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    Posts made by ossel

    • RE: Test Play Setup

      @Flashman:

      WWII was a struggle between two different brands of evil, at least on the eastern front. Some would say the capitalist west was not much better.

      Granted, and the Russia vs. Germany example is especially valid. I suppose you could even call out America’s internment of Japanese as a brand of evil. I just find it hard to say the Nazi’s (gas chambers, ovens, genocide in general) and the Brits or the French are on the same level of “evil.”

      I’m just saying that WWII was a little more clear cut (I mean, they had skulls on their caps! http://www.youtube.com/watch?v=hn1VxaMEjRU  :lol:), whereas in WWI both sides tried to demonize the other, but in the end the motivations of the war were abstract politically (honoring treaties vs. trying to cleanse the world of non-Aryan scum).

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Preview 2: The Russian Revolution

      While we’re on the subject, I’d like to say that the idea that Russia went from an Imperial government to a Communist state overnight is a very Western (if not American) idea, and grossly oversimplifies the actual events.

      I’ll be working on house rules that correctly model the Provisional Government, the Bolshevik uprising, and the Civil War in Western Russia.

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Preview 2: The Russian Revolution

      @Flashman:

      Neutral in the sense that the CPs cannot enter them. The Allies, as far as the rules quoted by DJensen, are allowed to enter them, thus creating impervious staging grounds in which to build large stacks on the CPs border.

      I’m pretty sure that is not in fact the intention, and that once more we’re being quoted from a badly worded rule book.

      But the prospect remains that people who play strictly OOB may interpret the rule that way.

      To play the Devil’s Advocate here, the odds that Russia will have the resources or the willpower to invade Holland when three of its home tt’s bordering Moscow are in enemy hands is probably minuscule, but I suppose it could possibly happen, especially if the Russian player is purposefully trying to sacrifice itself as you’ve mentioned before in order to give the Allies an advantage.

      In the end, if the Allies gain any advantage from the Bolsheviks taking power and signing an armistice with the Central Powers, the rule needs to be reexamined.

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Preview 2: The Russian Revolution

      I find it hard to believe that the rules would enable a scenario where Russia makes great gains (in other areas than the Eastern Front obviously), then those gains become essentially neutral tt’s immune to attack because Russia decided to take its ball and go home…

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Test Play Setup

      @Gargantua:

      You know… after months of posts I think it’s safe to say that “Idioits Triggered the war” more than anything else.

      That’s really the tragic thing about the war, and the reason I think it gets a little less attention than the Sequel; in WWII it was a clear struggle against evil, in WWI it was just men killing each other because their respective nations signed a piece of paper.

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Test Play Setup

      Just some more impressions after playing a couple of turns:

      Wow, I think some of the true value in this game is having to think through strategy for scenarios that have never been encountered in an (official) A&A game before. I mean, when has a player ever had to consider the best way for Turkey to invade Austria? The Balkans are a strategic conundrum that I never really thought about, being personally very West-Front-centric, and you’ll find that deciding what to do there as Austria, the Ottomans, Italy, and Russia is going to take some thought.

      There seems to be a bit more weight to decisions on where to move your units, both because there is only one movement phase and because you know that units will most likely be tied up in a tt for more than one game round, and so must be supported in order to succeed. Larry has captured that aspect of the war very well with the mechanics.

      There’s a whole aspect of the strategy where at times you’re not invading to win, you’re just invading to tie up your enemy’s income in “contested” status. Not sure if this is a viable long-term strategy.

      With the way the land war is shaping up, if the sea war becomes critical I can see that hemorrhaging much-needed IPC’s from a power’s budget.

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Opening the door for more World War One based games? Your opinion

      @ossel:

      @BJCard:

      Viet nam war could be made into a fun game, with helicopter rules or something like that.� The US would have superior military, but fewer units- maybe some kind of home morale system affected by US troop losses?� Would the Vietnamese/Chinese have human wave tactics?� Perhaps you could change history and fight the war like it was a war and not a police action.�

      It would be hard to model a war in which the US forces never lost a significant battle, but was still forced to stop fighting.

      I have a scenario I’m working on for Vietnam. It involves helicopter landings, infiltrating Vietnamese troops, and terrain difficulties. I have the map and rules pretty well done, just need to playtest it and refine the rules a bit. Also need to figure out victory conditions (probably use a morale system like you mentioned). I’d be happy to post it on this board if anyone’s interested (would that go in “House Rules,” or “Modifications?”).

