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    Posts made by phd_angel

    • RE: Oztea's 1942 Global Setup

      I took a look on the setup and appreciate the effort, but what’s the intention and purpose behind this mod?

      I read elsewhere in the forum that this setup is about realism, but in 1942 Brazil was still flirting with both the US and Nazi Germany, and saw that Germany has too many territories in West Africa, so I got confused about the realism claim.

      Thanks for the clarification.

      posted in House Rules
      phd_angelP
      phd_angel
    • RE: Global 1942 Scenario by Larry Harris

      The global 1942 scenario is different and exciting, but also looks biased to favor the Allies.

      I’m intrigued by Germany’s situation, stretched thin against an upcoming Soviet onslaught.

      What are main moves and strategies that Germany should use to fight USSR and UK?

      Many thanks for any teachings and insights into Germany’s options here.

      posted in Axis & Allies Global 1940
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      phd_angel
    • RE: South Florida, Treasure Coast, Martin County, Stuart

      @kaiser-Willie I sent you a PM. Call me.

      posted in Player Locator
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      phd_angel
    • RE: General 6 Stars 1941 WW2 Game

      Just me, but I don’t think the game should be “balanced” just because real WW2 was far from being balanced. If I wanted balance, I’d play chess or checkers.

      posted in Other Axis & Allies Variants
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      phd_angel
    • RE: South Florida, Treasure Coast, Martin County, Stuart

      @AxisPlayer14 Thanks so much but that’s a 3 hour drive to the Atlantic coast where I live. We can play remote though. ?

      posted in Player Locator
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      phd_angel
    • RE: Realistic Vichy France Rules - Global 1940

      @SuperbattleshipYamato

      Yes, you are correct. Dakar (in Senegal) was Vichy until 1942 but the vast majority of French West Africa remained Free France. (Gabon quickly fell to de Gaulle in 1940). Thus, given the preponderance of Free France in that macro region, it makes sense to ascribe it to France. (But feel free to mark it otherwise, if you feel so).

      I devised these game rules to easily work in any Axis & Allies variant (Europe 40, Global 40, Global War, HBR, Bloodbath, etc.).

      Thanks again for your note. Have fun!

      posted in Global War
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      phd_angel
    • RE: Realistic Vichy France Rules - Global 1940

      @SuperbattleshipYamato - Thanks so much for your kind note. Indeed, the intention is to combine playability with historical realism.

      You are correct that Madagascar should be Vichy (even as it fell to Britain in the following year). I’ll update the rules accordingly. However, West Africa remained Free France in the historical record (Operation Menace). So, West Africa should remain Free France.

      Thanks for the note. Have fun!

      posted in Global War
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      phd_angel
    • South Florida, Treasure Coast, Martin County, Stuart

      I live in Stuart (town located between Port St Lucie and West Palm Beach) and host and attend games in the Treasure Coast area (Martin County, Indian River County, St Lucie County).

      I can play all main and mod versions: Global 1940/1942, 1914, Anniversary, 1942.2, as well as HBG Global 1936 and Bloodbath.

      Please email me, as I may not check this page often:

      phd_angel [at] yahoo.com

      posted in Player Locator
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      phd_angel
    • RE: Playing Solo

      Yes, and there are methods to make solo gaming more enjoyable. Check the classic book “The Solo Wargaming Guide”.

      Basically, you list key strategic paths for the opposing side, and before their round you roll the dice which will dictate the strategic path you must follow for that nation. This method prevents you from foreseeing how the enemy will operate.

      In sum, the enemy’s strategy is determined by luck before their round, but at a tactical level (battles), you need to make best decisions for all involved nations.

      Actually, this is an old rule for solo wargaming. You develop scripts for each enemy and roll the dice.

      posted in Axis & Allies Global 1940
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      phd_angel
    • Realistic Vichy France Rules - Global 1940

      Realistic Vichy France Rules

      Introduction: When playing Vichy rules, I was excited with the general concept but found that the game play could be improved by connecting playability with historical realism. I reviewed online variants to develop a ruleset that works in out-of-box and mod games. I added historical facts as footnotes to clarify some key rules. For feedback, please email: phd_angel@yahoo.com

      Activation: upon occupying Paris and Normandy-Bordeaux, Germany has the option of continuing to fight against France or declaring the Franco-German Armistice with Southern France. It becomes the French State during Germany’s income collection. Vichy is friendly to the Axis under special conditions and exceptions. (1)

      Setup: Replace France units and markers with Vichy ones in Southern France, Morocco, Algeria, Tunisia, Syria, Madagascar, French Indochina, and SZ93. Remaining territories and units in Africa and UK remain Free France. (2)

      Movement: Vichy units cannot move. Axis units can move in Vichy territories as friendly allies, except for French Indochina (which can be occupied by Japan for its IPCs).

