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    Posts made by MonsieurMurdoch

    • RE: Axis American Cold War Final Copy

      @grahamjmart
      Ah, yes that’s a bit of an error.
      Instead of surface vessels in general, I’ll change it to that Japan has to have more battleships and carriers and add in the time limit (at the end of round X)

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

      @grahamjmart
      Hehehe, it was!

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

      In addition, a few changes were made directly on the posted scenario. These include and are limited to changing Warlords to Clique Alliance of the Interior and adding in an additional event to the timeline

      Enjoy and please provide feedback!

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

      Alright everyone, here is the setup! It has been play tested (one reason why it took a little longer to post) and I think it’s pretty balanced (but of course my opinion doesn’t matter, yours does ;) )

      Setup:

      The Greater German Reich: Income 65
      Germany- 3 infantry, 3 AAA, 2 tactical bombers, major factory, airbase, naval base
      Western Germany- 1 mechanized infantry, 2AAA, 3 fighters, 2 tactical bombers, 2 strategic bombers
      Holland/Belgium- 1 infantry
      Normandy/Bordeaux- 3 infantry, 3 artillery, 2 tanks, naval base
      Spain- 2 infantry, 1 mechanized infantry, 1 AAA, minor factory, airbase
      Gibraltar- 1 artillery, naval base
      Morocco- 2 infantry, 1 mechanized infantry
      United Kingdom- 2 infantry, 2 AAA, 2 fighters, 1 tactical bomber, minor factory, airbase, naval base
      Scotland- 1 infantry
      Norway- 1 infantry
      Poland- I infantry
      Baltic States- 1 infantry
      Eastern Poland- 1 infantry

      Ukraine- 1 infantry
      Caucasus- 2 infantry
      Bulgaria- 1 infantry
      Yugoslavia- 1 infantry
      Rhodesia- 1 infantry
      Southwest Africa- 1 infantry
      South Africa- 1 infantry, 1 mechanized infantry
      Argentina- 1 infantry, 1 mechanized infantry, 1 artillery, minor factory
      Paraguay- 1 infantry
      Bolivia- 1 infantry
      SZ 114- 1 battleship
      SZ 113- 1 cruiser, 1 battleship, 2 aircraft carriers (both empty)
      SZ 112- 2 transports, 2 cruisers
      SZ 110- 5 destroyers
      SZ 118- 2 submarines
      SZ 108- 2 submarines
      SZ 107- 2 submarines
      SZ 66- 1 destroyer

      Reich Russian Regional Government: Income 15 (use upside down Soviet roundels)
      Russia- 2 infantry, 1 tactical bomber, 1 strategic bomber, airbase
      Vologda- 3 infantry, 2 mechanized infantry, 3 artillery, 2 tanks
      Samara- 3 infantry, 2 mechanized infantry, 3 artillery, 2 tanks
      Volgograd- 3 infantry, major factory
      Novgorod- 1 infantry

      The Greater German Reich also controls Greater Southern Germany, Slovakia/Hungary, Romania, Bessarabia, Western Ukraine, Rostov, Karelia, Vyborg, Finland, Denmark, (Reich Russian Regional Government territories) Nenetsia, Archangel, Bryansk, Smolensk, Belarus, Tambov, Kazakhstan, and Turkmenistan

      Empire of Japan: Income 58
      Japan- 3 infantry, 2 AAA, major factory, airbase, naval base
      Korea- 1 infantry
      Okinawa- naval base
      Kiangsu- 2 infantry, 1 AAA
      Anhwe- 1 infantry
      Hunan- 1 infantry
      Hopei- 2 infantry, 1 artillery
      Kwangsi- 1 infantry
      Kwangtung- 1 infantry, naval base
      French Indo China- 1 infantry
      Siam- 1 infantry, 1 tactical bomber, airbase
      Burma- 1 infantry, 1 mechanized infantry
      India- 3 infantry, 2 mechanized infantry, 3 artillery, 1 tank, 1 tactical bomber, minor factory, airbase, naval base
      Malaya- naval base
      Borneo- 1 infantry
      Java- 1 infantry
      Philippines- 2 infantry, 1 AAA, airbase, naval base
      Solomon Islands- 1 infantry, 1 artillery, 1 AAA, 3 fighters, airbase
      Midway- 2 infantry, 1 artillery, 2 AAA, 3 tactical bombers, airbase
      Soviet Far East- 1 infantry
      Buryatia- 6 infantry, 1 mechanized infantry, 2 artillery
      SZ 6- 2 battleships
      SZ 7- 1 destroyer, 1 aircraft (carrying 1 fighter and 1 tactical bomber)
      SZ 16- 1 cruiser, 1 aircraft carrier (carrying 2 fighters)
      SZ 25- 1 transport, 1 destroyer, 1 aircraft carrier (carrying 1 fighter and 1 tactical bomber)
      SZ 13- 1 submarine
      SZ 12- 1 subamrine
      SZ 27- 1 submarine
      SZ 19- 1 battleship
      SZ 35-1 cruiser
      SZ 49- 1 destroyer, 1 submarine
      SZ 39- 1 transport, 1 destroyer, 1 battleship
      The Empire of Japan also controls Siberia, Sakha, Amur, Shangtung, Iwo Jima, Marianas, Wake Island, Marshall Islands, Gilbert Islands, New Hebrides, New Britain, New Guinea, Dutch New Guinea, Caroline Islands, Palau Islands, Guam, Formosa, Hainan, Celebes, Sumatra, Shan State, and Ceylon

