I think Krieghund means that you can load transports in non-combat after a battle where you destroy all enemy surface ships, given that taschuler said “after defeating the British navy that is currently there”.
Posts made by robbie358
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RE: Load Transports questionposted in Axis & Allies Global 1940
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RE: Vichy France alt Ruleposted in House Rules
If you wanted to go historical…
When Germany takes France (and Normandy)-
Southern France, Morocco, Algeria, Tunisia, French-Indo China, Syria, French Guiyana, and Madagascar become “Vichy” French and are no longer at war with Germany or Italy, but may be attacked by the Japanese or other Allies. Tunisia goes to Italy.
All French forces not in these territories (the Central African territories, the French Navy, and the French exiles in Britain) continue to fight on the Allies side.
When France is liberated, all Vichy forces return to France. -
RE: The MOST EPIC Game Of A&A EVER!!!posted in House Rules
We do have a game. Send me the $10,000 I need to buy the minis and I’ll get us all set up.
Then we just need to find 5 other players.
LOL -
RE: The MOST EPIC Game Of A&A EVER!!!posted in House Rules
If it was just a 1v1 game and you had to fight out each battle, then yeah, it would take forever.
I was thinking more along the lines of each battle that is fought is fought by a different player on the same side.
For example: In a 3v3 game 1st turn Germany invades Normandy, France, Yugoslavia, and attacks the British navy in three places. One player (call him Rommel) on the Axis side runs the Battle Of France with one Allies player defending, One player goes through the Yugoslavia and Normandy missions against another Allies player, and the last player sets up the Naval battles against the UK player. In this case you could get through a turn or two in one night.In response to the strategy/tactics thing… I would make the battles more about tactics and less about die rolls. I’m looking for a leap of faith here. We’d just have to imagine that the A&A land maps are much larger than they currently represent (the small towns are actually large cities, each hex is several miles wide).
It makes it far more realistic IMO. An infantry with a well-placed shot could still shoot down a plane or a tank (there are even anti-air or anti-tank infantry you could play with), but in reality it’s ridiculous to assume if a few infantry are attacked by a Tiger and two Stukas that the infantry are gonna kill something.
The only things keeping me from attempting this is the cost involved. You’d have to throw down at least $5,000 on minis for each side to have a full game even be possible. Also it would take quite awhile to figure out the rules in depth for a balanced game. I really want to try this though, if I could ever find 5 other guys to put in the time and money involved.
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RE: The MOST EPIC Game Of A&A EVER!!!posted in House Rules
I know it would be easier to label each unit on the board as a specific minis unit and just have it out on the minis board, but it would be impossible to keep track of with so many units on the board.
Therefore it would have to be each unit gives you a set, predetermined amount of points that you can spend in the fight.For example, Japanese tanks in minis suck, so they give you only 20 points each in the minis game to spend on Japanese tanks. So with 5 tanks in a battle, Japan would be able to spend 100 points on tanks in whatever land battle.
Conversly, German tanks were awesome, German tanks give you 35 points each to spend on tanks. That way you could have 2 Panthers or 1 Tiger in the fight.Planes would have to have differnt costs if they happen to be fightin over land or sea, due to the points differences between land minis and War At Sea.
Of course objectives would have to be eliminated in the minis games and all units would have to fight it out till dead or the attacker retreats, which would require him or her to run all thier forces off thier own side of the minis map.
Oh, and you’ld have to spend a fortune to get enough minis to even try and play the epic battles that happen in the '40 game.
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The MOST EPIC Game Of A&A EVER!!!posted in House Rules
What would be awesome:
Combining A&A Global 1940 with A&A Miniatures.
The Global '40 game would stay the way it is and you still move pieces and take territories as normal. Only the combat is different.
In each battle, each piece that you have gives you a certain amout of A&A Minis points to spend on a specific type A&A Mini. There would be set-up minis maps for every territory on the board, land and sea.
Also, to keep it historical, the first turn of the game happens in 1940 therefore you can only select units in battle from before 1940. The 2nd and 3rd turn happen in 1941, 4th and 5th in 1942, and so on…This will probably never happen, but it’s just something to think about.
