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    Topics created by MonsieurMurdoch

    • MonsieurMurdochM

      Axis and Allies Prelude to War First Look

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      • • • MonsieurMurdoch
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      MonsieurMurdochM

      Quick update, due to some last minute play testing and rule tuning, the completed scenario will be delayed until tomorrow (but it is coming out ;) )

    • MonsieurMurdochM

      Axis and Allies Expanded Global Scenario

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      General 6 StarsG

      Lone transports only. Enemy has to kill them. If they are not killed get a escape roll @2 each.
      My game transports defend @2 against planes only too. So if a plane kills them they get a AA shot and if a sub or ship kills them no defense shot at them.

      That’s for d12 die. For d6 then @1. Even better odds.

    • MonsieurMurdochM

      Axis and Allies Expanded Global Scenario + Alternate History Announcement

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      • • • MonsieurMurdoch
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      MonsieurMurdochM

      Hello everyone! I’m back after a long absence (forgot my password, forgot to reset my password, and had a bunch of other commitments) However, now with summer quickly approaching, I will be dedicating a lot more time to 2 of my biggest projects.

      The first of these is the Axis and Allies Expanded Global scenario. Essentially, it is a sandbox, Game of Thrones scenario where there are no set alliances and nations may do as they please.

      Additional nations I have included are Indonesia, Union of South American Nations (UNASUR), Eastern Commonwealth of Europe (ECE), Canada, and India. I have also strengthened the Chinese.

      Nations will have the ability to sway neutral to their side, engage other nations in proxy wars, and form alliances with any power they wish.

      Turn order is not permanent, for it is the nation with the lowest income that starts the round. Especially during wartime, incomes will always change as will the turn order.

      With Neutral Nation, players may attempt to spend Influence to gather neutral parties to their cause. When a nation succeeds in placing 4 Influence chips, they will control that Neutral Nation as their own territory.

      All new technology will also be present. I will be posting updates in the form of a storyboard, making this a massive creative endeavour.

      The second project is the continuance and modifications to my Alternate History stories and rules, for which game updates will also be posted.

      As the Expanded Global scenario is more complex (despite play testing being achieved) I will focus my attention first to a round of Alternate History.

    • MonsieurMurdochM

      Monsieur Murdoch's House Rules Pack Announcement

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      • • • MonsieurMurdoch
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      MonsieurMurdochM

      Hello everyone!
      Here is the Part 1 to the MonsieurMurdoch’s Comprehensive Collection of Alternate History
      There are 5 scenarios total in this package, with more on the way.
      Read through, play, and let me know what you think!
      Cheers!
      Alt History Rulebook.pdf

    • MonsieurMurdochM

      The Tri-Polar Cold War

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      J

      @monsieurmurdoch

      :+1: Bookmarked!

    • MonsieurMurdochM

      2025 Meltdown

      Global War 2025 Meltdown
      • • • MonsieurMurdoch
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      PantherP

      @barnee @GEN-MANSTEIN
      Done :slightly_smiling_face:

    • MonsieurMurdochM

      Axis American Cold War 2 Sample 2

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      MonsieurMurdochM

      I am happy to say that the rules are nearly done, in the final stages of completion, and I will begin play testing shortly before posting the final copy.

    • MonsieurMurdochM

      Russian Civil War for G40

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      MonsieurMurdochM

      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.

    • MonsieurMurdochM

      Axis American Cold War Final Copy

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      MonsieurMurdochM

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

    • MonsieurMurdochM

      Cold War Expansions.

      Other Axis & Allies Variants
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      Militarized MilkmenM

      While I think having cuba be its own power would be cool, it would kind of like having New Zealand be its own power in g40. You would have to wonder how much they really contribute. Maybe you could make it so that the Warsaw Pact can pay to build units to support Castro and the gang in cuba, possibly at higher cost cuz of the blockades and embargoes and stuff, if the Warsaw pact is smart, like they were during the cold war, they’ll buff the hell out of cuba to prevent a traditional land invasion, and nukes aren’t always realistic. If they’re dumb then cuba will just be invaded and it will be an opportunity lost, which absolutely could have happened if the ussr wasn’t paying attention. I’m thinking about alternative rules where one or two players play each Nuetral category so it feels like they’re entities and not roadblocks, but I’ve got a ton of stuff I need to do before then soooooo… The setup for cuba will not change for balancing reasons, it accurately represents their power near it’s height, which was also the time when it was diplomatically plausible for the US to invade. For your expansion however, I recommend cuba starts the game Strict Nuetral with an army of one infantry.

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