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    Posts made by Midnight_Reaper

    • RE: Patron Perks

      @Midnight_Reaper:

      @djensen:

      {snip}
      Unfortunately the avatar idea is trickier than it seems so:

      Bronze: badge
      Silver: no ads, badge
      Gold: discount, no ads, badge

      I think that this idea is the best of what I’ve heard so far. I think that maybe perhaps the higher tiers might need to come at a higher price if costs have increased. Right now we have:

      Bronze - $10
      Silver - $25
      Gold - $50

      I like Bronze at $10 - I contributed a little bit, here’s proof. But maybe we might think about Silver at $30 and Gold at $60. Higher tiers - get more after giving more. I know I don’t speak for everyone, but I’d chip in $60 for gold. And yes, it put my money where my mouth is, when I do send my PayPal for my gold, I’ll send $60 this year.

      Also, why not a Platinum tier. Do it for, say, $100. I don’t know if I’d plop down for that, but I guess it depends on what you or someone else can think up for possible Platinum tier benefits besides a badge that might get confused for Silver…

      Another idea - sign up for Patreon.com. Perhaps some people who can’t do $50 in one shot can do $5 every month - which would be $60 for you, minus whatever Patreon charges.

      -Midnight_Reaper

      As promised, I dropped $60 for Gold. Now to see how long it takes el Jefe to get caught up to his backlog…

      -Midnight_Reaper

      posted in Website/Forum Discussion
      Midnight_ReaperM
      Midnight_Reaper
    • RE: Axis & Allies .org 2017 Support Drive

      @djensen:

      Hey everybody. Just got back from a nearly 3 week vacation. I was hoping to have time to keep up with badges while I was away but we were constantly on the move. I should get everybody caught up tonight.

      I hope you had a good vacation. I did just what I said I would, and threw in for Gold Sponsor at $60. I did it by paying $50 for Gold and another $10 for Bronze.

      If you see that and wonder what I meant, I meant to pay you $60 for Gold, as I promised I would in another thread on the site.

      -Midnight_Reaper

      posted in Website/Forum Discussion
      Midnight_ReaperM
      Midnight_Reaper
    • RE: (Classic) Heavy Artillery - Rules for a new ground unit for Classic

      @SS:

      If you want the H Art gun to have all the abilities you want then just raise the cost to 8.

      The following is going to come off wrong, between a combination of ‘this is the Internet’ and ‘I suck at inter-personal communication’ but I mean the following sincerely and without either malice or anger. Promise.

      I’m interested in honest back-and-forth. I don’t know everything, I can’t foresee the implications of every possible deviation from the rule book as published. That’s why I’m throwing these rules up for scrutiny in the first place.

      I can do anything I want. I don’t need anybody’s permission for that. What I want to see is whether other people see things the way I do or not. So far, I get the impression that they do not. And that’s fine as well. I suspect that the only people who get any mileage out of these rules, whether presented as a new way to play Classic or as a new way to play '42, Second Edition, will be myself and whomever I can get play with me face to face.

      Truth be told, somebody sat down and said: “I want to add this stack of plastic to this other stack of plastic. Now, how do I do that?”, and then somebody else (me) sat down, read their published ideas, and said: “This looks like a good start, but what would make this better?” Is ‘A3D2M1C6 with +1 to the attack of another unit, can’t hit Air units, can attack the next territory without moving there’ better, worse, or indifferent from ‘A2D3M1C6 with +1 to the defense of another unit, can’t hit Air units, can do ‘reverse bombardment’ during an amphibious invasion’? And are either of the above better, worse, or indifferent than ’ ‘A3D3M1C8 with +1 to the attack or defense of two other units, can’t hit Air units, can attack the next territory without moving there, can do ‘reverse bombardment’ during an amphibious invasion’?

      I don’t know the answer to those questions. But I’d love to hear what others have to say about that.

      -Midnight_Reaper

      posted in House Rules
      Midnight_ReaperM
      Midnight_Reaper
    • RE: (Classic) Heavy Artillery - Rules for a new ground unit for Classic

      @SS:

      Heavy Artilliary

      C6 A3 D2 M1  +1 support 1-1 per inf. Can fire into next territory but then can only M1 on non combat. Or move 1 in combat but doesnt get next territory shot. You could have If you roll a 1 on Attack roll you pick the target with no return fire. Cant hit planes period.

