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    Posts made by MonsieurMurdoch

    • RE: Cold War Expansions.

      I thought about it and I may have some solutions:

      1. Make Cuba it’s own separate power. Then the game can include the Cuban player/the player controlling Cuba working through the revolution. This in turn could also lead to other countries working through similar experiences.
      2. Align Cuba with the Warsaw Pact immediately after the Bay of Pigs. Then, any declaration of war against Cuba by NATO will allow the Warsaw Pact to support Cuba off the bat.

      I’ll go back and revise the unit stats after you’ve changed the setup. If you don’t mind, could you post the Cuban setup on the thread? Easier to refer to. I’ll take into account the strength of both Cuban forces.
      Also, I was thinking that maybe you should categorize the Event Cards by the year they occurred? It also allows for the game to have a historic time limit and could also help with incorporating other in game events.

      posted in Other Axis & Allies Variants
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Cold War Expansions.

      @Militarized-Milkmen
      I changed the Cuban Guerrillas to the 26th of July Movement. Definitely more historically accurate. Since the 26th of July Movement only attacks, and cannot be attacked, I don’t see a reason for them to have a defence value. I think I’m going to make a separate expansion for Guerrillas. Or, I’ll start working on a Vietnam War expansion and make Guerrillas playable for the rest of the game. OR, I’ll make separate Guerrillas and Vietnam War expansions and they’ll have their own unique units. What do you think?

      posted in Other Axis & Allies Variants
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Cold War Expansions.

      @Militarized-Milkmen
      I read through what you’ve suggested, and made some changes to the rules. Here is the second revised edition.

      Cuban Revolution Expansion
      Contents:
      NATO-
      Brigade Asalto 2506 Marker (x1)

      Cuban-
      Fidel Castro Marker (x1)
      Che Guevara Marker (x1)
      26th of July Movement Marker (x1)

      Setup #1:
      The minor power Cuba starts the game as Strict Neutral minor power. Cuba’s starting setup remains the same, except the units will be Strict Neutral units. Place the Fidel Castro and Che Guevara Markers in Yucatan, and the 26th of July Movement Marker in Cuba, at the start of the game. These markers will not be used, and cannot be touched, until the third round of play.

      Objective:
      On the Warsaw Pact’s Combat phase of the third round of play, move Fidel Castro and Che Guevara into Cuba. This activates the 26th of July Movement. The 26th of July Movement will attack the Strict Neutral army in Cuba on the Combat Phases of the Warsaw Pact, China, and SEATO turn. Combat will last for one round each time. Victory is determined by the amount of damage inflicted by each side. The Strict Neutral army in Cuba cannot attack, only defend against, the 26th of July Movement.

      Strict Neutral Cuban Victory: The Strict Neutral army in Cuba wins if they inflict more damage or eliminate the 26th of July Movement. Remove the Fidel Castro, Che Guevara, and 26th of July Movement Markers from the game. Cuba will remain a Strict Neutral minor power for the remainder of the game. Replace all Strict Neutral casualties.

      26th of July Movement Victory: The 26th of July Movement win if they inflict more damage or eliminate the Strict Neutral army. Remove any remaining Strict Neutral units in Cuba from the game. Cuba will be a Pro-Communist minor power for the rest of the game. Replace the 26th of July Movement Marker with Pro-Communist units in the configuration of Cuba’s original setup.

      Setup #2
      At the beginning of the 4th round of play, as long as the minor power Cuba is not Pro-Capitalist, under Capitalist control, or Strict Neutral, place the Brigade Asalto 2506 Marker in Yucatan. Increase the IPC value of Southeast America by 2 for the rest of the game.

      Objective:
      The Bay of Pigs is the one-time attempt by NATO to gain control of Cuba. During NATO’s Combat Move on the fifth round of play, NATO will move Brigade Asalto 2506 into Cuba from Yucatan. Combat will last one round. Victory is determined by the amount of damage inflicted by each side. Fidel Castro will not be involved in combat. Che Guevara will be involved in combat and can be taken as a casualty.

      NATO Victory- NATO wins if the all Pro-Communist units are destroyed or if NATO inflicts more damage. Remove the Fidel Castro and Che Guevara Markers from the game. Brigade Asalto 2506 will become the new standing army of Cuba and may not leave Cuba. Cuba will be a Pro-Capitalist minor power for the rest of the game. Increase NATO’s morale by 10 and add an 5 additional IPC’s to NATO’s income each round of play for the remainder of the game.

      Cuba Victory- Cuba wins if Brigade Asalto 2506 is destroyed or if Cuba inflicts more damage. Remove the Brigade Asalto 2506 Marker from the game. Replace all Pro-Communist casualties with fresh units and add +3 infantry, +2 mechanized infantry and +2 rocket artillery to Cuba. Decrease NATO morale by 10 and increase Warsaw Pact morale by 10.

