…anyone else?
Posts made by Petrucci08
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RE: A barbarossa game map that can be used for AA.posted in Other Axis & Allies Variants
What about cards containing “Fuhrer orders” to stand and fight in certain territories making retreat impossible. God knows it made an impact at Stalingrad just to name the big one.
Or something about Goring’s failure to properly organize the Luftwaffe (you didn’t say that cards necessarily had to be good things :evil: )Also you should make the heavy tanks only available after X turns for when Russia got their T34s to the front in substantial numbers and Germany started production on the Tiger, panther etc.
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RE: Creating a 1962 game: input wantedposted in Other Axis & Allies Variants
Oh and I forgot to say that ICs in occupied territory can only produce half the units of the territories value (rounded up) and there will be nation specific cards and universal event cards to shake things up.
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RE: Creating a 1962 game: input wantedposted in Other Axis & Allies Variants
Thanks IL but part of the point was I WANTED to do the work and create it with my own ruleset. While AAMRE does look interesting it kind of defeats the purpose of what i wanted to do. As I said it is for personal use and the work is part of it.
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Creating a 1962 game: input wantedposted in Other Axis & Allies Variants
I’m trying to create a low budget 1962 variant just for personal use and would like some of you guys to chime in with opinions on a few things.
Well the map is just an altered A2 physical world map with territories and such drawn in. It’ll be mainly based on AAR rules with moderate changes.
the teams are
west:
USA
Global Defence community (just an amalgamation of nato, the commonwealth and the european defence community, mainly just for simplicity’s sake rather than any sort of historical point, but it isn’t totally implausible that in the event of war india, aus and some of the african nations would have joined up)East:
USSR
China
The Pan-Arab league (based on Nasser’s ambition of a united arab empire centred around egypt)there will be 24 VC’s so spread out the action and provide lots of options and variety to the game.
USA:
washington (E. US) - capitol
LA (W. US)
Manilla (Philippines)
Tokyo (Japan)
Jerusalem (Israel)
either Seoul (S korea) or HawaiiGDC:
Paris (france) - cap
Bonn (W. germany)
London (UK)
S.africa
Sydney (E. Aus)
New Delhi (India)USSR:
Moscow (moscow) - cap
Leningrad (karelia)
Berlin (E. germany)
Warsaw (poland) or Kiev (UKr)China:
Beijing (still to name the territory) - cap
Taiwan (taiwan)
Shanghai (still to name)
Pyongyang (N korea)PAL:
Cairo (egypt) - cap
Dubai (Saudi arabia)
Tehran (Iran)
either Algiers (algeria) or baghdad (iraq)major gameplay changes
infantry now costs 2 ipc but is limited to one per original territory (2 for capitol) with at least 1 ipc under your control and must be placed in that territory.
artillery on attack fires in opening fire round (but is limited to one art shot per attacking infantry) and then is placed back in original territory (can’t be taken as casualty). on defence fires in opening fire in the first round then in defence round in subsequent rounds of combat. Art no longer assists infantry on attack.
bombers can drop one infantry as paratroops in combat move in an enemy territory then land in friendly territory (may not participate in combat or NCM)
They can move 2 inf as a transport plane in ncm but must land in territory it is moving the inf to and may not have participated in combat move.
bombers can drop nuclear weapons as a combat moves or a Tactical nuclear strike (nuclear equivalent of SBR)
conventional SBR remains same as LHTR
bombers now cost 12nuclear weapons hit with 4 dice at 4 (can be upgraded to 6 or 8 dice [still deciding] with MIRV tech)
tactical nuclear strikes will either destroy an IC or just prevent it from producing units in the oponents next turn (still deciding).
Nukes initially have a range of 2 (upgraded to 4 with MRBM then 6 with ICBM techs which must be researched in that order).
nukes can be fired from subs if nuclear sub tech is researeched.
nukes cost 15
if a territory containing a nuke is captured, it reverts to the conquerors control. (like AA guns)fighters can escort bombers on runs and defend IC’s. any air units escorting (incl the attacking bomber) and defending figs resolve combat before the SBR or nuclear SBR is resolved. attacker may retreat and not perform SBR after any full round of the combat.
figs cannot intercept missiles.AA hits on 1 unless the SAM tech is researched and then they hit on 2. AA intercepts missiles at its attack rating.
planes cannot hit subs unless a destroyer is present. subs may submerge after opening fire unless enemy destroyer is present.
Tech costs different amounts for different countries to reflect disparities in their technology. (usa 4 ipc/dice - GDC and USSR 5 ipc/dice - china 6 ipc/dice - PAL 7 ipc/dice)
tech is now researched by achieving a cumulative total of 20 (can be over multiple rounds)
techs are:
nuclear submarines- nukes may now be fired from subs, subs carrying nukes are said to be nuclear subs and may travel 3 spaces)stealth fighter- fighters are now immune to AA
SAM- AA hits on a 2 or less
advanced radar- stealth fighters may now be hit by AA. fighters may now attack subs without destroyers present
MRBM/ICBM- nukes now travel 4/ 6 respectively
still thinking of a 6th
costs
BBs are now 20
Destroyers are now 10
artillery is now 6
inf is now 2
AC is now 14 attack- 1 defence- 1some NA’s i’ve come up with
GDC:
unified germany: if at any time you possess both East and West germany you may unite them with a cumulative ipc value of the 2 territories. germany remains unified for the rest of the game even if it is conquered.
