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    Posts made by RogerCooper

    • RE: "East & West" by Imp Games - Discussion

      @RogerCooper After reviewing maps, I concluded that the East & West map is closest to the TripleA Big World map, so I will implement it first on Big World and then use the actual map.

      In terms of neutral handling I see the following possibilties

      • Major neutrals impassable except that Russia may attack the Arab League.

      • Major neutrals are fully playable and can be allied through the diplomacy technology table.

      • Major neutrals can be allied through the diplomacy technology table and are absorbed into the allying power. They are impassable until then.

      posted in Other Axis & Allies Variants
      R
      RogerCooper
    • RE: "East & West" by Imp Games - Discussion

      @The-Janus So is there any plausible reason to attack a major neutral except maybe USSR attacking the Arab league? It sounds like there isn’t . Which is easy enough to handle in a scenario.

      It seems a shame to have deployments defined for major neutrals, and not get to use them.

      As always, I can have multiple scenarios which handle the major neutrals differently.

      posted in Other Axis & Allies Variants
      R
      RogerCooper
    • RE: "East & West" by Imp Games - Discussion

      @The-Janus said in "East & West" by Imp Games - Discussion:

      @RogerCooper said in "East & West" by Imp Games - Discussion:
      Have you considered the knock-on effects of changing those mechanics?
      Would you want China and OAS to become active powers?
      Or would they just swing all their income, units, and territories to USSR/USA in one dice roll?

      I was assuming they would become active powers on their own. But that is not the only possibility. You could have them join the power recruiting them.

      The problem with E&W rules for neutrals is that they are just passive sources of income, that can also be attacked. That is not very interesting.

      We could also try eliminating major neutrals entirely. The major neutrals could be handled like minor neutrals and recruited through technology or events. That is arguably more realistic and probably more interesting with wars breaking out in unexpected places.

      posted in Other Axis & Allies Variants
      R
      RogerCooper
    • RE: "East & West" by Imp Games - Discussion

      @The_Good_Captain Tech will be optional

      posted in Other Axis & Allies Variants
      R
      RogerCooper
    • RE: "East & West" by Imp Games - Discussion

      @The-Janus said in "East & West" by Imp Games - Discussion:

      @RogerCooper said in "East & West" by Imp Games - Discussion:

      you either get them or you don’t

      You’re going to have to unpack what you mean by that.
      If China is allowed to effectively be a 16 IPC swing on a random die roll, I’m calling bullshit.

      When you “get” a major neutral, would you get all of their units/territories? Or if they can still be influenced back to the other side, are you basically suggesting we compress the 9-point influence scale down to just 3 (positive, neutral, negative)?

      Yes, you are correct I am proposing effective a 3 point scale.

      An alternative would be variable entry. China always comes on the Soviet side, OAS on the NATO side. The Arab League would still be random.

      As this a mod, I could have different scenarios with different rules.

      Looking at the East & West rules, it seems unlikely that you could ever bring a major neutral over. You only have a 1/6 chance to move it one step and your opponent can deploy spies to counter you.

      As E&W is set in 1948, the Chinese Civil War is still raging and a Nationalist victory possible.

      posted in Other Axis & Allies Variants
      R
      RogerCooper
    • RE: "East & West" by Imp Games - Discussion

      @The-Janus said in "East & West" by Imp Games - Discussion:

      @RogerCooper said in “East & West” by Imp Games - Discussion:
      It’d be interesting if you could also code in Nuclear Subs being able to go under the ice cap? Maybe there’s a way to model it as a strait/canal, to make that work.

      I could add an ice cap territory. However, I doubt that it would have a significant effect on play

      The problem that immediately jumps off the page to me, is that you couldn’t throw the two types of A-bombs into a tech pool, and have it work out with just random rolling; I assume that might tie into this comment?

      I would implement nuclear weapons using the rules from the “The Grand War”.

      I’m not familiar with how that game does it. I also would have to assume that the nuclear complication table is off the… well, table.>
      TripleA can support tech trees. The nuclear complication table is off the table. As the Soviets would also start with fission bombs, there is not much point to creating a tech tree.