      FYI Guys, I’ve just posted my Vietnam ruleset and map over in “Other Variants”: http://www.axisandallies.org/forums/index.php?topic=30166.0

      Those of you who are interested, let me know what you think.

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Good Morning, Vietnam!

      Good Morning, Vietnam!
      Rules

      Political Situation:
      The United States has just committed to protect South Vietnam from communist forces in North Vietnam. The U.S. has several carriers based off the coast, from which they can conduct bombing raids and land troops via helicopter onto the mainland.

      Throughout the game, the U.S. and the N.V.A. can recruit “native” units (South Vietnamese for the U.S. and Viet Cong for the N.V.A.) from the population to supplement their efforts.

      Units:
                                                        |  Cost  |  Moves  |  Attack  |  Defend  |
      Regular (US or NVA) Infantry                 3           1              1             2
      Recruited (SV or VC) Infantry                2           1              1             1
      Artillery                                             4           1              2             2
      APC                                                  3          2*            1              2
      Armor                                               5          2*             3             2
      Helicopter                                         5           4              2             1
      Fighter                                             10          6             4             3
      Bomber                                            15          inf            4             1

      *Only 1 move in swamp or allowable jungle zones. 2 moves in F0 zones (see below).

      Helicopters can carry either 2 infantry or 1 artillery, or additional units if a Landing Zone (LZ) has been built.

      Buildable Units:

      Airbase - Can house fighters and helicopters, only place helicopters can land, takes two turns to build
      Artillery Positions - enables artillery to be based in a jungle region
      LZ - enables helicopters to carry +1 unit (3 inf or 2 arty)

      Zones:

      Jungle Zones and F-Ratings:

      Zones that have an F-Rating have a certain density of jungle. In certain areas, some unit types may not operate. In others, positions must be prepared by infantry units before they are able to operate. In the densest of jungles, units must be airlifted in.

      All of the following restrictions are for American units only. NVA units are mostly exempt (see �Combat actions:VIETNAMESE�)

      |    Infantry    |    Artillery    |    Tanks/APC’s    |
      F4 - Very, very dense -               Airlift              No                    No
      F3 - Very dense -                       Airlift        After pos’ns             No
      F2 - Dense -                          As combat*   After pos’ns             No
      F1 - Light -                                Yes          As combat*       As combat*
      F0 - Open -                                Yes               Yes                  Yes

      • To move through these zones with these units, their combat actions must be used

      Swamp Zones : Tanks and artillery may move through swamp zones, but may not fight unless they are directly attacked.

      R- and C-Ratings:

      In South Vietnam, every zone has an �R�, or recruitment rating (1-3). Every turn, add up the R-Rating for every zone you have units in. This is the number of IPC’s your army receives towards the recruitment of SV or VC units. (This rule applies to both the US and NVA)

      In North Vietnam, every zone has a �C�, or conscription rating. Every turn, add up the C-Rating for every zone with no American units in it. This is the NVA IPC earning.

      Turn Order:

      1. Buy/recruit units
      2. Bombing missions
      3. Combat move/actions
      4. Non-combat move/actions
      5. Place purchased units

      Phase 1: Buy Units

      Americans: The US gets a flat income of 30 IPC’s to represent draft classes

      N. Vietnam: NVA uses the process mentioned in the previous section.

      Both sides purchase native units.

      All unit purchases are set aside until the end of the turn.

      Phase 2: Bombing Missions

      American Bombers can can carry out two actions:

      Blind bombing:
      The American player must mark zones it wishes to bomb with a bomb marker, then the next turn, combat will be resolved. Bombers will travel over zones and if NVA anti-aircraft are in these zones, they may choose to fire on the bombers. Each AA rolls 1 D6 for each bomber flying over, and must roll a 1 to hit.

      Once the bombers arrive, they must roll 4 dice and roll to hit as usual.

      Defoliation:
      Bombers may attempt to remove a jungle tile, thus lowering the F-rating of a zone. For each bomber, roll a D12 and a D6 (alternately  
      2D6 and another D6). The D12 must be lower than the D6 for the operation to be successful.

      Phase 3: Combat Actions

      Combat actions are different for each faction.

      VIETNAMESE:

      The NVA can carry out several actions in the combat phase.