Ruhr production: any non infantry units made in W. germany costs 1 ipc less
multi nation force: if at any point paris is taken, you may nominate London or Bonn as your capitol if you control them. enemy still plunders your original IPCs. Paris cannot be remade your capitol even if you control it.
still need 3 more
USSR:
soviet spies- for every 2 tech dice USA rolls for a tech, you may roll one for free on your next turn.
still need 5 more
China
hyper population: your originally territories now provide 2 inf each (3 for your cap). They must be paid for like regular inf.
still need 5 more
PAL:
soviet arms: on your turn, at the start of your turn, you may convert up to 10 IPCs of soviet land or air units into your units.
suicide infantry: your infantry may attack in the opening fire phase with a roll of 2 or less. These units are then removed as opening fire casualties themselves. these units do not allow for artillery fire.
still need 4 more
i have none for the USA.
turn order
USSR
GDC
China
USA
PAL.thoughts? oh and sorry for such a long post
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RE: Which side has an advantage?posted in Axis & Allies Revised Edition
Also an extra inf in Ukraine can often translate into a surviving fighter which will make A LOT of difference in turn 1 and throughout the game.
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RE: Allied National Advantages (LHTR 2.0)posted in Axis & Allies Revised Edition
does lend lease in 2.0 allow figs or is it specifically LAND units.
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RE: Determine a winnerposted in Axis & Allies Revised Edition
you could award points for each VC captured and held at the end of the game with different values for taking different cities (lets face it taking india is hardly as impressive as marching through Washington 8-) )
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RE: News flash: AXIS & ALLIES ANNIVERSARY EDITION due out oct 23 08posted in Axis & Allies Anniversary Edition
any screenshots of the board??
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RE: So how does online play work?posted in Axis & Allies Revised Edition
Rolls: 2@3 3@4; Total Hits: 32@3: (5, 6)3@4: (3, 2, 2) -
RE: FFA Rules and discussionposted in Axis & Allies Revised Edition
I’d play if someone will give me a hand with online play (never done it before). I’m pretty piss poor compared to all you here but if its just a fun FFA i may as well :-D
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RE: Countering Operation Sea Lionposted in Axis & Allies Revised Edition
The delayed techs kind of ruins them as one of the whole reasons you would use it is rolling all your cash for heavy bombers or long range air just before your big assault or a surprise assault but if you have to wait a turn the enemy can spot it and counter. Why not just you can’t take an enemy capitol on round 1. stops round 1 sealion right there.
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House rules for added realismposted in House Rules
Lets hear what people use for added realism in their games without getting overly complicated.
Here’s a few I’ve been thinking about.
1. fighters get +1 on attack/defence if there are no enemy fighters present in the opening round of combat. This gives a tangible advantage for having air superiority/supremacy and makes carriers all the more important for defending your fleet.
2. Subs cannot be attacked by planes unless there is a destroyer present and Subs may submerge after opening fire. This will make both subs and destroyers actually useful and creates a real threat to unprotected allied fleets.
3. This one might be getting a little complicated but would represent the necessity of a source of oil. If you do not own one of either Balkans, caucuses, E. America, TJ, Egypt or Persia, and whatever japans principal supplier was (Philippines???), then tanks may only move one space, fighters three and bombers four.
4. Getting into the realm of annoying would be infantry who attacked in this game turn may only defend on a 1, factoring in battle fatigue.
So what do you guys use or have thought about?
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RE: FFA Rules and discussionposted in Axis & Allies Revised Edition
wow that all looks pretty cool. I don’t know about making libya a VC though, perhaps eastern europe or ukraine? And fortresses wouldn’t be that good in FFA anyway, sure one guy won’t have any money, but you’ll have no defense against the other three.
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RE: What ended up happening in that proposed free for all late last yearposted in Axis & Allies Revised Edition
So did anyone come up with a way to balance it for the UK? perhaps combine britain and the USSR into one power but playing after Germany. A sort of Comintern controlled commonwealth. 54IPC would be a huge starting advantage but making them play after germany they will lose a lot of that very quickly.
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RE: What ended up happening in that proposed free for all late last yearposted in Axis & Allies Revised Edition
thanks i might have a browse through the game. Did Britain get absolutely creamed?
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What ended up happening in that proposed free for all late last yearposted in Axis & Allies Revised Edition
was just looking around and it peaked my interest
http://www.axisandallies.org/forums/index.php?topic=10457.0
but it just stopped. did the game even happen? if it did what was it like?
Sorry to resurrect something from last year but i’m curious.
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RE: Is there and optional rule for atomic bombsposted in Axis & Allies Revised Edition
The other version is to put four fingers from one hand under the lip of the board and jerk up at the elbow in a rapid manner. Proceed to storm out of the room.
I actually laughed out loud at that one :-D
A cold war version of A&A would be interesting using ICBMs, countermeasures etc.
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RE: Is there and optional rule for atomic bombsposted in Axis & Allies Revised Edition
Yes but they did come close. They might have if Hitler had stayed his hand towards the end of 1941 or the British hadn’t disrupted the nazi supply of heavy water from Norway.
I just thought it would be fun to play with but it does seem very hard to make balanced. But by making each bomb ridiculously expensive like 60 IPC wouldnt that be a bit balanced? if the US/UK want to use them then there will be little to no help for Russia because all their IPCs will be going into this. I’d like it as some last ditch move of desperation or a tech that you play with once everything is more or less decided.
What about if they were used to destroy industrial complexes? Think of it as flattening the city. Does this seem a better option? It just an idea.
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Is there and optional rule for atomic bombsposted in Axis & Allies Revised Edition
the atomic bomb played a huge role in WWII and the Germans were close to completing it themselves before the end and probably would have if the british didn’t disrupt heavy water production at the Norsk facility, so why doesn’t it make and appearance in A&A?
it would have to be done in a way that avoided making it way to overpowered but not so underpowered that it becomes like another conventional weapon. Perhaps once u research the tech u can buy atomic bombs at a cost of say 30-60 and can be dropped from a bomber (still subject to AA) destroying all units in a territory?