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    Posts made by MauserBob

    • RE: Incredible 1/6th scale model

      Imagine all the $$$$$ it’d cost just to play one game, let alone several. Still, it’d be really cool.

      Rob.

      posted in General Discussion
      M
      MauserBob
    • RE: Stargate SG-1/Atlantis Fans?

      True, I liked o’Neil better, but MacGuyver is getting kinda long in the tooth. Mitchell is growing on me….but he needs a little more personality. He’s too dry.

      Rob.

      posted in General Discussion
      M
      MauserBob
    • RE: Evolution Poll

      There will be water if God wills it.

      Rob.

      posted in General Discussion
      M
      MauserBob
    • RE: Stargate SG-1/Atlantis Fans?

      I love SG-1. Been watching it since the beginning.

      Not so high on Atlantis, though. It’s watchable, but it’s more like filler between AG-1 and Battlestar Gallactica. (which I think is just awesome.)

      Rob.

      posted in General Discussion
      M
      MauserBob
    • RE: Incredible 1/6th scale model

      That’s better.

      WOW !!! That guy is one damn good modeler. I’d love to see that in person.

      Rob.

      posted in General Discussion
      M
      MauserBob
    • RE: Incredible 1/6th scale model

      Link doesn’t work.

      posted in General Discussion
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      @scaramouche:

      After looking over some of the rules changes outlined on angelfire.com i wonder if Mauser and i didn’t possibly reinvent the wheel, admittedly with Mauser’s unique spin on it.

      Particularly in regards to the use of artillery and tanks.

      i have no time to embellish Mauser’s very comprehensive notes at this time but let me toss this little grenade as i dart back to the front,

      The narrow playing field is horrific.  Do not empathize with your little plastic men.  You won’t know them long.

      You should know, as you so rudely killed at least half of them.  :-D

      Rob.

      posted in Other Axis & Allies Variants
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      @Imperious:

      This will take time to sort out. looks interesting

      Yeah, it’s a bit jumbled. I will revise the original rules post on page 1 to incorporate all of the  recent developments. I’ll get it sorted out so that it’s much easier to read.

      Rob.

      posted in Other Axis & Allies Variants
      M
      MauserBob
    • RE: Watched Stalag 17(1953)Timeframe : Battle of the Bulge

      Seen it many times. I do believe that I remember reading somewhere a long time ago that the show was based on this movie, at least in part.

      Rob.

      posted in General Discussion
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      @Rhineland:

      I would also like to say that I’m a fan of the Africa A&A idea and the concept that you have created.

      Thank you sir.  :-)

      I hope you are not annoyed with my suggestions.

      Rhineland

      No, not at all.  The continued input and support you guys provide is very rewarding.

      Rob.

      posted in Other Axis & Allies Variants
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      So, in summary (so far)…

      The Italians are indeed weak, but if used correctly can be very useful; just don’t rely too heavily on them for offensive punch unless you’ve got alot of them.

      The Anti-tank element is a great addition which really makes you think a little bit harder about what you want to do and when to do it.

      The roads are indeed valuable real-estate, as their no-penalty status can really make the difference in launching crushing counterattacks.

      The extra-space movement also works great, but it must be used wisely or you’ll leave yourself hanging. Isolated units are ripe targets for slaughter which can thwart your plans in a brutal fashion.

      Long-range strategy is REALLY important, as you will want to plan your moves a couple turns in advance (at least).

      Proper planning re: moving and positioning  your reinforcements is crucial. Do it right, and you will have a powerful wave of attacks which can really smash your enemy, and your losses on defense won’t be so debilitating because your counterattacks will really clean up.

      The Minefields worked exactly as anticipated. Quite useful in deterrence.

      I do believe that it might be necessary to adjust the IPC levels of both sides up somewhat, like maybe  2 or 3 apiece, but no more than that, I think. Our first game turned into a real meat grinder along the Libyan/Egyptian border as we both sought to first smash the other’s defenses, and then to outthink/outflank them. The extra space move really helps with this, but again, you’ve gotta be wise about it. I discovered that it was all too easy for my buddy to drive a wedge right through my forces as I tried to sneak a tank detachment around his southern flank. Lucky for me that I was able to get out of that trap, but had my units be under a penalty, I would’ve been carved up in detail.

      As for initial unit dispositions, the one we started with may work  just fine, but that remains to be determined. We probably won’t know for sure until this first game has been decided. One thing that is certain, however, is that airpower didn’t play as much of a deciding role as I thought it would, so I might add more airpower to the initial deployment, as I was a bit conservative this first time. (two fighters, one bomber apiece.)