      No love for Coastal Defense as an ability? Also, not being allowed to move in Combat Movement and do a Long Range Attack nerfs Heavy Artillery’s attack utility. This method would leave Long Range Attack strictly as a counter-attack ability. With an Attack of 3, you do get the strike value of a Fighter for roughly 1/2 the price.

      How about one of these revamps:
      @Offensive-Minded:

      Unit Name    IPC Cost ATK DEF MOVE Notes
      Heavy Artillery    6      3    2      1      Can only hit Ground Units. Can increase attack for Infantry, etc., attack by support. See below for Long Range Attack rules.
      Heavy Artillery - The King of Battle. These are the truly big guns, massed to support the main thrust of an army. These are not anti-aircraft guns and therefore can not hit aircraft. Can provide supporting fire for Infantry and any other Infantry-like units during an attack, increasing their Attack by 1. This support is for one (1) Infantry per each Heavy Artillery unit involved in the battle that is not conducting Long Range Attack and is in addition to the Heavy Artillery’s own attack roll. Can also conduct Long Range Attack - See below for more.

      Long Range Attack: Support the attack into the next country over, without going into the next country over. This can be combined with the Heavy Artillery unit’s own movement (e.g. the Heavy Artillery unit may move from one territory to the next and then attack into a territory bordering the new territory as a part of a greater attack into the territory in question.) When doing so, the Heavy Artillery unit in question in not allowed to be used as a casualty in the battle - if a Heavy Artillery unit doing Long Range Attack is the only unit left, the attack is over and has failed.

      This would be an offensive-minded re-tuning. Keeps the combination Combat Move & Long Range Attack ability in the same turn, while paring Artillery Support from 2 Inf per H. Arty to 1 Inf per H. Arty. Additionally, keeps the attack value at 3 while trimming the defense value to 2 and removing the Coastal Defense ability.

      @Defensive-Minded:

      Unit Name    IPC Cost ATK DEF MOVE Notes
      Heavy Artillery    6      2    3      1      Can only hit Ground Units. Can increase attack for Infantry, etc., attack by support. See below for Coastal Defense rules.
      Heavy Artillery - The King of Battle. These are the truly big guns, massed to support the main thrust of an army. These are not anti-aircraft guns and therefore can not hit aircraft. Can provide supporting fire for Infantry and any other Infantry-like units in the defense, increasing their Defense by 1. This support can be provided for up to two (2) supported units per each Heavy Artillery unit in the defending territory and is in addition to the Heavy Artillery’s own defense roll. Can also conduct Coastal Defense - See below for more.

      Coastal Defense: Support the defense of the territory the Heavy Artillery unit is located, in the face of an Amphibious Invasion. As Battleships (and optionally, Cruisers) get to conduct shore bombardment to “soften up” the defensive forces prior to the actual landing of troops, Heavy Artillery units get to conduct Coastal Defense to help repel the attacking force. Each Heavy Artillery unit in the territory that is being invaded gets to fire one time at the Transports carrying the attacking force. On a roll of a 1, one Transport is sunk and its cargo is lost at sea before the units on-board can land anywhere. A decision as to which transports are carrying what cargo should ideally be made before prior to rolling the Coastal Defense attack. Heavy Artillery can conduct Coastal Defense whether or not any shore bombardment is conducted on behalf of the Amphibious Invasion. Heavy Artillery that has used its Coastal Defense attack may take part in the further defense of its territory.

      This would be an defensive-minded re-tuning. Keeps the Artillery Support to 2 Inf per H. Arty but changes when the support applies from attack only to defense only. Additionally, keeps the defense value at 3 while trimming the attack value to 2 and removing the Long Range Attack ability.

      One of these would be closer to my vision for an addition of “Big Guns” to the A&A battlefield.

      -Midnight_Reaper

      posted in House Rules
      Midnight_ReaperM
      Midnight_Reaper
    • RE: Classic Axis and Allies Accessory Pack

      @Bob77:

      {snip}
      In short, post the link.

      Well, since you asked so nicely…  :-D

      First, visit the Internet Wayback Machine: archive.org

      Once on the Wayback Machine, go to the following two pages
      http://www.tabletactics.com/AArules.html
      http://www.tabletactics.com/aarules2.html

      And now you have the rules for Table Tactics’ A&A Accessories. Save copies to your computer or print them out, as you please.