      Overview of Units:

      Brigade 2506- Brigade 2506 was a CIA sponsored of Cuban exiles. It was formed in 1960 to attempt to overthrow the Cuban government led by Fidel Castro. It consisted of 5 infantry battalions and 1 paratrooper battalion.
      Stats- Attack @ 2. Defence @ 2. Move @ 0. Cannot be built/rebuilt. Rolls 6 dice when attacking and defending. Takes 6 hits to destroy.

      Fidel Castro- Fidel Castro was a Cuban revolutionary and politician, serving as the Cuban Prime Minister from 1959 to 1976. He also served as First Secretary from of the Communist Party of Cuba from 1961 to 2011. Under Castro’s administration, the Republic of Cuba became a one party communist state.
      Stats- Attack @ 0. Defence @ 0. Move @ 0. Cannot be built/rebuilt. Cannot leave Cuba. Is removed from game when Cuba is occupied by an enemy power.
      As long as Fidel Castro is in Cuba, Cuba’s IPC value is increased by 3 and NATO’s income cannot exceed 80 for the rest of game.

      Che Guevara- An Argentine Marxist revolutionary, physician, author, guerrilla leader, diplomat, and military theorist, Che Guevara was a major figure of the Cuban Revolution.
      Stats- Attack @ 2. Defence @ 2. Move @ 1. Cannot be built/rebuilt. Can take part in combat.
      As long as Che Guevara is in Cuba, all Pro-Communist units in Cuba will gain +1 defence and one Pro-Communist infantry will be added to Cuba per turn for the remainder of the game. On the Combat Move of the Warsaw Pact turn, Che Guevara can move from Cuba into Belgian Congo. When this happens, Belgian Congo will become a Pro-Communist minor power. Place 3 Pro-Communist infantry in Belgian Congo. Che Guevara can move back to Cuba or remain in Belgian Congo.

      26th of July Movement- The 26th of July Movement was a Cuban vanguard revolutionary organization and later a political party led by Fidel Castro. The name commemorates the it’s 26th of July 1953 attack on the army barracks on Santiago de Cuba in the attempt to overthrow the Cuban dictator Fulgencio Batista.
      Stats- Attack @ 3. Defence @ 0. Move @ 0. Cannot be built/rebuilt. Rolls 4 dice when attacking. Takes 15 hits to destroy.

      posted in Other Axis & Allies Variants
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Cold War Expansions.

      Alright, here is the revision for the expansion. The timeframe has been cut down to incorporate only the Cuban Revolution and Bay of Pigs.

      Cuban Revolution Expansion
      Overview:

      Contents:
      NATO-
      Brigade Asalto 2506 Marker (x1)

      Cuban-
      Fidel Castro Marker (x1)
      Che Guevara Marker (x1)
      Cuban Guerrillas (x5)

      Setup #1:
      At the beginning of the 3rd round play, the minor power Cuba will not be a Pro-Communist minor power. Instead, it starts the game as a Strict Neutral minor power. Cuba’s starting setup remains the same, except the units will be Strict Neutral units. Place the Fidel Castro and Che Guevara Markers along with the Cuban Guerrillas in Cuba.

      Objective:
      On the Warsaw Pact’s Combat phase, the Cuban Guerrillas may attack the Strict Neutral army in Cuba. Combat will last for one round. Victory is determined by the amount of damage inflicted by each side.

      Strict Neutral Army Victory: The Strict Neutral army in Cuba wins if they inflict more damage than the Cuban Guerrillas. Remove the Fidel Castro and Che Guevara Markers along with the remaining Cuban Guerrillas. Cuba remains a Strict Neutral minor power for the remainder of the game.

      Cuban Guerrilla Victory: The Cuban Guerrilla units win if they inflict more damage than the Strict Neutral army. Remove the remaining Strict Neutral units in Cuba from the game. Cuba will be a Pro-Communist minor power for the rest of the game. Replace the remaining Cuban Guerrilla units with Pro-Communist units in the configuration of Cuba’s original setup.

      Setup #2
      At the beginning of the 4th round of play, as long as the minor power Cuba is not Pro-Capitalist, under Capitalist control, or Strict Neutral, place the Brigade Asalto 2506 Marker in Yucatan. Increase the IPC value of Southeast America by 2 for the rest of the game.

      Objective:
      The Bay of Pigs is the one-time attempt by NATO to gain control of Cuba. During NATO’s Combat Move on the fifth round of play, NATO will move Brigade Asalto 2506 into Cuba from Yucatan. Combat will last one round. Victory is determined by the amount of damage inflicted by each side. Fidel Castro will not be involved in combat. Che Guevara can be involved in combat and can be taken as a casualty.

      NATO Victory- NATO wins if the all Pro-Communist units are destroyed or if NATO inflicts more damage. Remove the Fidel Castro and Che Guevara Markers from the game. Brigade Asalto 2506 will become the new standing army of Cuba and may not leave Cuba. Cuba will be a Pro-Capitalist minor power for the rest of the game. Increase NATO’s morale by 10 and add 5 additional IPC’s to NATO’s income each round of play for the remainder of the game.