      Anyway, so far, so good. There were some bugs to address, but I think we got those taken care of. This really looks like it works well, and I think we had fun trying it out. It was relatively fast paced….well, it didn’t drag on, anyway. As for the comments above on the BOTB pcs, We’ll have to look at those when they become available, but for right now I think the original concept works well. I think the supply trucks might be useful, but they might upset the balance so we’ll have to see how they could fit in.

      Thanks so much for the interest and the insights, guys. It’s really appreciated and gives me much food for thought. I’ll keep updating s we go along.

      Rob.

      posted in Other Axis & Allies Variants
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      Okay, sorry for the delay guys.

      We played about four rounds, and we discovered a few problems which we have hopefully found working
      solutions for. But first:

      First impressions:

      1. The Italian units, while cheap, are somewhat of a hindrance. Their tanks in particular
      certainly look impressive in a big ol’ stack, but one certainly needs to keep in mind that they attack
      on a two, not a three. Both myself and my buddy paid a small price for forgetting this. Their infantry
      works well enough on attack so long as you send artillery with them, since they get that +1 artillery
      modifier. However, as they defend at a 1, their defensive value lies more in soaking up hits to
      protect more valuable units as opposed to dishing out hits of their own, which in our game were few in
      number. The good thing is that they are cheap, so if one plays the game as I had intended, one will
      quickly learn to spend a decent sum on Italian infantry to take the brunt of punishment from the
      inevitable counter-attacks. I’m pleased to say that all of this does work well although it does take
      some getting used to. And the loss rate can be horrific depending how you play. My buddy and I pretty
      much tried to explore all the nuances of the game, and more often than not we threw all the forces we
      could get at each other and the losses were pretty staggering in Italian manpower.

      2. The Anti-tank element is awesome. It really can act as a deterrent to large tank formations
      being used as battering rams because a sizable number of Italian guns can shred a tank formation and
      is cheaper to build a force out of than German artillery. Both my buddy and I really had to switch
      gears out of our normal strategies and try to find ways to manouver our tanks around large AT gun
      formations. This produced alot of casualties at first, and then we really started working on our
      outflanking skills. This, I believe, is the key to defeating a massed-gun strategy. Going at your
      opponent with a large tank formation is a recipe for trouble if he’s got a sizable AT stack awaiting
      you.

      3. The Axis needs to be combined into one homogenous force, not two autonomous entities. The Axis
      player will be using them together both on attack and defense, and both the Italians and the Germans
      draw from the same pool of IPCs, so it makes sense to reduce the order of turns from the original
      three to two.

      4. In hindsight, I have erred a bit on the turn order. Historically, the British struck first in
      Africa, raiding across the border to capture two Italian forts on the Libyan side and striking at
      other pbjectives which caught the Italians somewhat unprepared. As such, I’ve amended the turn order
      so that the Allies move first, then the Axis.

      5. To keep to a more historically accurate timeline which represents the relatively late arrival of
      the Germans, I’ve also decided to “freeze” them in ALL phases during the first turn only. This is
      intended to keep them from arring on the scene of battle too soon into the game. The reason for this
      is that we laid the pcs out in our initial setup and while we had the German units held back a few
      spaces from the front lines, we didn’t want to mess with the first setup until we knew if it worked or
      not. I wasn’t sure how much strength to give any of the three forces, and while I did have a good idea
      where to place the units I wasn’t sure how it would work……one side might have had too big an
      advantage in initial placement, so rather than adjust them we decided to play it out and see if we
      liked it. As such, we needed to “freeze” the Germans the first turn to keep things balanced and
      accurate. This may be thrown out at a a later time once we see how this first game goes. There may be
      no need to freeze them if we feel that simply moving the German units a couple more spaces back will
      take care of timing issues.

      6. There are some small issues with the board itself, mainly in that a couple of the spaces need to be
      altered to make the game flow better. This has to do with the Coastal road and two of the impassable
      zones. This latter issue stems from the fact that I originally stated that the impenetrable spaces
      could be flown over, but we discovered that they were too big for one space (they’d allow airplanes to
      move WAY too far if one chose to move into and then out of those spaces. The easy solution was to
      divide those two spaces up so that they couldn’t be abused in this manner.

      7. The El Alamein area was historically a bottleneck which the Axis simply HAD to defeat in order to
      move on to Cairo, and we know they did not succeed in this. IN designing my board, I had this right in
      the front of my mind, and knowing that due to the Qattara Depression the Axis had not way of
      outflanking the 8th Army, I drew the board accordingly with only one route to Cairo. After having
      played a bit, though, we decided it might be necessary to make a path around the southern side of the
      QD in order to make the game more playable. The obvious solution is to create a path around it, but
      make it longer than the direct route through El Alamein so as to simulate a longer, more difficult
      trex across the deeps pf the deseert wastes. This is admittedly NOT historically accurate, but might
      improve the gameplay. This one is still just an idea, and I might shelve it. Not sure yet.