      -Midnight_Reaper

      posted in Axis & Allies Classic
      Midnight_ReaperM
      Midnight_Reaper
    • RE: Sea zone 102

      @seancb:

      No I’m saying there is no way to stop it if you want to do it

      I don’t think that anybody is disputing that point. I think that what this thread has decided is: If Germany does a Sea Lion, even if it is successful there are ways that the Allies can make Germany pay for spending the time and resources to launch that attack.

      But I could be wrong. I do agree with your statement: The Allies can’t stop Germany from launching Operation Sea Lion. I just also happen to agree with what I think every everyone else is saying: Germany occupying Great Britain in G2 or G3 is far from “lights out” for the Allies.

      -Midnight_Reaper

      posted in Axis & Allies Global 1940
      Midnight_ReaperM
      Midnight_Reaper
    • (Classic) Heavy Artillery - Rules for a new ground unit for Classic

      Here is 4 of n for discussion of my Classic House Rules

      Heavy Artillery
      Unit Name     IPC Cost ATK DEF MOVE Notes
      Heavy Artillery     6      3     3      1      Can only hit Ground Units. Can increase attack for Infantry, etc., attack by support. See below for Long Range Attack and Coastal Defense rules.
      Heavy Artillery - The King of Battle. These are the truly big guns, massed to support the main thrust of an army. These are not anti-aircraft guns and therefore can not hit aircraft. Can provide supporting fire for Infantry and any other Infantry-like units, increasing their attack by 1. This support can be provided for up to two supported units per each Heavy Artillery unit involved in the battle that is not conducting Long Range Attack and is in addition to the Heavy Artillery’s own attack roll. Can also conduct Long Range Attack and Coastal Defense - See below for more.

      Heavy Artillery Special Attacks
      Long Range Attack: Support the attack into the next country over, without going into the next country over. This can be combined with the Heavy Artillery unit’s own movement (e.g. the Heavy Artillery unit may move from one territory to the next and then attack into a territory bordering the new territory as a part of a greater attack into the territory in question.) When doing so, the Heavy Artillery unit in question in not allowed to be used as a casualty in the battle - if a Heavy Artillery unit doing Long Range Attack is the only unit left, the attack is over and has failed.

      Coastal Defense: Support the defense of the territory the Heavy Artillery unit is located, in the face of an Amphibious Invasion. As Battleships (and optionally, Cruisers) get to conduct shore bombardment to “soften up” the defensive forces prior to the actual landing of troops, Heavy Artillery units get to conduct Coastal Defense to help repel the attacking force. Each Heavy Artillery unit in the territory that is being invaded gets to fire one time at the Transports carrying the attacking force. On a roll of a 1, one Transport is sunk and its cargo is lost at sea before the units on-board can land anywhere. A decision as to which transports are carrying what cargo should ideally be made before prior to rolling the Coastal Defense attack. Heavy Artillery can conduct Coastal Defense whether or not any shore bombardment is conducted on behalf of the Amphibious Invasion. Heavy Artillery that has used its Coastal Defense attack may take part in the further defense of its territory.

      My rules for Cruisers, Paratroopers, and Cargo Planes are my spin on things many other people have commented on about or added to the rules for Axis & Allies, whether the classic or a more modern edition. But my inspiration for Heavy Artillery comes from one person: Ralph Boerke. I was reading about Axis & Allies on the internet roughly 18 or 20 years ago and found his website with his thoughts about making Axis & Allies a better, or at least a more interesting, game. While his website is gone, you can still find what he had to say on the Internet Wayback Machine (archive.org/) at “www.kw.igs.net/~tacit/aanda/expansions/risk.htm”.

      His thesis: Why not combine the Infantry, Cavalry, and Artillery from Parker Brothers’ Risk with the rest of Milton Bradley’s Axis & Allies? (And yes, these ideas date from before Hasborg bought everybody up.) The result: Ralph Boerke’s rules for Troopers, Armored Cavalry, and Artillery. (I discussed what I did with his Armored Cavalry and Troopers in post #3.)