      Combat: Vichy units can only defend, never attack. They roll at regular defense rates, except for infantries in the colonies, rolling as militias (roll for 1 instead of 2). Axis units in Vichy territories defend and attack at regular rates. (3)

      Income: Vichy collects no IPCs. Germany loots 17 IPCs when first occupying Paris and gets 3 IPCs per round as Vichy forced reparations. Adjust the IPC table (4).

      National Objectives:

      • Italy: Vichy Southern France counts for “Greater Roman Empire”
      • Italy: Vichy colonies do not count for “North Africa” (5)
      • Japan: its occupation of French Indochina negates “Trade with America”

      End of Vichy: the French State can collapse in two ways, requiring markers, units and IPCs to be changed:

      1. Occupation: Germany invades Southern France and declares its occupation in combat phase. No combat happens. Vichy units in Southern France and SZ93 are removed. Other Vichy territories and units become Free French, or become Axis if Axis units are present.

      2. Liberation: Allies enter Southern France. Vichy territories and units become Free French, but Vichy territories hosting Axis units become Axis. France starts collecting IPCs.

      Conclusion: Vichy rules dramatically affect the game in the Mediterranean. Germany benefits the most: it earns 3 IPCs per round (4), it gains a defense buffer against the Allies, and can move across any Vichy territory (e.g., Syria). In contrast, Italy cannot occupy Vichy territories and cannot enjoy the “North Africa” national objective (5) but can still enjoy easy passage to the Middle East…

      Historical footnotes:
      (1) Hitler wanted to neutralize France in the fight against Britain. He was concerned with its Mediterranean fleet and bases. In turn, France was happy not to be destroyed while maintaining rich colonies in Africa.

      (2) French colonial officers were ambivalent about cooperating with Vichy, Germany or Italy. Weak ties led them to flip according to circumstances.

      (3) Germany and Vichy agreed to coordinate military operations but rarely fought together. Vichy refused a military alliance with Germany. Moreover, colonial troops suffered low morale and often disobeyed orders.

      (4) Germany exploited Vichy economically, extracting logistical support to 300,000 German troops in Northern France. In addition, Germany used Frenchmen captured before the armistice to work as slave labor in Germany.

      (5) Hitler forbade Mussolini from occupying French colonies. But French Indochina was an easy prey for Japan interested in blockading Nationalist China and in attacking Dutch-owned oilfields.

      Enjoy.
      phd_angel@yahoo.com
      Chicago, 2020

      PS: Madagascar was added in setup in July 2023

      posted in Global War vichy france expansion realism global 1940
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      phd_angel
    • RE: I don't get Vichy rules in BM. Little help?

      I’m reviewing all Vichy rules available out there, as I plan to make a unique mod, because I like historical realism and simplicity, with minimized luck of dice, and some “asymmetric balance”.

      Some major points I’ve posted elsewhere in the forum:

      1. The main issue for this expansion is how to develop French neutrality, while at the same time providing a bonus to Germany. Apparently ignored by most players, in real life (IRL), Germany economically exploited Vichy, which had to richly sustain 300,000 German troops stationed in Northern France. Therefore, in the game, it only makes total sense that Germany gets the 3 IPCs from Vichy Southern France.

      2. Another related major issue is what to do with French colonies in terms of neutrality/occupation and IPC flows. I agree that the Vichy setup should reflect what happened IRL: North Africa, Syria, and Indochina go to Vichy, while other French colonies stay Free. However, it messes up Italy’s incursions into North Africa (as IRL, Hitler denied French colonies to Italy). I’m not sure yet as to the best approach to subjecting these colonies to invasion, occupation, and who gains IPCs (other than agreeing that Japan has easy access “rights” over Vichy Indochina), and also remote units…

      3. Germany never fought Vichy. IRL, with Operation Torch, Germany simply occupied Vichy in 1942, with no resistance whatsoever. Vichy units were disbanded. That can be also the case in the game. Just remove Vichy units.

      4. The uncertainty surrounding local pre-battles is quite interesting (will Vichy troops welcome or resist Allies in North Africa?..). However, I’d try to minimize dice randomness that is often used to decide some outcome. IRL, Vichy troops (just like Italians) surrendered as soon as seeing enemy superiority: thus, in the game, if Allies send more land + air units than defending Vichy units, then there should be no battle but quick surrender. Or, make it highly unlikely that a battle would ensue (for example, need to roll a 1).

      I’m now working on my own house rules, for an expansion (HBG lingo) that is quite realistic, fun yet simple. If anyone is interested, let me know and I’ll be happy to share my rules when ready…

      phd_angel@yahoo.com

      Chicago, December 2020

      posted in Other Axis & Allies Variants
      phd_angelP
      phd_angel
    • RE: Vichy France - Global 1940

      @Chris_Henry,

      Congrats on a quite realistic Vichy mod (I write this in 2020). Much better than the silly Tolkien-like options I see throughout this forum. I like realism and simplicity, with minimized luck of dice.