      Now for some problems and kinks we had to find and then solve:

      8.) For one thing, let’s look at Antitank guns. According to the rules as I drew them up, once
      they got their shots in on any attacking tanks, they were then withdrawn from that combat. This was
      intended to force the defender to choose between taking out tanks and worrying about the rest of the
      attacker’s force. The defender would have to decide if, after removing his AT from combat, he still
      had enough defensive power to successfuly hold the enemy off. It’s important for the defender to
      balance how much AT firepower he needed to take tanks out with the amount of firepower he needed to
      fight off the attackers other units. This is very important, as in one case one of us virtually
      depleted our defensve strength in order to smash the attacker’s tank force and we lost that space as a
      result of this. One must consider whether it is more important to take out his tanks or hold the
      space. Who knows, you might want all of his tanks killed, so you might be willing to trade a space of
      empty desert for the elimination of his armor.

      But here’s the problem we discovered:

      After you declare your AT guns and they get their shots
      in, they are supposed to play no further part in that combat. Well……then what? What if you lose the
      space? What happened to those guns?

      We decided to give the defender a choice:

      A. Retreat the guns 1 space, thereby saving them for the next turn. This simulates a defensive
      “shoot-n-scoot” strategy. This may save your guns to fight another day, but it may hurt your next-turn
      counter-attack plans.

      B. NO retreat for the guns, and if you lose that space they are captured and can then be used by
      the enemy.
      This works from a historical POV, because there certainly was some amount of re-use of
      enemy equipment by both sides. the key here is to correctly ascertain whether or not you think you can
      hold the attacker off and retain control of that space. If you got some nasty rolls on defense and
      just decimated the attacker, you may not want to retreat your guns out of that space. It’s all up to
      the particulars of that situation. Counterattack strategy plays heavily into this.

      9.) Those extra move spaces really add a powerful new element to Axis and Allies. Now you have
      to consider not only if you can win this battle, but also if you can survive the enemy’s
      counterattack. Now it can come from further away, which means you must think ahead several moves at
      times as in chess.

      Again, there is a problem with the original rules:

      If one moves his unit the extra space, it suffers a penalty unless it moves the extra space on a road. BUT……there are two
      possibilities here that I am embarrased to say that I didn’t originally consider:.

      A. The unit moves it’s extra space from a desert space to a road, or…
      B. …it moves from the road to a desert space.

      We thought that there must be some kind of provision for this, and the answer was simple enough. If a
      unit moves it’s extra space and finishes movement on a road space, it should not be penalized because
      the road is the supply lifeline and units that move extra spaces on roads aren’t penalized normally as
      per the original rules (unless there is an enemy unit on the road in it’s rear, as originally stated).

      Conversly, if the unit moves from the road to the desert and finishes in a desert space, then it
      shall be considered penalized because moving away from the road moves it away from supply. Once again,
      this produces some interesting results. Flanking again becomes very useful here, as does some
      well-thought-out movement strategy.

      More coming…

      Rob.

      posted in Other Axis & Allies Variants
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      Working on my first playtest notes as you read this. Will have them up shortly.  :-)

      Rob.

      posted in Other Axis & Allies Variants
      M
      MauserBob
    • RE: Media Whoring

      Bad news gets more attention than good news, by and large. And attention is what pays the bills.  :wink:

      More people will tune in to a newscast about a plane crash than one about a successful  bake-sale. Sad, but true.

      I got so disillusioned with the news during the 90’s that Ialmost  bailed out completely, only reading the sports section for several years. After Gulf War 1, when everything went sour, I tuned out……and completely missed just about everything that went on in the world outside of my personal sphere. So much so that for years I had no idea that the WTC was bombed in 93. I didn’t start watching the news again until the McVeigh bombing in OKC. I followed the whole OJ circus, but only by reading the newspaper…and that was the only thing I read it for, other than the aforementioned sports section.

      Nowadays I only tune in to the news if something huge happens. Other than that, I figure there’s no point. Just the same old, same old…man treating his fellow man like dirt and worse.

      Rob.

      posted in General Discussion
      M
      MauserBob
    • RE: Most important decision in life

      Well, from a Christian point of view, my conviction is that the most important decision one could ever make is to accept that one needs to get right with one’s Creator and one’s Saviour. Nothing else comes close, because to a Christian, Life is only a grain of sand in the hourglass of time, and all the stuff you have to face and endure in this life will pass all too soon.