      I’ll let Mr. Boerke discuss his idea for himself:
      @Ralph:

      Artillery: These are the guns, howitzers, artillery, mortars, that are used in the offensive and defensive bombardments. When Attacking they can fire into a neighbouring territory or into the territory that they are in. When Defending they can only fire at enemy units within their territory.
      They only move a range of one territory. However they can move one territory and then fire into the next one! These are moved during Combat Movement, similarly to Rocket AAGuns, even though not in an actual embattled Territory. If they move into a battle they can retreat with the rest of the retreating forces. If they do not move into battle they can not retreat even though they take part in the battle.
      Once an Artillery unit is fired it does not move (except in retreats).
      Unlike AAGuns they fire each round of battle and can be hit and destroyed. They can hit only Land units. They can not hit Fighters or Bombers or Ships (see below). A lone Artillery defending a territory against a Fighter or Bomber will be lost.
      You can have more than one Artillery on a territory.

      Mr. Boerke also gave some ideas for where to place his Troopers, Armored Cavalry, and Artillery at the start of the game. I plan to discuss my thoughts for a revised initial placement of units in another post.

      As for what to use to denote these units on the board? Well, Mr. Boerke told us to use Risk pieces. He said that a couple decades ago, but as Risk still comes with Infantry, Cavalry, and Artillery pieces it is still an option. Other options include: Artillery pieces from Table Tactics’ Central Powers A&A expansion (also many years out of print), Artillery pieces from Eagle-Gryphon Games Attack! (It’s an option, I didn’t say you had to use it.), good old HBG has different Artillery units from all five powers in A&A Classic, and there are other ways to get your heavy gun fix on.

      Heavy Artillery, as proposed in my twist on Mr. Boerke rule-set, are creatures of their time and place. Every version of Axis & Allies released since A&A Classic have added Artillery to the unit mix. But few Artillery proposed by Larry Harris are as powerful, or as expensive, as this take. These pieces can: Attack and Defend on land, be taken as a casualty in combat, support Infantry in the Attack, support an Attack from an adjacent territory (and thereby avoid being taken as a casualty), and go toe-to-toe with Battleships during an Amphibious Invasion, potentially destroying some attacking troops before they ever make it to the shore. Heavy Artillery attack and defend at 3, 50% better than standard A&A Artillery’s attack and defend of 2. This unit’s only drawbacks are a limitation against hitting flying units, a cost of 6 over 4 for normal Artillery, and a movement of 1, shared with normal Artillery.

      So, if this beast is too powerful as-is, what’s to be done? I like Heavy Artillery as-is for A&A Classic but admit that there are quite a few abilities hung on this unit, possibly too many. I would suggest trimming Heavy Artillery’s specials in this order: 1) Heavy Artillery’s Infantry Supporting Fire, 2) Long Range Attack, 3) Coastal Defense. Normal Artillery also provide this supporting fire, there is likely no need for two units doing the same thing. Long Range Attack is a cool-sounding ability that is perhaps a bit of a stretch given the global map of A&A. “So, I’m counter-attacking US troops that have landed in Normandy by using my Heavy Artillery in Rome and Berlin?” But the use of on-call fire support to attempt to destroy forces being landed in an Amphibious Invasion? That is something that was actually done during World War II. Additionally, it gives powers another option to defend their critical territories from landings by sea from their enemies. Also, this special ability only hits on a roll of 1 instead of the 3 that Heavy Artillery regularly roll. Another option would be to just raise the cost of the unit from 6 IPCs. Perhaps something that does all this unit can do should cost 8 IPCs? Or maybe 10 IPCs?

      I await your comments.

      -Midnight_Reaper

      P.S. Edit to remove some diamonds from the text. Wording of the post remains unchanged.

      posted in House Rules
      Midnight_ReaperM
      Midnight_Reaper
    • (Classic) Armored Cavalry and Troopers - Rules for two ground units for Classic

      Here is 3 of n for discussion of my Classic House Rules

      Armored Cavalry (Light Armor)
      Unit Name     IPC Cost ATK DEF MOVE Notes
      Armored Cavalry   4      2     1      2     Subject to same rules as Armor, excepting different values for Attack, Defense, Cost, and unit specific special retreat rules.
      Armored Cavalry - Light armored forces, used for scouting the enemy and to add mass to Armor attacks. Can Blitz. Can also retreat from battle early.