      1. Extra Recruitment
      2. Infiltration/Re-infiltration
      3. Combat Move

      1. Extra Recruitment

      During the combat phase, the NVA troops may choose to avoid combat and focus on recruiting additional Vietcong troops.
      Roll a D3. If the result is <= the R-rating for the zone, add a VC infantry unit to the zone.

      2. Infiltration

      If a unit is exposed, it may use its combat action to infiltrate, or become invisible to the American player. Move all infiltrating units to the hidden NVA Strategic Board. The infiltrating units may make 1 (non-combat) move after they have concealed themselves. They must not make another action until the following turn.
      If an infiltrated unit is revealed, either by an American patrol action or an attack that it initiates (see below), it must wait 1 turn to infiltrate again.

      3. Combat Move

      Unlike the US, the NVA and VC are not hampered by jungle zones. They may move infantry and artillery through all zones 1 move per turn, hidden from the American player. Tanks and APC�s may move 1 move per turn as well, but may not infiltrate.
      As such, Vietnamese units may make a combat move into any territory. Once combat is initiated, all attacking units (some may wish to remain hidden) are revealed, and will stay revealed until they can re-infiltrate on the next turn.

      AMERICANS:

      The US can carry out several combat actions. Carry out actions starting farther north and moving south.

      1. Patrol
      2. Build
      3. Airlift Troops
      4. Combat Move

      NOTE: All actions are exclusive. A unit may NOT carry out two actions in one turn.

      1. Patrol
      US infantry units may patrol as their combat action. Roll a D6 for each unit in a zone patrolling . If the roll is <= (5-F), an enemy unit is revealed. Roll a D3 to determine how many units reveal themselves (1-3).

      NOTE: If there are no enemy units in a territory, the NVA player must reveal it at this time.

      Combat ensues (see combat section). After enemy units are revealed in patrol combat, they must stay revealed on the map until they can re-infiltrate next turn (see NVA combat actions).

      2. Build
      US infantry units may choose to build one of three improvements in a zone:

      1. LZ - The LZ allows helicopters to carry 1 additional unit of the same type into a zone (3 infantry or 2 artillery)

      2. Artillery Positions - This improvement allows artillery to be based in a territory. Jungle zones F2 and higher must have positions prepared before they can be placed in a territory.

      3. Airbase - The airbase allows aircraft and helicopters to be stationed in a zone. Helicopters and aircraft MUST end their move in a zone with an airbase. Airbases take two turns to build. A unit of infantry must start building an airbase in one combat action and then the next turn finish it. If there are no infantry in a zone, the airbase cannot be finished.

      3. Airlift Troops

      The US may use its helicopters to transport infantry and artillery into a zone. Helicopters may move 4 times total, and must land on an airbase. Loading and unloading does NOT count as a move.

      AA - Helicopters follow the same AA rules as bombers. When they fly over AA, the NVA may choose to fire on them. Each AA rolls 1 D6 for each helicopter flying over, and must roll a 1 to hit.

      Hot LZ - If a helicopter is dropping troops off in a zone that secretly has enemy troops, the NVA player may choose to fire on the chopper. Roll a D6 for every firing infantry unit in the zone (some may choose to remain hidden). A roll of 1 means a hit; the helicopter and all units it is carrying is destroyed. If all helicopters are 1-hit killed in this manner, the NVA/VC units may immediately re-infiltrate instead of waiting a turn. If all choppers are NOT immediately killed, they will unload their units, all firing enemy units are revealed, and combat ensues. The helicopters may stay in combat or withdraw.
      NOTE: The Americans are still considered attackers at this point, so attack values are used in combat.

      After combat, standard re-infiltration rules apply.

      4. Combat Move

      If all conditions are right (F-Ratings, etc.) a unit may move into another zone and initiate combat with a revealed unit.

      Phase 4: Non-Combat Moves

      Any unit that has not moved or taken an action in the combat phase may make a move that does not result in combat, movement restrictions permitting.

      Phase 5: Place Units

      NVA forces may be placed anywhere in North Vietnam.
      VC or SV forces may be placed in any territory with friendly units.
      US forces may be placed in any territory with an airbase or in Saigon.

      COMBAT:

      Combat follows much the same rules as Axis & Allies, with a couple of significant changes. Vietnam was a small scale war with unprecedented mobility, and a firefight between small patrols would often flare up into a major battle. The following rules are an attempt to capture this new fighting style:

      1. Call for support

      At the beginning of a battle (when the pieces are placed on the battle board), both sides may call for support from nearby zones.