      From my experience with Europe 1940, I think you would have to treat each major neutral similarly to how the “true neutrals” are modeled, in that game i.e. declaring war on one declares war on all. Activating the neutral units properly RAW is going to be the real problem, I’d imagine – just based on how in A&A games everything is dependent on moving units into those territories, whereas in E&W it’s not. The other thing you could maybe do is represent the income provided by the major neutrals as “National Objectives” that you achieve through spying… assuming there’d be a way to code those two systems to interact together.>

      The major neutrals would be handled as separate countries that could be allied with. I am not going to try handle the multi-step process of getting neutrals, you either get them or you don’t. However, rolls on the diplomacy table are more likely to get minor neutrals than major neutrals.

      An interesting question is what to do if you gain the support of a major neutral that is already allied with your opponent. Does it?

      • Have no effect
      • Go back to neutrality
      • Flip immediately to the new alliance

      All of these are interesting possibilities.

      posted in Other Axis & Allies Variants
      R
      RogerCooper
    • RE: "East & West" by Imp Games - Discussion

      @The-Janus Your MSpaint version is good starting point for me.

      posted in Other Axis & Allies Variants
      R
      RogerCooper
    • RE: "East & West" by Imp Games - Discussion

      @The-Janus said in "East & West" by Imp Games - Discussion:

      @RogerCooper said in "East & West" by Imp Games - Discussion:

      My plan is to starting by implemented East & West rules on an existing map and then using the East & West map, thereby creating two mods. I see people have tried the Classic, Revised and Global maps. I was thinking of the Anniversary map or the Big World map from TripleA.

      As was mentioned here and there a few times, it appears to me that the map most closely resembles Xeno Games’ World at War (particularly the delineation of sea zones); if a map and/or module exists somewhere for that game, that would probably be the best place to start. Otherwise, of the A&A maps I’m familiar with, I’d say Revised is probably the closest; the ruleset obviously most closely resembles Classic, but there are also a few W@W-isms.

      My hunch is that some of the technologies (and maybe the spying) will be the hardest to implement; the other hang-ups (also mentioned earlier in this thread) would be not allowing allies to land planes in newly-captured territories, as well as the ‘universal’ infantry placement rule. Also, tanks being able to move on non-combat and combat movement is pretty unique, for A&A; the submarine rules were also a bit of a stumbling block, since they’re not entirely clear.

      Were there any specific rules questions you had about E&W?

      There is World at War mod for TripleA, but the map does not resemble East & West.

      The tech rules and the espionage rules would not be possible to implement in TripleA. What I was thinking of doing was using the WW2V3 (Anniversary Edition) tech model and giving some free tech tokens out to each nation.

      You would select the type of advance you are looking for. Each of technologies would be padded with free units to prevent overly fast advances. For example,

      Submarine Technology

      • Snorkels (subs immune to air attacks)
      • Nuclear Power (subs move 3)
      • Cruise Missile (subs bombard at 2)
      • Receive 1 free submarine
      • Receive 2 free submarines
      • Receive 3 free submarines

      Spies would be implemented as a technology list. The diplomacy would have all 3 major neutrals and the 14 minor neutrals. If you receive that “tech”, you gain control of the neutral (as long as it still is neutral).

      I would implement nuclear weapons using the rules from the “The Grand War”.

      posted in Other Axis & Allies Variants
      R
      RogerCooper
    • RE: "East & West" by Imp Games - Discussion

      I have started on creating a mod for TripleA based upon East & West. You can follow my progress at https://forums.triplea-game.org/topic/4059/a-new-year-and-a-new-mod?_=1738631120040

      My plan is to starting by implemented East & West rules on an existing map and then using the East & West map, thereby creating two mods. I see people have tried the Classic, Revised and Global maps. I was thinking of the Anniversary map or the Big World map from TripleA.

      Any assistance or comments would be appreciated.

      posted in Other Axis & Allies Variants
      R
      RogerCooper
    • RE: Axis & Allies and Zombies Q+A

      Some rules questions

      1.  Do Zombies stop Blitz moves?

      2.  If you are attacking zombies, does the 6 (zombie) roll count for kills as well as the usual roll?

      3.  If the defender is destroyed and there are only attacking planes and zombies left, is there still 1 round of anti-zombie combat with just planes?

