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    Topics created by majikforce

    • majikforceM

      15L G40 Majikforce (Axis) vs Axis-Dominion (Alies +16)

      League
      • • • majikforce
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      axis-dominionA

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 9

      Purchase Units - Russians
                  Russians buy 4 artilleries, 3 infantry and 3 mech_infantrys; Remaining resources: 0 PUs;

      Combat Move - Russians
                  1 armour, 9 artilleries, 9 infantry and 9 mech_infantrys moved from Bryansk to Ukraine
                  2 fighters and 1 tactical_bomber moved from Russia to Ukraine

      Combat - Russians
                  Battle in Ukraine
                      Russians attack with 1 armour, 9 artilleries, 2 fighters, 9 infantry, 9 mech_infantrys and 1 tactical_bomber
                      Germans defend with 3 armour, 3 artilleries, 1 factory_minor, 2 fighters, 5 infantry, 5 mech_infantrys and 2 tactical_bombers; Italians defend with 1 aaGun
                      Russians win, taking Ukraine from Germans with 1 armour, 9 artilleries, 2 fighters, 2 infantry, 9 mech_infantrys and 1 tactical_bomber remaining. Battle score for attacker is 91
                      Casualties for Germans: 3 armour, 3 artilleries, 2 fighters, 5 infantry, 5 mech_infantrys and 2 tactical_bombers
                      Casualties for Russians: 7 infantry
                      Casualties for Italians: 1 aaGun

      Non Combat Move - Russians
                  2 fighters and 1 tactical_bomber moved from Ukraine to Russia
                  1 aaGun moved from Bryansk to Ukraine
                  1 fighter and 1 tactical_bomber moved from Persia to Russia
                  3 infantry moved from Yenisey to Timguska
                  1 infantry moved from Novosibirsk to Tsinghai
                  1 infantry moved from Kazakhstan to Tsinghai
                  1 infantry moved from Vologda to Russia
                  1 armour and 1 mech_infantry moved from Iraq to Eastern Persia
                  1 mech_infantry moved from Libya to Alexandria
                  1 armour moved from Ethiopia to Egypt
                  1 submarine moved from 106 Sea Zone to 91 Sea Zone
                  1 infantry moved from Russia to Bryansk
                  1 infantry moved from Russia to Vologda

      Place Units - Russians
                  4 artilleries, 3 infantry and 3 mech_infantrys placed in Russia

      Turn Complete - Russians
                  Russians collect 17 PUs; end with 17 PUs total
                  Objective Russians 2 Spread Of Communism: Russians met a national objective for an additional 15 PUs; end with 32 PUs

    • majikforceM

      Majik's custom global painted pieces

      Customizations
      • • • majikforce
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      C

      @cyanight:

      Everyone has their own unique way of painting the pieces.  No matter how we paint the pieces they must still be playable within the game.

      And the nice difference between game sculpts and real military equipment is that sculpts are rarely lost or damaged in combat.  If that wasn’t the case, people might actually hesitate to risk sending their painted sculpts into battle on the game map, given the large amount of time they’ve spent on customizing them.  :-)

    • majikforceM

      Not allowing me to post my turn to the forum.

      TripleA Support
      • • • majikforce
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      PantherP

      If you don 't want to wait but continue your game in the meantime you can always send the savegames by email.

    • majikforceM

      Looking to start a 2v2 G40 game

      Team Games
      • • • majikforce
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      trulpenT

      https://www.axisandallies.org/forums/topic/35344/2-vs-2-tournament-a-a-g40-bm3-ptv

    • majikforceM

      Any thoughts on Tech or national power variations?

      Axis & Allies Global 1940
      • • • majikforce
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      Young GrasshopperY

      YOU CAN’T COME IN HERE AND ASK A QUESTION LIKE THAT… YOU’LL START A WAR! (lol, just kiding).

      The simple thing to do is to give 1 free dice for anyone entering the R&D phase by purchasing at least 1 dice.
      So, buy 1 and get 2, buy 2 and get 3, buy 3 and get 4…

      Another idea is to have each major power choose 1 tech at the beginning of the game, each get 1 free dice during each turn, add each result from all rolls throughout the rounds until they reach 25, at which point that nation will receive the tech they choose at the start of the game.

      If you want some ideas that are completely off the hook, you can go here…

      http://www.axisandallies.org/forums/index.php?topic=33735.0

    • majikforceM

      First time Triple A gamer with a couple questions

      TripleA Support
      • • • majikforce
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      PantherP

      @majikforce:

      A few more questions:

      1: Am I able to setup email notifications to all the players when a turn is posted and how?  Or do people need to periodically check the forum thread?

      2: Is there a feature in the game that tells you what units are in each territory, more specifically seazones?  I am having trouble distinguishing between the ships.  Mostly cruisers and battleships.  Or is there a cheat sheet of the unit pictures?

      3: What prevents someone from rolling out combat not liking the results so they reload the game and run the rolls again?  I’m not worried about my group but just wondered when playing strangers.  Most people on the forums are really great and really helpful but you do get the occasional d-bag.