I think we could set up rules that make the game better in a realistic way.
Bear with me here. -
RE: 2011 revision suggestionsposted in House Rules
Epic Fail. I got sent to the “House Rules” cellar.
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RE: "Silly" question # 1 for Axis and Allies: WASposted in War at Sea
So I’m painting my board-game A&A pieces and I hear the “I can’t tell the difference” arguments all the time, so I’ve been pondering solutions ever since.
No matter how painstakingly I paint each individual piece with the nation’s roundel, they still whine about it… but hey NAVY SHIPS ARE GREY!
In this game it is ridiculously hard to keep track of what ship is what unless you’re a hardcore expert. I was thinking about using the control markers from the board game in addition to drawing an alphanumerical symbol on the marker. Something easily visible. I’ll make two of each of them and place one next to the ship and one on the card. -
RE: War At Sea Database updated with Set Vposted in War at Sea
Thank You so much for this link! Now to just find players in my area….
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RE: 2011 revision suggestionsposted in House Rules
I’d like to personally suggest a few changes:
- The USSR should have a pacific naval force. At least a few subs and possibly a cruiser or destroyer, like they had in real life.
- The UK should be vulnerable to a Sealion invasion by Germany, but there should be a rule that allows Canada to still collect and spend its own income to build British units.
- Italy should not start out at war with France and UK.
- China should be allowed to operate naval and air bases, and the Chinese fighter should be allowed to attack targets outside of China, as long as it lands back inside Chinese territory.
- Cruisers should be able to pair with Tactical Bombers to increase thier attack by 1. In reality, many cruisers in WWII were equipped with Radar fire control to coordinate attacks by other naval and air forces better.
- Strategic Bombers should be able to be used for one thing only… Strategic Bombing. This was used heavily during WWII and isn’t represented well in the game as noone wants to lose thier Bomber to AA/Intercept fire because they could be used for other attacks.
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2011 revision suggestionsposted in House Rules
So as I understand it, the Europe '40 and Global '40 rules are currently under revision for a new 2011 release. Due to the bloat of other topics on this forum regarding this I’d like to set forth a few ground rules.
Please don’t comment on anyone elses ideas without offering at least one on your own, and try not to get into debates about minor nonsense.
Thank You in advance for your cooperation. -
RE: AAG40 FAQposted in Axis & Allies Global 1940
When the UK rolls for War Bonds does it get to roll twice? Once for London and once for Calcutta?
If only once then does it have to choose where the money is going before or after rolling? -
MMGA Recon (Minnesota)posted in Player Locator
MMGA Recon is tomorrow, March 5th, 2011 from 10AM to 11PM at the Coon Rapids, MN VFW Club. It’s pretty cheap to get in the door (less than $10) and we’ll be playing A&A all day long.
I hope to see people there.
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RE: The "Bell-Fey" Manoeuvrposted in Axis & Allies Global 1940
If you are only playing once that month, you spent 3 and a half hours setting up the game and playing maybe three rounds, and you are playing the U.S.: then you don’t want the game to end before you get into the war. So I would help the enemy early….if its round 10 or so, then no.
Exactly my point. It’s worse around turn 3 or 4 when you’ve been playing for 4 hours or so, teaching new people the rules, and putting strategies together with your allies, only for the game to end on something stupid like this.
I think that when you’re the Allies playing OOB rules, you can probably lose your capital and still be in the game. When you’re the Axis and you lose Tokyo on US3 it’s impossible at that point.
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RE: The "Bell-Fey" Manoeuvrposted in Axis & Allies Global 1940
Hey Robbie,
I am intimately familiar with the “Belfay” (by-the-way, there is no need to change the spelling in order to protect anyone. If Belfay doesn’t want the move of leaving a naked capital open named after himself, he needs to stop doing it.) I lived in the Twin Cities when Revised came out and played weekly games with him and Bunnell. Man, when he is on your team, it is your responsibility to do a “Belfay” check every round. He’s a big boy, it is perfectly legitimate to take advantage of an opponents naked capital if they leave it within range of take over.