      New Roman Empire: Income 25
      Southern Italy- 1 infantry, 1 artillery, 1 AAA, 1 fighter, minor factory, airbase, naval base
      Northern Italy- 1 infantry, 1 mechanized infantry, 1 artillery, 1 tank, 1 tactical bomber, major factory, airbase
      Greece- 1 infantry
      Turkey- 2 infantry, 1 mechanized infantry, 2 artillery, 1 tank, minor factory
      Saudi Arabia- 1 infantry, 1 artillery
      Iraq- 1 infantry
      Egypt- 2 infantry, 1 artillery, 1 AAA
      Alexandria- naval base
      Libya- 1 infantry
      Anglo-Egyptian Sudan- 1 infantry
      Ethiopia- 1 infantry
      Kenya- 1 infantry
      Tanganyika Territory- 1 infantry
      Belgian Congo- 1 infantry
      SZ 95- 1 destroyer, 1 cruiser
      SZ 97- 1 destroyer, 1 battleship
      SZ 98- 2 transports, 1 cruiser
      SZ 70- 1 submarine
      SZ 87- 1 submarine
      The New Roman Empire also controls Malta, Sicily, Sardinia, Albania, Crete, Cyprus, Tobruk, Italian and British Somaliland, and Trans-Jordan

      Empire of Manchukuo: Income 9
      Manchuria- 3 infantry, minor factory + 2 Japanese infantry
      Jehol- 1 infantry + 1 Japanese infantry
      Suiyuan- 2 infantry + 1 Japanese infantry and 1 Japanese artillery
      Kansu- 2 infantry + 3 Japanese infantry and 1 Japanese artillery
      Tsagaan-Olom - 2 infantry
      Central Mongolia- 2 infantry
      Buyant-Uhaa- 2 infantry
      Kweichow- 1 infantry + 1 Japanese infantry
      Yunnan- 1 infantry +1 Japanese infantry and 1 Japanese artillery
      The Empire of Manchukuo also controls Chahar

      Vichy France: Income 14
      France- 2 infantry, 1 mechanized infantry, 2 AAA, minor factory + 1 German infantry and 2 German AAA
      Southern France- 2 infantry, 1 mechanized infantry, naval base
      Portugal- 2 infantry, 1 mechanized infantry, 1 artillery, naval base
      Algeria, Tunisia, French West Africa, French Equatorial Africa, Gold Coast, Nigeria, Syria- 1 infantry in each
      SZ 93- 1 destroyer, 1 cruiser, 1 battleship
      SZ 91- 1 destroyer
      Vichy France also controls French Equatorial Africa

      United States of America: Income 54
      Eastern USA- 6 infantry, 6 mechanized infantry, 4 artillery, 3 AAA, 3 fighters, 2 strategic bombers, major factory, airbase, naval base
      Central USA- 2 infantry
      Western USA- 6 infantry, 5 mechanized infantry, 2 artillery, 6 tanks, 2 AAA, 1 tactical bomber
      Alaska- 2 infantry, 1 AAA
      Aleutian Islands- 1 infantry, 1 artillery, 1 AAA
      Hawaiian Islands- 4 infantry, 3 AAA, airbase, naval base
      Brazil- 3 infantry, 1 mechanized infantry, 1 AAA, 1 fighter, minor factory, airbase
      Paraguay- 1 infantry
      Venezuela- 1 infantry
      Chile- 1 infantry
      SZ 101- 3 destroyers, 2 cruisers
      SZ 89- 3 transports- 1 destroyer
      SZ 10- 4 transports, 1 submarine- 1 destroyer, 1 cruiser, 1 aircraft carrier (carrying one tactical bomber), 1 battleship (damaged)
      SZ 26- 1 submarine, 1 destroyer
      The US also controls Mexico, Southeast Mexico, West Indies, Central America, Colombia, Ecuador, Peru, Suriname, French Guiana, Greenland, Johnston Island, and Line Islands

