Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. MonsieurMurdoch
    3. Posts
    • Profile
    • Following 4
    • Followers 5
    • Topics 20
    • Posts 151
    • Best 55
    • Controversial 0
    • Groups 0

    Posts made by MonsieurMurdoch

    • Russian Civil War for G40

      Hello everyone!
      This is just a fun little scenario I created in my spare time, when a) I don’t have 1914 and b) I wanted the scale to be bigger. So without further ado, I give you my G40 Russian Civil War.
      I will post the setup shortly for those who are interested in giving this whirl. Of course, let me know what could change to make this scenario a little smoother. Feedback is always welcome!

      G40 Russian Civil War

      Turn Order:
      Bolsheviks (1940 Russian pieces)
      White Army (1914 Russian pieces with 1940 Italian mech infantry OR 1940 Italian pieces)
      Separatists (1914 OR 1940 German pieces)

      Winning the Game:
      The game will last until either Russian faction wins by controlling of Russian territories. The Separatists win if at the end of 10 rounds none of their territories are occupied by the Bolsheviks. If this does not occur, then the Separatists become a strict neutral power, and all original Separatist territories cannot be entered. All Separatist units on the board are also removed.

      British Karelia:
      As part of the Allied intervention during the civil, Britain had deployed troops to occupy Murmansk before withdrawing them in October of 1919.
      The territory Karelia is a British minor power controlled by the White Army player, with a starting setup of 4 infantry and 2 artillery. White Army units may move into and through Karelia. British units may move into and through White Army territories as well as invade Bolshevik territories. To receive reinforcements, British Karelia may roll one die and add, in any combination-
      1 infantry per dot
      2 mechanized infantry per 2 dots
      1 artillery per 3 dots
      At the end of the third round of the game, British Karelia, along with any territory occupied by British forces becomes a White Army territory. Remove all British units on the board. In their place, place 2 White Army infantry each territory formally owned by British Karelia.

      The Separatists:
      The Separatist are made up of countries formerly part of the Russian Empire and are at war with the Bolsheviks.
      Separatist units cannot move outside of Separatist territories unless invading and capturing a Bolshevik territory. If the Separatist go strict neutral, territories captured by them are up for grabs for whoever moves into them first. The Separatists do not require factories to build units.

      Czechoslovak Legions:
      The Czechoslovakian Legions had been part of the Russian Army, and during the civil war were allowed to leave to France. However, they ended up dispersed along the Trans-Siberian, and the Bolsheviks set out to disarm and arrest them.
      Czechoslovakian Legion infantry are controlled by the White Army player and are able to move unlimited spaces through the territories of Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut, Buryatia, and Amur. These territories do not need to be controlled by the White Army. If it is hostile controlled, however, combat begins. Outside of those territories, Czechoslovak Legion infantry can only move 1 space. The Czechoslovak Legions cannot be rebuilt.

      Unit Restrictions:
      Only infantry, mechanized infantry, and artillery can be built in this game.

      Unit Stats:
      Infantry- Attack @ 2 Defend @ 2 Move @ 1 Cost 3
      Mechanized Infantry- Attack @ 2 Defend @ 1 Move @ 2 Cost 4
      Artillery- Attack @ 3 Defend @ 3 Move @ 1 (2 when paired with Mechanized Infantry) Cost @ 5

      1940 combat rules, not the 1914 combat rules.

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: House Rules Axis & Allies 1914

      @The-Plastic-Commando
      These look really cool! I really want to try these, but I never got 1914 before it went out of print. Would they work for 1940?
      Out of curiosity, have you thought of making a barbed wire house rule?

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      Pro-Allied, Pro-FIL, and Strict Neutral powers have been added in to the posted setup.

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      Okay, the posted setup has been edited. A summary of the major changes includes a boost to the American fleet as well as a reduction in German strength. The Clique Alliance of the Interior has been renamed to the Warlord Coalition.

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      @grahamjmart
      Ah, I see.
      Overall, how do you feel about this scenario? Besides the setup (which I have fixed, going to make changes today), what else do you think could be changed or added in to make the game more interesting and potentially more balanced?

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      @grahamjmart
      Yeah, that seemed inevitable.Good news: I have edited the setup and wrote the changes on a piece of paper. Nerfed Germany’s western strength as well as upped both America’s and Canada’s armed and airforces, and the US navy. Will make the changes directly on the setup.

      Did the war between Japan and France end up happening?

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      @grahamjmart
      Yeah, that’s what I thought. I think that Germany’s fleet in particular is too strong too soon, and perhaps their ground forces could be nerfed as well. I also think I was a little too hard on the US. Canada, maybe a little bit of added oomph.

      Keep me updated on the game! Continues to sound interesting. I kinda feel bad for Japan, however if the US still has naval units in the Pacific, the US and Japanese Empire could form an alliance, especially if it allows Japan to send some naval power into the Atlantic.

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      @grahamjmart
      Nice! (for Germany :) I’m actually kinda surprised that Italy has gotten up that far; I would’ve expected them to go straight for the US itself.
      Is Vichy France going for West India or India itself? If it’s India, how large is the Japanese force there (your hinting at a war between the former Axis!)
      It sounds like your having a blast with this! From the sounds of it, the Reich is closet to winning the game. Saying that, does it seem relatively balanced, or should Germany and Japan be nerfed/the US be strengthened? Also, how do you feel about the winning conditions as well as the two weaklings Russia and CAI?

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      @grahamjmart
      Hey! How’s the game going?

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      @grahamjmart
      When you’ve finished, tell me how it went! I’ve played two games of this so far and it seems pretty balanced, but again this was before I changed the Japan condition, so that technically forfeits their victory in game one

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      @grahamjmart
      Hmm, that’s actually a pretty good setup time. Shows the setup isn’t too big and lengthy. Will you be playing a game today or some other time?

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      Took me forever!

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      @grahamjmart
      How long did it take you lol?!

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      @grahamjmart
      Out of curiosity, have you had the chance to try this out?

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      @grahamjmart
      Turn Order:
      The Greater German Reich and (capital: Berlin)
      United States of America (capital: Washington)
      Empire of Japan (capital: Tokyo)
      Empire of Manchukuo (capital: Manchuria) use the 1940 China pieces and 1940 American pieces for artillery, mechanized infantry, and AAA
      Clique Alliance of the Interior (capital: none) use 1940 ANZAC infantry and artillery and grey chips for roundels
      New Roman Empire (capital: Rome)
      The Canada/ROWI Commonwealth (capital: Ottawa)
      Vichy France (capital: Paris)
      Soviet Russian Free States, SRFS (capital: none. If Moscow is liberated, it becomes the capital)

      This is found at the very top of the setup, if you’re having trouble finding it.

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Axis American Cold War Final Copy

      Alright, it’s been changed to Japan has to have 4 more battleships than the US and 3 times as many aircraft carriers than the US at the end of the 10th round of play.
      Examples:
      US has 1 carrier, Japan, at the end of the 10th round, must have 3 to win
      If the US has 2 carriers, Japan must have 6
      US has 0 battleships, Japan, at the end of the 10th round, must have 4 to win
      If the US has 1 battleship, Japan must have 5

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 7
    • 8
    • 3 / 8