      For the Americans, there are specific ways units can provide support:

      • Infantry can make a combat move or be carried in by helicopter if necessary. Hot LZ rules do not apply in this case (see above).
      • Aircraft may support if their range allows them to fly to the combat zone and return to an airbase or aircraft carrier. AA rules apply when flying over potentially hostile zones.
      • Artillery may support by firing from an adjacent zone. Since the artillery units never �enter� the battle, they can only fire in support of the units in-zone. If all in-zone units are destroyed, the supporting artillery stops firing. Supporting artillery may only be attacked if one side has either an artillery unit or an air unit in-zone.
      • Tanks may support if conditions would normally allow them to make a combat move into the zone.

      For the Vietnamese, infantry may enter an adjacent zone freely, and artillery may support in the manner outlined above.

      All support must wait 1 combat round to enter the battle. If either side is completely destroyed in the first combat round, inbound air support will fire in the second combat round, take fire and resolve casualties, and immediately withdraw. Inbound infantry will still enter the zone and the fight will continue as normal. Inbound artillery support will stop firing immediately.

      1. Withdrawal and Evac

      During a battle, either side may choose to withdraw their units. In order to do this, 1 unit from every attack/defense level (1-4) must stay behind while the other units withdraw. The covering units stay on the board 1 combat round after the main force leaves the battle board, and then leaves.

      All withdrawing units must legally move out of battle. For instance, American infantry must have helicopters on hand (or within range) to move out of battle, and tanks must be in a zone where they can move normally.

      Units may move to an adjacent tile, or stay within the current zone. If they choose to stay in the current zone, they still must provide a legal move as if they were moving to another zone (helicopters, etc.).

      posted in Other Axis & Allies Variants
      osselO
      ossel
    • Good Morning, Vietnam!

      Good Morning, Vietnam!

      An alternate scenario to be played with Axis & Allies pieces and similar rules.

      Development Notes:
      v0.1:

      • Map done and first draft of rules almost complete.
      • Some playtesting done.
        Need to:
      • Refine Political Situation
      • Define setup
      • Further playtesting
      • Need to upload Infiltration board
      • Define victory conditions

      Map can be found here: (https://docs.google.com/file/d/0B7x1PKfqsr0lYXRtZC1wUVlaYnM/edit?usp=sharing). Rules writeup to follow.

      Practical Notes:
      For game pieces, I use the following to represent each faction:
      North Vietnamese Army: Russian units
      US: US units
      Viet Cong: Japanese units
      South Vietnamese: British units

      I also purchased the �New World Order� set from Table Tactics (http://boardgamegeek.com/boardgame/10169/new-world-order-axis-allies-variant), and I use the helicopters and jets for this game.

      This game utilizes a system of unit hiding for the NVA that may be a bit confusing at first. I use a separate rectangular board, hidden by a privacy screen, with squares coded to zones on the map. NVA and VC forces are placed on this map when they �Infiltrate.� This way, the U.S. has no idea where the enemy is unless they are revealed through reconnaissance or patrols.

      In my game, I also made little pieces that represent the level of jungle in a zone (see below) by hot-gluing fake foliage for model train tables to cardboard pieces. Completely unnecessary to play the game, but it definitely looks cool.

      posted in Other Axis & Allies Variants
      osselO
      ossel
    • RE: Flags or Roundels?

      Let’s face it, the roundels were originally used as a convenient way to avoid using a Nazi flag for Germany’s control marker. It doesn’t really make sense when you stop and think about it (National flags or “war flags” make much more sense), but either way it’s become a hallmark of the game.

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: The Great War 1914-1918: Clash of Empires

      I hate to be this guy IL, but are you planning on producing sculpts in different colors for individual sale? I’ve been following the “official” WW1 game and I’ve been very excited about it, but I’ve been less than impressed with the variety and quality of the unit sculpts.

      I do, however, like the map and the mechanics Larry Harris came up with, so I’m hoping someone at some point will come up with additional sculpts for it.

      I guess I’ll just wait and see as you release more info, there’s no one saying I can’t buy two WW1 games!  :-D

      Well, besides my wife… :-(

      posted in Other Axis & Allies Variants
      osselO
      ossel
    • RE: Flags or Roundels?

      @Flashman:

      Flags are OK, but why not use the national flag for each country, the game has a mixture of national flags, war flags and royal coats of arms. Be consistent.