      The Canada/Republic of West India Commonwealth: Income 10
      Ontario- 2 infantry, 1 artillery, 2 AAA
      Quebec- 2 infantry, 2 mechanized infantry, 1 tank, minor factory
      Western Canada- 1 infantry
      New Brunswick/Nova Scotia- 1 infantry, 2 fighters, 1 tactical bomber, airbase, naval base
      Newfoundland/Labrador- 1 infantry
      British Guiana- 1 infantry
      West India- 2 infantry, 1 mechanized infantry, 1 artillery, 1 AAA, minor factory, naval base
      French Madagascar- 1 infantry, 1 artillery
      SZ 106- 1 transport, 3 destroyers, 1 cruiser, 1 battleship
      SZ 72- 1 destroyer
      SZ 79- 1 transport, 1 cruiser
      The Canada/ROWI Commonwealth also controls Alberta Saskatchewan Manitoba, Iceland, Fiji and Samoa

      Soviet Russian Free States: Income 6
      Urals- 2 infantry, 1 mechanized infantry, 1 artillery
      Novosibirsk- 3 infantry, 1 mechanized infantry, 1 artillery
      Timguska- 1 infantry
      Evenkiyskiy- 1 fighter, 1 tactical bomber, airbase
      Olgiy- 1 infantry
      Dzavhan- 1 infantry
      Yakuy S.S.R- 2 infantry, 1 mechanized infantry, 1 artillery
      Ulaanbaatar- 3 infantry, 1 mechanized infantry, 1 artillery, minor factory
      The SRFS also controls Yenisey

      Warlord Coalition: Income 4
      Tsinghai- 2 infantry, 1 artillery
      Shensi- 2 infantry, 1 artillery
      Szechwan- 1 infantry, 1 artillery
      Sikiang- 1 infantry

      Pro-Allied Nations Neutral Territories- Persia, Eastern Persia, and Sweden

      Pro-FIL Neutral Territories- Northwest Persia, Angola, Mozambique, Liberia, Sierra Leone, Portugese Guinea, and Rio de Oro

      Strict Neutral, Cannot be Invaded- All of Australia, New Zealand, and Afghanistan

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

      I will get it posted tonight

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

      @grahamjmart
      Yes, the setup is indeed done, and I’m a very slow typer lol

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

      @GEN-MANSTEIN
      Hehehe, lol!

      @grahamjmart
      Sorry, I forgot to mention that any additional rules are added directly into the posted setup. I will let you know they are there in a separate comment.

      Just a rundown description, the Warlords, including the Communist Chinese Party, resist the Manchukuo regime backed by Japan. I added them in with the ulterior motive of relieving a little bit of pressure off of Russia.

      The setup is taking a little longer then expected to type, (it’s big and I’m a slow typer), so it should be finished by tomorrow

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

      Additional power added: Warlords

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

      @imperious-leader
      Ah, that was an unintended coincedence

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

      @barnee
      This is for 1940 Global 2nd

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

      Hello everyone!

      Here is the final copy for my Axis American Cold War. The setup chart is a little ways down the thread.

      Look it over and please provide me with feedback!

      Axis-American Cold War

      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
      Warlord Coalition (capital: none) use 1940 ANZAC infantry and artillery and grey chips for roundels
      New Roman Empire (capital: Rome)
      The Canada/Republic of West India (ROWI) Commonwealth (capital: Ottawa)
      Vichy France (capital: Paris)
      Soviet Russian Free States, or SRFS (capital: none. If Moscow is liberated, it becomes the capital)

      Timeline:
      1940: Germany wins the Battle of Britain, Britain falls to German invasion
      The Royal Navy manages to escape destruction and heads to Canada
      The remaining British forces in Egypt, Africa, and Southeast Asia refuse to accept surrender conditions and entrench