      Cavalry Withdrawal: After one round of battle the Defender may withdraw one surviving Armored Cavalry unit to any adjacent friendly territory. After the second round the Defender may withdraw a second Cavalry unit to any adjacent territory (this can be a different territory from the first round). The Armored Cavalry unit always gets its defensive shot in before it withdraws. If it withdraws it must do so before the Attacker starts the next round of battle.

      Troopers (Heavy Infantry)
      Unit Name IPC Cost ATK DEF MOVE Notes
      Trooper          5       2     3     1     Subject to same rules as Infantry, excepting different values for Attack, Defense, and Cost.
      Trooper - This is a heavy infantry unit, composed of veteran infantry troops and a larger-than-normal artillery sub-command.

      My rules for Cruisers, Paratroopers, and Cargo Planes are my spin on things many other people have commented on about or added to the rules for Axis & Allies, whether the classic or a more modern edition. But my inspiration for Armored Cavalry and Troopers comes from one person: Ralph Boerke. I was reading about Axis & Allies on the internet roughly 18 or 20 years ago and found his website with his thoughts about making Axis & Allies a better, or at least a more interesting, game. While his website is gone, you can still find what he had to say on the Internet Wayback Machine (archive.org/) at “www.kw.igs.net/~tacit/aanda/expansions/risk.htm”.

      His thesis: Why not combine the Infantry, Cavalry, and Artillery from Parker Brothers’ Risk with the rest of Milton Bradley’s Axis & Allies? (And yes, these ideas date from before Hasborg bought everybody up.) The result: Ralph Boerke’s rules for Troopers, Armored Cavalry, and Artillery. (I’ll discuss what I hath wrought with his Artillery in a separate post.)

      I’ll let Mr. Boerke discuss his idea for himself:
      @Ralph:

      Troopers: I call these special forces. German Waffen SS, British Commandoes, Soviet Guards, US Marines and Japanese Imperial Marines. They are better than normal Infantry and cost appropriately a little bit more. They defend very well and attack a bit better than regular Infantry. Almost a reverse of the Armour unit!

      Cavalry: This is the mechanized force and the slightly mechanized forces that were developed to go with the Armour into battle. They attack fairly well but are bad at defense. They have the range to follow the Armour. These are almost a reverse of the Infantry unit. They can Blitz as well.

      Mr. Boerke also gave some ideas for where to place his Troopers, Armored Cavalry, and Artillery at the start of the game. I plan to discuss my thoughts for a revised initial placement of units in another post.

      As for what to use to denote these units on the board? Well, Mr. Boerke told us to use Risk pieces. He said that a couple decades ago, but as Risk still comes with Infantry, Cavalry, and Artillery pieces it is still an option. Other options include: Half-track and Machine Gun pieces from Table Tactics’ Central Powers A&A expansion (also many years out of print), Infantry and Tank pieces from Eagle-Gryphon Games Attack! (It’s an option, I didn’t say you had to use it.), good old HBG has Infantry and Light Tank units from all five powers in A&A Classic, and there are other ways to get your elite/heavy infantry and light tank/armored car fix on.

      -Midnight_Reaper

      posted in House Rules
      Midnight_ReaperM
      Midnight_Reaper
    • RE: HBG's Deutsche Akrika Korps

      Glad to help.

      -Midnight_Reaper

      posted in Other Axis & Allies Variants
      Midnight_ReaperM
      Midnight_Reaper
    • RE: HBG's Deutsche Akrika Korps

      In the HBG rules compendium section for their Battle Markers and Tokens (http://www.historicalboardgaming.com/Rules-Compendium_c_658.html), the second link from the top is “Afrika Korps”. Click on that link to download a pdf with standard rules.

      In short, you get two options: pay a per-unit cost to increase attack value for one round, or pay a higher per-unit cost to avoid the negative effects of being out of supply for a short period of time (this variant would assume play with out-of-supply rules).

      That should do you.

      -Midnight_Reaper

      posted in Other Axis & Allies Variants
      Midnight_ReaperM
      Midnight_Reaper
    • RE: [TripleA 1914] The Zimmerman Telegram

      Well, for starters, we would need a space on the map for Mexico, and for the US territories Mexico was promised help regaining…

      -Midnight_Reaper

      posted in TripleA Support
      Midnight_ReaperM
      Midnight_Reaper
    • RE: Tips needed for dealing with difficult player?