      However, that’s not to say that we should just ignore all the day to day stuff, mind you. Even Christians have to be careful of who they choose to marry. Marriage is something that can be so wonderful……and it can also be hell on earth if we pick the wrong mate. For a non-Christian who has another point of view on life, marriage is probably the next most important choice we face. Other than potentially life-threatening choices, nothing else impacts so many facets of life like marriage does, IMHO. I think choosing ot have or not to have children comes a close second. Children sure can turn your world upside down in many ways both good and bad (hopefully mostly good), but I think choosing who to marry (and when) has more potential for destroying your life if not chosen wisely. Everything from finances to friendships to personal health, mental stability, neighborhood reputation, and so much more can all be either enhanced or ruined depending on who you choose to marry. It’s certainly nothing to go into unprepared. And that’s not to say it’s a negative by any means. It can also change your life for the better in so many ways you never even considered if you choose the right mate.

      Rob.

      posted in General Discussion
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      Thanks, GG.  :-)

      Well, it’s midnight here in PA, and we just finished the first four rounds of playtesting the game. Lots to tell, and a bunch of needed revisions have been identified. I’m whupped, long day, but I’ll post it all tomorrow night.

      Rob.

      posted in Other Axis & Allies Variants
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      @Imperious:

      OK this is inspiring!

      Really nice job. Id make some nice cards for to go with this game if i was you.

      Thank you for the kind words. :-)

      By “cards”, if you mean the Unit Allocation Cards that determine your initial setup, then Yes, they are the next thing on the agenda. I haven’t made them yet because my buddy and co/creator Shane C and I haven’t finalized the initial unit setup. The layout of units in the pics above is a preliminary kind of thing which I did while watching football last night. I think it might be a good basis to start playtesting with, but I want to get my buddy’s feedback on that before I commit anything to paper. Meanwhile, the layout you see in the pics reflects my interpretation of the Theater at the beginning of hostilities, i.e., on the eve of the first Italian cros-border attack. The Italian units are more or less massed on the border, about to invade, and the British placement reflects a disposition better suited to counterattack than to initial defense. Meanwhile, the German forces are a couple of moves away, which I intended to portray their relative late arrival on the scene. Historically speaking, the Italians and the British fought across the border for a while before the Germans found it necessary (dubiously so, IMHO) to send the Italians some help. Hopefully, this will work out just so in actual play.

      Where the territories made ( decided upon) by the basis of some map or was it mostly just making them of a certain size?

      They were drawn right out of my head, and I tried to keep them of a size that would permit easy chip stacking. The coastline, borders, and geographic features are all drawn to scale and are more or less correctly placed. To make the map I usd some acetate overlay on a map I have to trace it all out, and then I used an overhead projector to blow it all up to game board size, using a 48" x 24" sheet of .090" polycarbonate as my board. I drew the spaces in later over the course of two evenings, starting with the area around the middle of the board, i.e., the area between Benghazi and El Alamein, as I figured it would be the easiest area to fill in. Turns out it wasn’t as easy as I thought….anyone who makes a gameboard map certainly has my respect and admiration because I found the experience to alternate between difficult to tedious and back again.  :-D (Okay, wasn’t really that  bad)

      I did think about going hex-based, as many folks seem to like that system better, but I decided not to because I wasn’t sure I’d be able to map out the spaces like I wanted them. If you look closely, the spaces I’ve drawn do have a certain bit of flow to them, especially around the road areas. I thought that was necessary, and hexes wouldn’t have comformed the way I wanted them to without being too small to use. As it is now, some of the spaces might be a bit on the small side, won’t know for sure until we test it out tonight.

      also where is the order of battle for what forces are used?

      1. Italy
      2. England
      3. Germany

      also please list reinforcements.

      See reply #3 above, back on page 1…  :-)

      I want to playtest this.

      It would be an honor to have someone else playing my variant. I still have to figure out how to make the board available to others. Any suggestions? I have an idea or two, still have to look into them.

      Congradulations are in order as you have made something very creative.

      Thank you very much again.  :-)

      Rob.

      posted in Other Axis & Allies Variants
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      More:

      [attachment deleted by admin]

      posted in Other Axis & Allies Variants
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      Some with units on the board:

      [attachment deleted by admin]

      posted in Other Axis & Allies Variants
      M
      MauserBob
    • RE: Axis and Allies Africa - homebrewed.

      More:

      (My digicam isn’t the greatest…sorry about the quality of some pics. :oops:)

      [attachment deleted by admin]

      posted in Other Axis & Allies Variants
      M
      MauserBob
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