      I raise four major points with suggestions, for your consideration:

      1. The uncertainty of allegiances pre-battle is quite interesting. But I try to minimize dice randomness. IRL (in real life), Vichy troops (just like Italians) surrendered as soon as seeing enemy superiority: thus, in the game, if Allies send more land + air units than defending Vichy units, there is no battle but surrender. Or, make it unlikely that a battle would ensue (for example, need to roll a 1).

      2. IPC system, however, is historically inaccurate (as in most, if not all, Vichy mods I’ve seen): IRL, Nazi Germany profited handsomely on Vichy which had to quite richly sustain 300,000 German troops stationed in Northern France! So, in the game, Germany should actually gain IPC bonus, whereas Vichy and Free France gain nothing. How much, certainly 3 IPC, at least.

      3. Finally, Germany never fought Vichy. IRL, with Operation Torch, Germany simply occupied Vichy in 1942, with no resistance whatsoever. Vichy units were disbanded. That can be also the case in the game.

      4. My main doubt is to what happens to colonial territories. I agree that the Vichy setup should reflect what happened IRL: North Africa, Syria and IndoChina go Vichy, while other French colonies stay Free. However, I’m not sure as to the best approach to subjecting them to invasion, and who benefits from IPCs, if any one.

      Congrats again on a quite realistic and fun Vichy mod.

      phd_angel@yahoo.com

      posted in House Rules
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      phd_angel
    • RE: HBG's Spanish Civil War

      Hi. What’s the initial setup of units in Spain? I can’t find it anywhere in HBG expansion documents! Many thanks in advance.

      posted in Other Axis & Allies Variants
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      phd_angel
    • Wanted: Italy fascist decals

      Does anybody have any leftovers of Italian fascist decals (tiny flags or roundel decals) for tanks or infantry to spare? Happy to paypal something. PM me if possible. Thanks for sharing.

      posted in Marketplace
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      phd_angel
    • RE: G40 MAP

      I’m selling my printout of Sireblood’s global map (I’m not sharing his file, to protect his copyrights).

      PM me if interested.

      IMG_1392.jpg image url)

      posted in Marketplace
      phd_angelP
      phd_angel
    • [Global 1940] A&A Mod with Cross-Domain Concept: Additional Moves in Combat and Non-Combat

      In reading “Tabletop Wargames: a Designer’s Handbook”, I came across the concept of cross-domain (page 45), which would remedy a major drawback in A&A gameplay: the tremendous downtime as players have to wait about 1 hour between turns.

      Cross-domain means that other players can also move during someone’s turn. If I apply this concept to A&A, for example:

      • Germany player purchases units and makes all combat moves; then all other nations can make a single combat move anywhere (if they want) and resolve it;

      • then Germany player makes all non-combat moves; following that, each other player can also make a single non-combat move;

      • then, Germany player mobilizes units and collects income. Next nation (USSR in G40) then starts their turn following the same cross-domain of combats and non-combats.

      The big advantage is that it curtails downtime and keeps all nations engaged all the time, adding focus and excitement - and faster unit mobility. This seems pretty radical, as I’ve never seen this “house rule” discussed anywhere online or offline. I’m sure other players can find problems or appreciate advantages in this alternative mechanics…

      What do you think?..

      posted in House Rules global 1940
      phd_angelP
      phd_angel
    • RE: Submarine Surprise Strike

      So: units that are hit by a sub’s surprise attack don’t fire back and are simply removed. Got it.

      Good to know, because I’m coming across videos, threads and chats wrongly saying that they “fire back” from the “casuality zone”.

      Thank you. I appreciate your explanation.

      PS: Board glitch - I see your reply indented heavily to the right. I tried different browsers. Fyi.

      posted in Axis & Allies Global 1940
      phd_angelP
      phd_angel
    • Submarine Surprise Strike

      I’m still trying to understand what’s the advantage of the surprise attack… What’s the difference whether I roll before or during combat, if hit units still become causality and fire back. Isn’t the hit probability the same?.. What’s the math showing that surprise attack is a such as a big bonus?.. Thanks for the explanation.

      posted in Axis & Allies Global 1940
      phd_angelP
      phd_angel
    • RE: [Global 1940] SiredBlood Rules Summary

      Thanks for the summary. I think it reflects well Sireblood’s rulebook.

      1- I’m not entirely convinced that the cavalry unit is a necessary addition. Any thoughts?..

      2- Is there a list of the territories with resources and oil somewhere? I don’t have his map yet, but have markers I could use on my G40 map.

      posted in House Rules
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      phd_angel
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