      It all boils down to this: I don’t put up with b.s., and I don’t put up with those that cause b.s. And if feelings get hurt, well that’s life.

      People only get away with handing you b.s. if you let them.

      -Midnight_Reaper

      posted in Player Help
      Midnight_ReaperM
      Midnight_Reaper
    • RE: DC

      @BAN93:

      I live in DC and have years of A&A experience, though no longer have a gaming group to play with since I only recently moved here. I would love to play a game with and teach people if they need help.

      I don’t need to be taught much from the rule books, but I’m down for a game. PM me for details.

      -Midnight_Reaper

      posted in Player Locator
      Midnight_ReaperM
      Midnight_Reaper
    • RE: (Classic) Paratrooper and Air Transport Rules for Classic

      @Bob77:

      I think the troops should only get bonus on first round of battle. Paratroopers are light infantry. I agree with the bonus because of surprise factor, but surprise is lost after contact.

      Paratroopers are light infantry, but they’re highly motivated light infantry that appeared out of nowhere. If I was going to limit it, it would be more like: “For the first {3|2} rounds of combat during an Airborne Assault, Paratroopers that Airdropped get an additional point of attack.” Surprise is lost after some time, but the defenders will not necessarily be able to react right away. They won’t even necessarily understand what exactly is happening right away.

      @Bob77:

      The troops and transports should be able to operate independent of other units. IE no matching ground units for paratroops.
      Islands should be targetable.

      Islands are a valid target for Paratroopers. They just need to be helped along, with escorting air units (fighters and bombers). The idea behind matching units for Paratroopers is two-fold: 1) Para-troopers in actual use tended to support an overall attack, they were rarely an attacking force completely by themselves and 2) An Airborne Assault is a matter of coordination in advance - and having placed units where they can support the Paratroopers before they hit the silk is also a matter of coordination in advance.

      But that doesn’t mean that the rules I wrote are perfect, that’s why I am pulling them out into the light - if I can’t articulate why a rule is a good idea, maybe it’s not such good idea after all.

      So, Bob, what do you think of a “split the difference” rule rewrite?

      When conducting an Airborne Assault, Paratroopers that arrived from an Air Transport have an attack of 2 for the first 2 rounds. For each Paratrooper that can be paired with a Fighter or a Bomber that is a part of the same attack, the paired Paratrooper retains an attack of 2 for the remainder of the attack.

      This would favor the power that can coordinate their air power with their Airborne Assaults, this would require special action to retain an advantage in the attack after an initial period of surprise, and allows a power to attack wherever that power can mass its forces.

      -Midnight_Reaper

      posted in House Rules
      Midnight_ReaperM
      Midnight_Reaper
    • RE: (Classic) Simple Cruiser Rules for Classic

      @SS:

      @Midnight_Reaper:

      @SS:

      {snip}
      Have you looked at YG proposal of using a d8 dice system. It does make the cruiser strong.

      I have not seen that. Do you have a link? What hen I looked for it I couldn’t find it.

      While I think that if you’re going to go to a bigger die d12s are better than d8s, that doesn’t mean that YG’s proposal isn’t something to ponder.

      -Midnight_Reaper

      {snip}
      Go to page 2 in house rules and scroll down page

      Okay, I’ve had a chance to read YG’s d8 proposal. As far as I can tell, it’s just a list of new Attack and Defense values, keyed off of d8s rather than d6s. Interesting in itself, but again if I was going bigger I would go for d12s. Start by doubling the d6 values and tweak from there.

      That’s just me, though.

      @SS:

      Correct. I only use d12 in all my games. I can’t see a AAA getting D1 in D6.

      I’ve Karelia Krushed enough times to know that it happens, but only when you don’t need it or when you really don’t want your opponent to get it…  :-P

      -Midnight_Reaper

      posted in House Rules
      Midnight_ReaperM
      Midnight_Reaper
    • RE: (Classic) Simple Cruiser Rules for Classic

      @Baron:

      Is BB cost at 24, 2 hits, per classic edited rule set ?