      1941: Germany invades the USSR, Operation Barbarossa begins
      Rommel’s joint German and Italian forces push the remaining British forces out of Africa
      The Battle of Moscow begins
      Japan attacks Pearl Harbour; the United States joins the war
      Japan invades Burma

      1942: Moscow falls, the USSR’s remaining armies retreat
      Japan invades India
      The US lose the Battle of Midway, Japan imposes terms
      Australia and New Zealand leave the war and declare neutrality
      Spain joins the Axis powers
      Vichy France is given full political control of France, Paris is once again the capital

      1943: Japan leaves the Axis powers; the Greater German Reich and New Roman Empire are formed
      East India falls to Japan, Japan imposes terms of the newly formed Republic of West India or ROWI
      The Kuomintang government of China surrenders
      Japan invades the USSR
      The Fascism International League (FIL) is formed between the Greater German Reich, New Roman Empire, Vichy France, Spain, and Finland
      The Second Battle of Moscow begins; the Russians are pushed back

      1944: Spanish and Vichy French forces and invade Nigeria, the Gold Coast, and Portugal
      The ROWI invades Madagascar
      The New Roman Empire invades Turkey and Saudia Arabia
      The Greater German Reich presses economic sanctions against the other FIL members
      The Greater German Reich and Empire of Japan impose terms on the USSR, now the Soviet Russian Free States or SRFS
      Argentina joins the FIL and the US sends forces to Brazil; South America is split between fascism and democracy/capitalism
      The Greater German Reich launches full production into Plan Z, building their first two aircraft carriers
      Japan gives Manchukuo control over half of China to manage the strain on their armed forces; the Manchukuo Imperial Army moves to engage belligerent warlords
      The Greater German Reich form a regional government in occupied Russia, capital Stalingrad (to spite the Russians ;) ), to help maintain control in the region
      The Empire of Manchukuo declares war on Mongolia; the Soviet Russian Free States support Mongolia

      1945: WW2 officially ends. The Axis-American Cold War begins

      Alliances:
      Fascism International League (FIL): The Third Reich-New Roman Empire-Vichy France
      Allied Nations: United States- Canada/ROWI Commonwealth
      Empire of Japan and Empire of Manchukuo
      Soviet Russian Free States and Mongolia

      Winning the Game:
      The FIL wins if the United States turns fascist and Ottawa is occupied or the FIL occupies Washington
      The Allied Nations win if any of these conditions are met:

      1. The United States does not turn fascist at the end of the 10th round
      2. The Canada/ROWI Commonwealth liberate London or Calcutta
      3. The FIL powers reach half of their total starting income at any point in the game
        The Empires of Japan and Manchukuo win if any of these conditions are met
      4. The Empire of Japan has 4 more battleships and 3 times as many aircraft carriers than the United States in the PACIFIC REGION ONLY at the end of the 10th round
      5. Either the Empire of Japan or Empire of Manchukuo occupy San Francisco
      6. The Empire of Manchukuo (NOT the Empire of Japan) occupies all of Mongolia
        The Soviet Russian Free States win if they can liberate Leningrad, Stalingrad and Moscow
        The Warlords win if they control all of Interior China (all Chinese territories NOT part of the coastland) and Manchuria (the only coastline exception)

      A power is out of the game and becomes a strict, cannot-be-invaded power when its capital is occupied (this doesn’t apply for the Soviet Russian Free States and Warlords. They are out of the game when they lose al of their territories)

      Declaring War:
      Currently, the only wars are the ones between the Empire of Japan+Empire of Manchukuo and Soviet Russian Free States and Empire of Japan+Empire of Manchukuo and Warlords. In order to declare war, a power must either-
      a) Pay 40 IPCS
      b) Be attacked by a power not part of their alliance
      c) A member of their alliance is at war, allowing them to join the war in support

      NOTE: The FIL and Allied Nations may NEVER align with each other during the game.

      Fascism in America:
      Similar to the Red Scare, people in the United States are afraid that fascism will spread to the country. The Greater German Reich can purchase Fascism Tokens for 50 IPCs to place in Washington. Similarly, the US can remove a Fascism Token if they pay 50 IPCs. If 6 tokens are placed in Washington, the United States will become a member of the FIL and leaves the Allied Nations.

      Reich Russian Regional Government”
      The Reich Russian Regional Government is a secondary income for the Greater German Reich. The Greater German Reich cannot use its main income to purchase units and facilities in the Regional Government territories. The capital of the Reich Russia Regional Government Stalingrad.