Also, Mr. Belfay, if you are reading this, no harm or foul is meant by discussing your trademark move. At least you are not a Vikings fan like Mr. Bunnell is.
Go Bears!!!
GSH34I just like the spelling like this. Sounds fancy. “Bell-fey”
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The "Bell-Fey" Manoeuvrposted in Axis & Allies Global 1940
So I have a very serious question behind a not-so-serious premise.
Being able to take somebody’s capital when they don’t see that it’s possible until it happens.
In our gaming group we call this the “Bell-Fey” named after the man who does it time and again (but only when he’s MY teammate, his last name is Belfay).
IMO, it’s the A&A equivalent to a checkmate without ever having to call “check” in the first place.
Is it bad sportsmanship, or just a clever way to win?
I make the argument that it is, although I don’t complain about it when I see people take advantage of a strategic blunder like this.
After setting up this Global 1940 game and playing for 5 1/2 hours, isn’t it wrong that at 30-second mistake ends the game?
I would point it out to the other team, am I alone in this?
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Let's Talk About Tech, Baby!posted in House Rules
OK, I love playing with tech, but not many other people do. Why is that? I don’t know, but it does sorta give you an easy way to balance out the OOB game.
So besides being able to buy dice to roll, I think that certain countries should start with certain techs. We just need to find the correct balance of tech, that’s all.
I’m of the opinion that Germany should always start with super-subs. If a player knows how to use it, it could be deadly.
Here’s what I’m thinking…
Germany- Super Subs, Improved Mech (maybe Adv Artillery, Rockets, Paratroopers, or Jets)
USSR- (maybe Increased Factory Production)
Japan- (maybe Improved Shipyards or Long Range Air)
UK- (maybe Radar)
ANZAC- (maybe Increased Factory Production)
Italy- (maybe Increased Factory Production)
USA- War Bonds (maybe Paratroopers, Increased Factory Production, Improved Shipyards, Radar, Long Range Air, or Heavy Bombers)So that’s 2 big ones for Germany, and one small one for USA - to keep it historical and possibly balance it out.
Your thoughts? -
Killer Japanese Strategyposted in Axis & Allies Global 1940
Alrighty, I just got done playing a game of global with my buddies, and I was Japan. We don’t play any of this alpha setup stuff, so it was out-of-the-box rules. I’m sure that’ll get me 100 posts on “why not”, but I digress.
I think it’s suicide for Japan to bring the USA into the war before turn 3, so I figured why not try the J3 India crush if I’m out of it until then anyways. I signed my pact with the USSR player and proceeded to set up my transports and planes to hit India.
What needs to happen for this to work is you need to position your planes the first turn in Kwangsi. ALL of them (except what’s on the carriers). Second turn you build an airbase (and possibly a naval base) in Kwangsi and go after China with all of your planes. You MUST prevent the Chinese player from recapturing Yunnan on thier second turn. You are then free to hit India with ALL your planes. Once you take it, convert the complex back to a major and crank out troops to invade the DEI, or West Africa, or the USSR, or whatever.
You should be overwhelming, but a good India player will have about twenty-four 2’s and five 4’s plus AA fire, so you never know. This dice could decide it all, but this really helps the axis where they need it the most. If it works, that is.
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RE: Us Navyposted in Axis & Allies Global 1940
You should always buy something because you never know if something unpredictable will happen, and you’ll be in some way prepared.
Also, the “save all your cash” move might not work too well, because you have a limited number of units you can buy on a turn. I know 20 for the east coast seems like a hell of alot, but when you’re talking ships AND planes AND transports AND infantry AND tanks/artillery, you might be short. -
RE: China can become a monsterposted in Axis & Allies Global 1940
I’d like to see China roll for tech sometime. War bonds, Improved Artillery, or Jets might be pretty useful for them.
Hey, if the Allies go Japan first (especially in the Alpha setup) it could be really useful for the Chinese to spend 15 bucks a turn on tech. They won’t be doing anything else but buying a ton of infantry because they can’t move anywhere.