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    M
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    Posts made by Magro

    • RE: Dark Skies issue

      To counter strategic bombing you need fighters. Only fighters (and the strategic bomber/s) get too fight before strategic bombing, the target industry/airfield/port too gets AA vs incoming surviving bombers but that’s it (AA guns can not be used).

      If Germnay has loads off fighters in escort it gets tough, but those will not fight at all if you feel it is to much and leave your fighters on the ground.
      The problem is if Germany has laods of startegic bombers, you will never shoot down them all…
      'd say make sure your fighters survive and have several, if all german planes are in Russia the Atlantic wall will be breached by your allies. Also You can get British and/or US fighters to help from India/elsewhere?

      posted in Axis & Allies Global 1940
      M
      Magro
    • RE: [House Rules] Keeping China Alive?

      In 1941 we let China move with the Soviet Union instead of USA, BEFORE JAPAN that is. They collect IPC like anyone (7 IPC start) and thus can save money from turn to turn. It is a major boost to China, intended, and lets the USSR play the Chinese.

      We also gave the Soviets an AA i Buyratia SSR on the Manchuria border- that makes it harder to attack for Japan (but no offensive power to the Russians).

      posted in 1941 Scenario
      M
      Magro
    • RE: First Game

      The Axis do have an advantage. Japan 1941 is a beast.
      I do reccomend using National objectives.

      We let China be controlled by The Soviet 1941 and use money (starts with 7 ipc and same movement/build options). If hoj watt give China objektivet "No foreign ally in China except starten fighter inom +1.
      It helps China a lot.

      I suggest adding a Soviet AA in The far East too.

      posted in 1941 Scenario
      M
      Magro
    • RE: Larry Harris 1914 Tournament Rules ( "potential rules" using his language)

      I find these new tournament rules interesting.
      Worth trying for sure!

      Victory conditions  OOB does not work.

      I’d suggest holding two enemy capitals at the same time  and keep Paris/Berlin as a knock out major victory otherwise the game end turn X, agreed in advance, by then CP must hold enough or the Entente wins a minor victory.
      It should be a target to reach for CP minor or major victory turn 3+ (or even turn 1+?). The target includes minor/major Entente victory (0-40  major Entente, 41-60 minor Entente, 90-110 minor CP, 120+ major CP victory as an example). Before the game both sides agree on a maximum number of full turns. If the CP did not win at the end of that turn they have lost the game and the Entente wins a minor victory.
      The rules for moving twice on land (not blitzing but in friendly areas) and also 3 movement points for all ships from seabases (and planes in friendly areas only?) whould be used to keep the game faster.

      Probably just IPC’s = points +/- some easy things like a player nation in your alliance was conqured +/- 10 each even if later liberated, having a  land unit contesting or adjacent to enemy capital +/-5 per capital including India and South Africa, having starting areas outside Africa but including South Africa occupied by the enemy +/-3 per nation. I know the hard part is setting good limits…

      posted in Axis & Allies 1914
      M
      Magro
    • RE: G40 Halifax Rules

      New players get confused the divided UK AND then there is Anzac. Que??? is the reaction I have seen.

      A Commonwealth is a very usefull way to solve that.
      Using the Anzac units and markers this makes it  much easier for new players to also play UK/Commonwealth.

      Does the Commonwealth need a capital at all? it is sevral different dominions under joint leadership- not one separate nation.
      No capital= major boost (no way of stopping them fighting on if one part falls). As japan is kind off überstrong and in reach of calcutta nd/or Sydney I whould not mind at all.

      posted in House Rules
      M
      Magro
    • RE: Grasshopper's G40 Victory Objectives

      Excellent idea  :-D

      This will reduce playing time and/or produce a clear winner at a deadline (01:00,  round 12 or whatever deadline one end up with).

      I really like that you can fullfill these by just achiving  them, not needing to hold  the areas a whole turn (vs several potential countreattacks).
      That should encourage some desperate attacks, and the last round will be a blast when eveyone tries to get/stop objectives at any cost!

      In fact this solves the main issue with A &A - it reduces playing time and/or creates  a clear winner when time runs out.
      We’ll try playing borth Axis and Allies (one game as each team) and add up our points- will make it matter if you lose 5-2 or 4-2 in a game…

      posted in House Rules
      M
      Magro
    • RE: Basic Allied Strategies

      With the allies time is on your side.
      USA will join you on turn 4 and once you get Africa under control you will be getting more income.
      You goal is to stall the central powers for time ealy on.

      The weak ally is Russia (and Italy),
      Russia needs to be played welll. Russia must countreattack sometimes and keep a sizeble army/threat up all off the time.
      Italy is weak but simple, you just put 100% vs Austria. Always. ALWAYS!

      UK has most options with a big fleet, trrops spread around and a factory also in India.
      If you focus on India Turkey will suffer and over time you can take Turkey out.
      France, if you stablize the front before Paris is the frontline, will become a powerhouse.

      Russia is way to weak for balancing purposes but otherwise teh Allies are doing fine.

      posted in Axis & Allies 1914
      M
      Magro
    • RE: Wizard of the coast is sending out additional playing pieces

      I did get mine today. It took some time as I am in Europe.

      6 Infantry
      5 Artillery
      2 Tanks
      2 Fighters
      2 Battleships
      3 Cruisers
      2 Subs
      3 Transport

      PER nation :-)

      Plus chips, oddly not identocal for cengral powers (blue) and allies (red).
      47 chips blue/CP ( 10 dark- and 37 light blue)
      37 chips red/Allied (15 dark- and 22 light red).

      A very god service and quite usefull the chips, fighets and land units!

      -Peter

      posted in Axis & Allies 1914
      M
      Magro
    • RE: Wizard of the coast is sending out additional playing pieces

      I was very glad to hear this.

      However the cusomer service just did not confirm but question my issue so I doubt I will get any additional parts sent.
      Funny when they sell a game with to few units to play at $100.

      Let’s see, they have been very fast to help concering other games.

      -Peter

      posted in Axis & Allies 1914
      M
      Magro
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