      The only one that’s off is the the German flag, and I see why they did what they did; the Iron Cross is striking and adds flavor.

      The Austro-Hungarian flag is technically a “War Ensign,” but that doesn’t bother me too much.

      The Russian flag is consistent with history, according to my research. There was another flag that combined the Double Headed Eagle on Gold with the Russian tri-color, but it wasn’t widely used as the Imperial Standard.

      http://www.loeser.us/flags/wwi.html
      http://en.wikipedia.org/wiki/List_of_Russian_flags

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Test Play Setup

      What I’m assuming (and hoping) is that Flashman’s used a generic map for Europe, and the one in the game will be a bit exaggerated. If you look at this picture: http://www.axisandallies.org/wp-content/uploads/2013/02/aa14-setup-rendering.jpg vs. my setup, you’ll see that that looks like the case. Look specifically at Lorraine, you can see it’s quite a bit bigger in the board render.

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Images of the Map?

      I’ve started a new post here (http://www.axisandallies.org/forums/index.php?topic=30159.0) with my setup on the printed board. Not too shabby!

      posted in Axis & Allies 1914
      osselO
      ossel
    • Test Play Setup

      Hey All, I’m currently attempting to mock up a test play for this game; here are some pictures of my setup: http://s1253.beta.photobucket.com/user/olskoolsouljah/library/AA 1914 Test Play Setup .

      I’ve used a modified version of Flashman’s excellent map (I made some of the colors less intense to spare my printer, http://www.axisandallies.org/forums/index.php?topic=29636.105) and Global 1940 pieces.

      The map is slightly larger than the actual map, 40" on an edge instead of 36" (note the tape measure in the picture, set to 36").

      My initial impressions:

      Whoa, this better come with a s#1t-ton of chips. I quickly ran out of red chips (90% of the zones have 6 infantry), so I ended up cannibalizing my old Revised and using gold chips from my “Officers” house rule to represent 10 units (there are a few tt’s with 12+ infantry).

      This map is much bigger than I expected…I guess I expected something similar to the “Diplomacy” map, but it’s really much larger. I can also see that the diagonal setup was a wise choice.

      Hopefully continental Europe is a bit bigger in the actual game… The Western Front especially was a bit crowded, and I expect it will be even more so with French, British, and German units all in the same tt.

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Images of the Map?

      Here’s one where I upped the resolution and “printed” it to a PDF, should be able to just print it out on standard paper. Might be a bit big (like 42" instead of 36") but close.

      Axis&Allies1914FullMapLarryH3alt hi def rot.pdf

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Images of the Map?

      @Flashman:

      Is there an easy way to rotate it so you get more on the paper; don’t know if the image is quite square.

      I can rotate it in MS Photo editor, but it tends to distort the pixels a bit.

      Edit: Here it is.

      Axis&Allies1914FullMapLarryH3alt rotated.png

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Images of the Map?

      Here’s a printer-friendly version of the map Flashman uploaded, for those of you who’d like to playtest the map without using a gallon of cyan.

      Yes, it’s a little “Easter-y,” and we’re still missing many of the IPC values, but if you want to get a rough feel for how the game plays, here you go.

      P.S., If someone can figure out how to format this so it prints out on 8.5"x11"'s, that’d be awesome.

      Axis&Allies1914FullMapLarryH3alt.png

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Opening the door for more World War One based games? Your opinion

      @BJCard:

      Viet nam war could be made into a fun game, with helicopter rules or something like that.� The US would have superior military, but fewer units- maybe some kind of home morale system affected by US troop losses?� Would the Vietnamese/Chinese have human wave tactics?� Perhaps you could change history and fight the war like it was a war and not a police action.�

      It would be hard to model a war in which the US forces never lost a significant battle, but was still forced to stop fighting.

      I have a scenario I’m working on for Vietnam. It involves helicopter landings, infiltrating Vietnamese troops, and terrain difficulties. I have the map and rules pretty well done, just need to playtest it and refine the rules a bit. Also need to figure out victory conditions (probably use a morale system like you mentioned). I’d be happy to post it on this board if anyone’s interested (would that go in “House Rules,” or “Modifications?”).

      posted in Axis & Allies 1914
      osselO
      ossel
    • RE: Who has preordered already?

      Pre-ordered it from nws-online.net. Might not get it until a week or so after release, but they had it for $57…couldn’t pass on that.

      posted in Axis & Allies 1914
      osselO
      ossel
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