with was the use of DUCks. If I remember it correctly it stands for Deployable Unarmored Catamaran. Its a land sea unit the Army uses it has 4 (?) wheels I think, but other than that it looks like a boat. We thought about giving it the following:
Movement 2 spaces (land or sea) / Cost 4 IPC / DEF none / ATC / none
after having been on both Troop Transports and DUCks we decided it could only carry 1 INF
The reason we never added it to the game was b/c of the size of the unit it couldn’t pass an ocean, so we wanted to make a way where it couldn’t end its turn in the sea. The dilemma was it would work great from England to France but it was a pacific unit for the most part. So we thought of adding movement to 3 but that didn’t seem fare b/c it would be faster than tanks on land and faster than any ship at sea. so as fun as it would have been we scraped the idea. :x
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RE: How do you lay out a good Navy plan?
Yeah Baghdaddy,
My American Military History Prof. said the same thing in collage. He told us to look at oceans as high-ways not road blocks.