      1. If you play by forum the players check the forum. But every player receives the mails from the dice server. This of course is an indication that something has happened. Only if you play by Mail the players recieve the turns by mail and are informed this way.

      2. If you start TripleA and have the map on the screen you will see some information on the right side. Just klick on “Territory” and use the mouse to hover over the territory you want to know more about. The information and units are presented on the right side of the screen then. Being there, hover the mouse over the unit then. You will see all information concerning that unit including the name. I recommend to take a screen shot from the purchase-units screen, though. With the help of this image you can easily distinguish between the units at any time.

      3. This is why you register your emails with the dice server. You will get emails with the rolls then. This way you can be sure that no one cheated.
      And: TripleA has a history mode (Menu Game-Show History). Everything that happened is presented to you and can be reproduced - and compared when using the results from the dice server.

      (Leave history mode via Menu Game-Show current game)

      HTH  :-)

    • majikforceM

      Majiks test game

      Play Boardgames
      • • • majikforce
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      majikforceM

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Purchase Units - Japanese
                  Japanese buy 1 artillery, 1 battleship, 1 carrier, 2 fighters and 1 infantry; Remaining resources: 1 PUs; 6 SuicideAttackTokens;

      Combat Move - Japanese
                  1 infantry moved from Siberia to Soviet Far East
                        Japanese take Soviet Far East from Russians
                  1 infantry moved from Buryatia to Yakut S.S.R.
                        Japanese take Yakut S.S.R. from Russians
                  1 infantry moved from Sakha to Buryatia
                  1 infantry moved from Suiyuyan to Kansu
                        Japanese take Kansu from Chinese
                  1 artillery moved from Manchuria to Buyant-Uhaa
                  3 infantry moved from Manchuria to Buyant-Uhaa
                  2 infantry moved from Manchuria to Jehol
                  2 infantry moved from Chahar to Hopei
                  1 infantry moved from Kweichow to Szechwan
                        Japanese take Szechwan from Chinese
                  3 artilleries, 3 infantry and 1 mech_infantry moved from Kweichow to Hunan
                  1 infantry moved from Philippines to 35 Sea Zone
                  1 infantry and 1 transport moved from 35 Sea Zone to 36 Sea Zone
                  1 armour moved from French Indo China to 36 Sea Zone
                  1 armour, 1 infantry and 1 transport moved from 36 Sea Zone to 37 Sea Zone
                  1 armour moved from 37 Sea Zone to Shan State
                  1 infantry moved from 37 Sea Zone to Shan State
                  1 infantry moved from Sumatra to 41 Sea Zone
                  1 infantry and 1 transport moved from 41 Sea Zone to 37 Sea Zone
                  1 infantry moved from 37 Sea Zone to Malaya
                  1 artillery moved from Java to 42 Sea Zone
                  1 artillery and 1 transport moved from 42 Sea Zone to 37 Sea Zone
                  1 artillery moved from 37 Sea Zone to Malaya
                  1 cruiser moved from 42 Sea Zone to 37 Sea Zone
                  1 battleship moved from 42 Sea Zone to 37 Sea Zone
                  1 fighter moved from 42 Sea Zone to Malaya
                  1 tactical_bomber moved from 42 Sea Zone to Shan State
                  1 carrier moved from 42 Sea Zone to 37 Sea Zone
                  1 submarine moved from 37 Sea Zone to 44 Sea Zone
                  1 destroyer moved from 42 Sea Zone to 44 Sea Zone
                  1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 2 fighters and 2 tactical_bombers moved from 35 Sea Zone to 6 Sea Zone
                  3 fighters moved from Japan to 6 Sea Zone
                  1 fighter moved from Manchuria to 6 Sea Zone
                  1 fighter moved from Philippines to 6 Sea Zone
                  3 fighters and 3 tactical_bombers moved from Kwangsi to 6 Sea Zone

      Combat - Japanese
                  Battle in Shan State
                      Japanese attack with 1 armour, 1 infantry and 1 tactical_bomber
                      British defend with 4 infantry
                      UK_Pacific win with 1 infantry remaining. Battle score for attacker is 0
                      Casualties for Japanese: 1 armour and 1 infantry
                      Casualties for British: 3 infantry
                      1 tactical_bomber owned by the Japanese retreated
                  Battle in Buyant-Uhaa
                      Japanese attack with 1 artillery and 3 infantry
                      Russians defend with 1 infantry
                      Japanese win, taking Buyant-Uhaa from Russians with 1 artillery and 3 infantry remaining. Battle score for attacker is 3
                      Casualties for Russians: 1 infantry
                  Battle in Malaya
                      Japanese attack with 1 artillery, 1 fighter and 1 infantry
                      ANZAC defend with 1 infantry; British defend with 1 harbour
                      Japanese win, taking Malaya from UK_Pacific with 1 artillery and 1 fighter remaining. Battle score for attacker is 0
                      Casualties for Japanese: 1 infantry
                      Casualties for ANZAC: 1 infantry
                  Battle in 44 Sea Zone
                      Japanese attack with 1 destroyer and 1 submarine
                      Americans defend with 1 destroyer and 1 submarine
                      Japanese win, taking 44 Sea Zone from Americans with 1 destroyer remaining. Battle score for attacker is 8
                      Casualties for Japanese: 1 submarine
                      Casualties for Americans: 1 destroyer and 1 submarine
                  Battle in 6 Sea Zone
                      Japanese attack with 1 battleship, 2 carriers, 1 cruiser, 1 destroyer, 10 fighters and 5 tactical_bombers
                      Americans defend with 2 battleships, 3 carriers, 3 cruisers, 2 destroyers, 5 fighters, 1 submarine and 1 tactical_bomber
                      Units damaged: 2 battleships owned by the Americans
                      Units damaged: 1 battleship owned by the Japanese
                      Japanese win, taking 6 Sea Zone from Americans with 1 battleship, 8 fighters and 3 tactical_bombers remaining. Battle score for attacker is 113
                      Casualties for Japanese: 2 carriers, 1 cruiser, 1 destroyer, 2 fighters and 2 tactical_bombers
                      Casualties for Americans: 2 battleships, 3 carriers, 3 cruisers, 2 destroyers, 5 fighters, 1 submarine and 1 tactical_bomber