      The Empire of Manchukuo:
      Can only build infantry, artillery, mechanized infantry, and AAA. The Empire of Manchukuo can control and use Japanese transports, but only if the Empire of Japan does not load units on it as well.

      Warlord Coalition:
      Formed by multiple Chinese warlords as well as the Communist Chinese Party and remains of the Kuomintang army. The Coalition resists the Manchukuo regime and their Japanese backing. The Coalition can only purchase infantry and artillery, and do not require a factory.

      Soviet Russian Free States:
      Even through the Soviet Russian Free States do not have a capital, they can build units ONLY in the Ulannbaatar minor factory. The Soviet Russian Free States cannot build any other factory, but still can build air and naval bases.

      Researching Technology:
      There are numerous different technologies which can be researched throughout the game. Each technology has 4 stages which need to be completed before they can be applied in-game. Pay 20 IPCs FOR EACH technology you want to research and roll three dice. If the results equal or exceed 20, the research is successful. Increase your stage on that research by one. You can research each type of technology ONLY ONCE per round. The Empire of Manchukuo, Warlords, and Vichy France cannot research technology.
      Note: Some technologies are exclusive to The Greater German Reich.

      Technologies:
      Long Range Jet Planes (German exclusive): Add +1 movement and +1 attack to all your fighters and +1 movement to all your tactical and strategic bombers. Apply this technology the round AFTER completing the research for this technology. The Greater German Reich is at Stage 3 for this technology.

      Silent Subs: Your submarines can now nullify the effects of destroyers in the same sea zone. Apply this technology the round AFTER completing research for this technology.

      Advanced Mechanized Units (German exclusive): Each of your mechanized infantry can pair with your tanks and have their attack increased to 3. Apply this technology the round AFTER completing this technology. The Greater German Reich is at Stage 2 for this technology

      Fast Assault Craft: Each of your transports can now participate in naval combat and have attack and defence values of 1. They can also carry 2 infantry units in addition to one other land unit. Apply this technology the round AFTER research for this technology.

      Advanced Anti-Aircraft Defence System: Every one of your AAA can now:
      Roll 6x the number of anti-aircraft OR
      Roll equal to twice the number of enemy aircraft, whichever is the lesser.
      Apply this technology the round AFTER completing research for this technology.

      Ballistic Missile: Fires from an operational airbase, 4 space range. Roll 2 dice and add together the results to determine damage. A power can only fire 2 per round. The Greater German Reich has already completed this technology.

      Atomic Bomb: Destroys all units and minor factories in the territory. Apply 5 damage to all air, naval, and major factories. No IPC value can be collected from that territory for 3 turns, as well as units cannot enter or fly over the territory for 3 turns. Carried by a bomber to target, you must pay 20 IPCs to attach the Atomic Bomb to the bomber. The bomber cannot have the Atomic Bomb attached to it for more than 1 turn. The Greater German Reich is at Stage 2 for this technology

      Atomic V2 Rockets (Greater German Reich only): Fires from an operational airbase, 3 space range. Destroys half of all units, rounded down, in that territory and deals 4 damage to all facilities. Remaining units cannot leave and units cannot enter or fly over the territory for one round, as well as no income value can be collected for that one round.

      Chemical Warfare: Target a single enemy territory bordering one of your territories. Remove half of all infantry in that territory rounded down and decrease the IPC value by 2 for one round.

      Bombing Raid Rules:

      • Tactical Bombers and Ballistic Missiles are the only units/technology which can take part in a raid. To conduct a raid, the attacking player will either:
        a) Move their bombers to the territory
        b) Fire a ballistic missile at the territory (only if they have the technology AND have not fired both of their 2 missiles that turn)
      • The attacking player may provide up to 4 escort fighters to the raid IF they are moving bombers. This escorts cannot participate in any other action that turn. The defending player can commit up to 4 intercepting fighters. If this happens, a single turn of combat will be fought between the interceptors and escorts.
      • Surviving interceptors and escorts will no longer take part in the raid. Each AAA system can fire once at every tactical bomber or ballistic missile. Every 1 is a hit. If the attacker has the Advanced Anti-Aircraft Defence System, every 2 and 3 is a hit.
      • The remaining bombers or ballistic missile can now deal damage to the facilities. Each bomber rolls 1 dice and each missile rolls 2 dice.

      New Unit Stat:
      Tactical Bomber- attack @ 4

      posted in House Rules
      MonsieurMurdochM
      MonsieurMurdoch
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