      If 20, then keep Cruiser 12 IPCs and give it some Anti-Submarine Capacity of Destroyer.
      See it as a sculpt which represent all warships escorting capital warship units, Carrier and Battleship.

      And let Subs dive before aircraft attack unless a Cruiser-Destroyer is blocking Sub Submerge.
      But Subs Surprise strike cannot be blocked, and is always rolling first strike.

      Submarines will be more than sitting duck against planes, and even if 12 IPCs makes Cruiser less powerful in pure combat compared to Battleship, it is clearly right.

      Just a little twist but it will improve all combat interactions IMO.

      Fighter is still 12 IPCs? Bomber at 15 IPCs?

      While I’ve never given much thought to having Cruisers with anti-submarine abilities, I have thought about having Cruisers with integrated anti-aircraft ability: Treat as AAA at sea for having Cruisers with your fleet, except with a cap of two (2) dice rolled per Cruiser present. It’s not the same, but would it be comparable?

      As for costs…

      With “standard costs”
      Battleships (two-hit) at 20, Carriers at 16, Cruisers at 12, Subs and Trans at 8
      Bombers at 15, Fighters at 10, Air Transport (Cargo Planes) at 8.
      Factories at 15, AAA at 5
      Tanks at 5, Paratroopers at 4 (optional unit), Infantry at 3

      With “adjusted costs” (optional rule)
      Battleships (two-hit) at 10, Carriers at 8, Cruisers at 6, Subs and Trans at 4
      Bombers at 10, Fighters at 7, Air Transport (Cargo Planes, optional unit) at 5.
      Factories at 8, AAA at 5
      Tanks at 5, Paratroopers at 4 (optional unit), Infantry at 3

      Some other units as well, still working on their own write up.

      -Midnight_Reaper

      posted in House Rules
      Midnight_ReaperM
      Midnight_Reaper
    • RE: Annoying tactics and strategies?

      @ericwool:

      Do any of you find it cheap/annoying when an allied player lands on Spain in order to establish a Western front against Germany?  This has been a common tactic of mine, and I had a gamesbyemail player call it cheap just recently.  I haven’t seen that strategy criticized before, so I’m curious if others share the opinion.

      As a strategy that move is so common it has a nickname: “Spanish Harlem”. I wouldn’t call it cheap, but I can see being annoyed by it if it kept happening to me.

      There’s a few ways to defend against it, but most involve either Germany taking Spain first or stacking tons of troops in France for an immediate counter-attack.

      -Midnight_Reaper

      posted in Axis & Allies Classic
      Midnight_ReaperM
      Midnight_Reaper
    • RE: Global 2nd edition Q+A ( AAG40.2)

      @Gamerman01:

      @simon33:

      if (say) Moscow’s capital is liberated by an ally and the Soviets got some money by taking someone else’s capital, the Soviets will be able to spend money on the first turn they have their new capital. Is that a loophole?

      No, this has been the case all the way back to classic - it’s intended

      Not only is that working as intended, it’s standard procedure. So, Soviets captured some money and an ally liberated Moscow. Therefore, at the start of the Soviets’ next turn they: possess their capital, possess some capitol, and possess a factory. Production can start right away, because the Soviets have met the requirements to make new units.

      -Midnight_Reaper

      posted in Axis & Allies Global 1940
      Midnight_ReaperM
      Midnight_Reaper
    • RE: Anniversary Italian Tanks

      @SS:

      Post a pic so I can see what kind of tank it is.

      Let me see if I can help… some pictures from BGG might be the ticket…

      In the picture below, the tank on the left is the one he wants. The tank in the middle is the right color, wrong piece and the tank on the right is a British Matilda II.

      In the picture below, the tank on the bottom of the right column is the one he seeks.

      -Midnight_Reaper

      posted in Marketplace
      Midnight_ReaperM
      Midnight_Reaper
    • RE: (Classic) Simple Cruiser Rules for Classic

      @SS:

      {snip}
      Have you looked at YG proposal of using a d8 dice system. It does make the cruiser strong.

      I have not seen that. Do you have a link? When I looked for it I couldn’t find it.

      While I think that if you’re going to go to a bigger die d12s are better than d8s, that doesn’t mean that YG’s proposal isn’t something to ponder.

      -Midnight_Reaper

      posted in House Rules
      Midnight_ReaperM
      Midnight_Reaper
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