      Cuba Victory- Cuba wins if Brigade Asalto 2506 is destroyed or if Cuba inflicts more damage. Remove the Brigade Asalto 2506 Marker from the game. Replace all Pro-Communist casualties with fresh units and add +3 infantry, +2 mechanized infantry and +2 rocket artillery to Cuba. Decrease NATO morale by 10 and increase Warsaw Pact morale by 10.

      Overview of Units:

      Brigade 2506- Brigade 2506 was a CIA sponsored of Cuban exiles. It was formed in 1960 to attempt to overthrow the Cuban government led by Fidel Castro. It consisted of 5 infantry battalions and 1 paratrooper battalion.
      Stats- Attack @ 2. Defence @ 2. Move @ 0. Cannot be built/rebuilt. Rolls 6 dice when attacking and defending. Takes 6 hits to destroy.

      Fidel Castro- Fidel Castro was a Cuban revolutionary and politician, serving as the Cuban Prime Minister from 1959 to 1976. He also served as First Secretary from of the Communist Party of Cuba from 1961 to 2011. Under Castro’s administration, the Republic of Cuba became a one party communist state.
      Stats- Attack @ 0. Defence @ 0. Move @ 0. Cannot be built/rebuilt. Cannot leave Cuba. Is removed from game when Cuba is occupied by an enemy power.
      As long as Fidel Castro is in Cuba, Cuba’s IPC value is increased by 3 and NATO’s income cannot exceed 80 for the rest of game.

      Che Guevara- An Argentine Marxist revolutionary, physician, author, guerrilla leader, diplomat, and military theorist, Che Guevara was a major figure of the Cuban Revolution.
      Stats- Attack @ 2. Defence @ 2. Move @ 1. Cannot be built/rebuilt. Can take part in combat.
      As long as Che Guevara is in Cuba, all Pro-Communist units in Cuba will gain +1 defence and one Pro-Communist infantry will be added to Cuba per turn for the remainder of the game. On the Combat Move of the Warsaw Pact turn, Che Guevara can move from Cuba into Belgian Congo. When this happens, Belgian Congo will become a Pro-Communist minor power. Place 3 Pro-Communist infantry in Belgian Congo. Che Guevara can move back to Cuba or remain in Belgian Congo.

      Cuban Guerrillas- Fidel Castro used guerrillas to attack parts of the Cuban military.
      Stats- Attack @ 3. Defence @ 1. Move @ 0. Cannot be built/rebuilt. Cannot leave Cuba. When the Cuban Guerrillas attack, the defending units defence receives a -1.

      posted in Other Axis & Allies Variants
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Cold War: It's Finally Done

      @Militarized-Milkmen
      Yes, you would remove the same number of units from the territory equal to the total damage.

      posted in Other Axis & Allies Variants
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Cold War: It's Finally Done

      Make each nuclear attack roll a specified number of dice, preferably 10 dice or lower ,to reduce the need for a large number of dice. Then, the damage dealt by each nuclear attack is determined by adding together specific number results. Examples below:
      Standard nuclear- roll 6 dice, add results of 4 and 5 together for total damage.
      Salted nuclear- roll 6 dice, add results of 2, 3, and 4 together for total damage.
      Thermonuclear- roll 8 dice, add results of 5 and 6 together for total damage.
      Enhanced radiation- roll 8 dice, add results of 4, 5, and 6 together.
      These are rough stats and need some modifications to not make nuclear weapons too overpowered.

      posted in Other Axis & Allies Variants
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Vapid Delusional "Facts" or Ideas About A&A

      Use minor and major factories for “skyscrapers”. Minor factories can be built once a territory reaches 2 or more houses. They can than be upgraded to major factories. Both minor and major factories provide an additional ICP boost to the territory. Train stations and airbases will account for extra movement points and even moving from one point on the map to another that’s spanning 3-4 spaces. Trains stations for land units, airbases for air units. Of course, this brings in the question about the role of naval units. Potentially they can blockade island and coastal territories, and transports can allow units to move over sea spaces to attack island and coastal territories.

      posted in Axis & Allies Discussion & Older Games
      MonsieurMurdochM
      MonsieurMurdoch
    • RE: Vapid Delusional "Facts" or Ideas About A&A

      That is true. Okay, in true monopoly fashion, the person with the most IPC’s (the only economy will be IPC based) at the end of the game will win. IPC’s are generated from the territories, and will increase with each house and eventually hotel placed. IPC’s are used to buy territories, houses, hotels, and units. For first time a territory is bought, it will generate units. Units will move around the board in a single group to attack and capture other territories or can be placed in a territory to defend it. The role of the unit cannot change, if it’s offensive it stays offensive, if it’s defensive it stay’s defensive. Units can be sold in for IPC’s.

      posted in Axis & Allies Discussion & Older Games
      MonsieurMurdochM
      MonsieurMurdoch
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