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    Best posts made by PGsquig

    • PG's Simple Nation-Specific Units for 1942.3

      Hi everyone,

      I have been enjoying using these unique units for 1942 Second Edition Tournament Rules.

      Russia:
      Cavalry c3/a2/d1/m2, can Blitz. Max 5 on the board at any time.
      Purpose: Allows Russia some more attack power. Sometimes it is really difficult to buy tanks with the USSR’s limited income but you need still need the ability to move 2. Since they defend at 1, they won’t make the final battle for Moscow any more difficult for Germany. This unit adds some interesting attack possibilities especially if Russia has a decent air force.
      HBG has some pretty sweet cavalry sculpts and they have colors that match nicely with the OOB sculpts.

      Germany:
      Maus Tank c8/a3/d3/m2, 2HP, can Blitz. Max 5 on the board at any time. Can only be built after Round 4. Repairs for free if it starts its turn on a friendly IC.
      Purpose: Gives Germany another hard hitting unit. This one is mostly for fun and I don’t think the stats are very overpowered since I’ve put a limit of 5 on the board at any time. I also wanted to give Germany a bonus since I gave Russia Cavalry.
      HBG has a Maus tank sculpt I use. I think Germany only built like 4 of these tanks irl but they’re fun to have in the game. If you prefer you can call them heavy tanks and use a sculpt of a tank that was actually produced in earnest.

      US:
      Marines c3/a1/d2/m1. Attacks at 2 on amphibious assaults (not supportable by artillery on amphibious assaults) Max 5 on the board at any time.
      Purpose: Represent the US Marine Corps and allow Island Hopping to be a bit easier for the US player.
      I used HBG’s dark green Marines for these units.

      To balance these units, I also play with the “Tokyo Express” rule which gives Japanese Destroyers the ability to transport 1 Infantry. I haven’t figured out a good UK bonus which would balance well with these small tweaks.

      My group also really enjoys the “free factory” House Rule, which gives each player (besides Russia, we decided the Russian extra factory does nothing but help the Axis) a free IC before the game begins with the condition that it must be placed on a territory worth exactly 1 IPC. Typically, Germany puts theirs in Libya, UK chooses either Persia or Belgian Congo, Japan places theirs on Malaya, and the US chooses Sinkiang (sometimes West Indies if the US player is wary of Japan producing on the free factory). We enjoy this rule because it keeps Africa interesting for quite a while. Sometimes the US will get to place a fighter or two in China.

      As another house rule, we often give each player one tech token at the start of the game as well. Russia is typically excluded because the Axis players in the group contend that a) Russia had a dearth of scientists at the time due to purges, and b) they would rather each side only get two tech tokens, and I tend to agree with them.

      posted in House Rules
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      PGsquig
    • Axis leaders heartbroken

      japaneseLebron.jpeg

      I don’t know if memes are allowed but I’ve done this by accident a few times and it is devastating. Had to make this meme to mitigate my sorrow.

      posted in Axis & Allies 1942 Online
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      PGsquig
    • RE: 1942 SE Adding Italy and China

      @SMichael23 I dig your ideas, this all sounds really fun. I would only be worried that the Allies would benefit too much from this. Does Germany fall more quickly in the games you’ve tried with this setup? Or do the allies usually go KJF? Thanks

      posted in House Rules
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      PGsquig
    • RE: 1942 SE Adding Italy and China

      @SMichael23 I love getting to play offense with Russia.
      What if the German bomber started in Libya?

      Also, I have some more questions. This idea has got me very intrigued.
      Do you change the IPC value of Italy? or can they only place 3 units per turn?
      Does Italy become a problem for Russia by canopening for Germany in your games?
      How many turns does China usually last before they’re gone?

      posted in House Rules
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      PGsquig
    • RE: 1942 SE Adding Italy and China

      @Imperious-Leader
      I could be wrong, but it seems to me that you are trying to say that you don’t like these house rules or that you don’t think they are well thought out because they place an Italian infantry in Italian East Africa.

      Regardless of the historical reality, don’t you think that, if you were playing with these house rules, the game would only become more interesting if you give Italy “Italian East Africa”?

      Adding an Italian infantry there only serves to give both sides more interesting options and keeps an entire continent in the game as a theater of war.

      We shouldn’t throw out house rules because they aren’t completely historically accurate. Even the OOB setup isn’t completely historically accurate. This mod for 1942 SE isn’t trying to nail everything exactly as it was on a specific date. In fact, a completely historical setup would be incredibly boring as the Allies would win 99% of the time.

      @SMichael23 even put in the second line of their post that the aim of this setup is to encourage players to fight over Africa. That is what the Italian infantry in Italian East Africa does.

      posted in House Rules
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      PGsquig
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