      Non Combat Move - Japanese
                  1 tactical_bomber moved from Shan State to 37 Sea Zone
                  1 fighter moved from Malaya to 37 Sea Zone
                  1 aaGun moved from Kweichow to Hunan
                  1 tactical_bomber moved from 6 Sea Zone to Japan
                  1 tactical_bomber moved from 6 Sea Zone to Japan
                  1 fighter moved from 6 Sea Zone to Japan
                  1 fighter moved from 6 Sea Zone to Japan
                  1 fighter moved from 6 Sea Zone to Japan
                  1 fighter moved from 6 Sea Zone to Japan
                  1 fighter moved from 6 Sea Zone to Japan
                  2 fighters moved from 6 Sea Zone to Japan

      Place Units - Japanese
                  1 artillery, 1 fighter and 1 infantry placed in French Indo China
                  1 battleship and 1 carrier placed in 6 Sea Zone
                  1 fighter placed in Japan

      Turn Complete - Japanese
                  Japanese collect 65 PUs; end with 66 PUs total
                  Objective Japanese 4 Control Dutch East Indies: Japanese met a national objective for an additional 5 PUs; end with 71 PUs

    • majikforceM

      Timed turns

      Axis & Allies Global 1940
      • • • majikforce
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      C

      @majikforce:

      Wow I really like this idea.  My only concern would be that early on the US would probably be under time limit a lot (depending on when they are brought in to the war) Would that extra income swing things too much one way?  I don’t know but it sounds like a cool idea to explore.  I think we are gonna go straight time limits to start with and get feedback from everybody and then maybe experiment with the par idea.  Thanks for the ideas!

      Rather than a one-size-fits-all model, you could set up tables that give different pars for different countries at different stages of the game.  In competition chess, I believe, players must make x number of moves per hour during the initial stages of the game, but are then given more time per move past a certain point.  The principle would be similar here, reflecting such factors as the wartime vs. peacetime status of some powers, the more marginal role in the game of some countries (like France and China), and Britain’s split global economy.

    • majikforceM

      What would you do?

      Axis & Allies Global 1940
      • • • majikforce
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      majikforceM

      @knp7765:

      By the way, your Japanese units are really bright orange. Did you paint them?

      No painted pieces.  This set is my co-workers, he leaves it at work so we can play.  My personal game at home has all custom painted pieces.

    • majikforceM

      Ruling needed!

      Axis & Allies Global 1940
      • • • majikforce
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      JenniferJ

      Rules are rules anyway, if you want leniancy, you have to ask for it.  This would not be a case where I would be inclined to grant it, mind you.  If you moved everything from Hawaii to Carlines but forgot to move a fighter there leaving it prone to attack, then I could see a case of “yea, okay, so you intended to move it but it got lost in the shuffle” fine, generally I’d allow that change (for non-league, non-tournament games, of course.)

    • majikforceM

      Convoy disruption zones

      House Rules
      • • • majikforce
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      JenniferJ

      @knp7765:

      @Cmdr:

      I have to agree, the convoys in SZ 109 dont make a lick of sense from a logical stance (America’s not shipping food to Germany, certainly not through SZ 109!).

      We’ve been toying with declaring certain convoy zones axis or allied zones.  Basically, all convoy zones are allied except SZ 95, SZ 97 and SZ 6 (convoys around Axis capitols),Â

      Actually, SZ 125 is really an Axis convoy zone, at least while Germany still controls Norway.  Of course, if Axis has a warship there, then it screws up Russia’s Archangel NO.  I guess you could call that SZ a double duty convoy zone.

      Yea, I didnt include that, but yea that one makes sense as well.

    • majikforceM

      Looking for feedback

      Other Axis & Allies Variants
      • • • majikforce
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      R

      For naval and air bases I use old (1976?) Avalon Hill Diplomacy pieces.
      You can find them used online, sometimes in decent numbers.

      For the naval base I use the anchor (Diplomacy navy), stood upright.
      For the air base I use the star (Diplomacy army), stood upright.

      I’ll get around to painting them all eventually, but in the meantime, they work nicely.

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