      I would expect the answer to be yes for all of these, but the rules are a bit vague.

      posted in Axis & Allies & Zombies
      R
      RogerCooper
    • Axis & Allies Mini-Convention in New York City on 5/21/16

      From 9AM to 11PM in Grace Episcopal Church in Whitestone. For details http://www.meetup.com/Long-Island-Axis-Allies-Meetup/events/230029415/

      posted in Events
      R
      RogerCooper
    • Axis & Allies Wiki Reaches 2,000 articles

      www.axisandallies.wikia.com

      posted in Website/Forum Discussion
      R
      RogerCooper
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      Can income be collected from contested areas? If yes, what if a neutral area is attacked but left contested.

      posted in Axis & Allies 1914
      R
      RogerCooper
    • RE: Latest Patch and Utilities for Hasbro Axis and Allies CD-Rom 1998

      I would like to post the videos from the old Iron Blitz game, but the seem to be in an unusual file format (mgf). Does anyone know how to read them.

      I have posted the files at the bottom of the following page http://www.rogercooper.com/AxisAlliesTriple-AComputerVersion.htm.

      posted in Software
      R
      RogerCooper
    • Long Island Axis & Allies Meetup (NYC Residents welcome)

      Next meetup Sunday 7/25 at The Game Table in Mineola. Close to Northern State Parkwy (Grand Central Parkway). Accessible by Train or Bus. For details see http://axisandallies.wikia.com/wiki/Long_Island_Axis_%26_Allies_Meetup

      posted in Player Locator
      R
      RogerCooper
    • Axis and Allies Wiki Reaches 800 Articles

      The Axis and Allies Wiki has reached 800 articles. Please contribute.

      Most of the material is TripleA-oriented, but some also applies to the boardgame series.

      I am particularly looking for strategy articles involving individual scenarios. Put your scenario design tips in the Scenario Design article. Finishing the rules comparison would be useful.

      Please write your articles.

      posted in News
      R
      RogerCooper
    • RE: Two Ideas for the Allies. What do you think?

      My group has found that all the clever ideas for the Allies fail. The Japanese fleet can use the political rules to be in position to launch a devastating attack on T3 against the American fleet. Large air fleets are deployed in Vietnam and Caroline islands. Transports and Carrier are build for additional flexibility.

      The Japanese can use their superior starting forces and central position to strike at will. The Japanese have a number of avenues of attack:

      1.  Smash China
      2.  Push into India
      3.  Take the Dutch East Indies (vital for the income flip)
      4.  Invade Australia
      5.  Hit the US fleet where ever it is hiding
      6.  Take San Francisco
      7.  Take Honolulu

      Although Allies can counter some of these, they can’t counter all of them at the same time.

      If the CW forces make a maximum effort in the DEI, the Japanese can hit their weakened home areas. If they don’t make a maximum effort in the DEI, the Japanese can swiftly take them from the CW, leaving the UK with little income with the eventual fall of Asia.

      If the US tries saving money or dispatching aircraft to the SW Pacific, the Japanese can hit San Francisco. If the US defends San Francisco, the Japanese aircraft in the Carolines can be used to support an attack on Australia.

      If the Allies save the US fleet by moving it to New Zealand (and combining it with CW forces), the Japanese take the DEI and threaten San Francisco and Australia.

      If the each Allied power launches a separate local attack, the Japanese can defeat them in detail.

      posted in Axis & Allies Pacific 1940
      R
      RogerCooper
    • Axis and Allies Wiki (Please Contribute)

      I have had going for more than a year, a wiki for Axis and Allies at www.axisandallies.wikia.com. It focuses on new scenarios and variants, especially for the TripleA computer game. Most of the material from Trasher’s old website can be found there.

      Post your scenarios and variants there.

      posted in News
      R
      RogerCooper
    • RE: Rules Comparison

      In the 3rd edition of the Classic rules, air units were allowed to retreat. The 3rd edition also provided for sub submergence. I will need to add the stack thing.

      posted in Axis & Allies Classic
      R
      RogerCooper
    • Rules Comparison

      I have made a comparison between the different versions of A&A. Can anyone spot any errors or omissions? The formatting was lost when pasting it into the posting.

      Axis & Allies Rules Comparison
      AA Guns
      Revised Can fire at the enemy whenever overflown. Can stack AA guns but only 1 can fire. AA guns
      target specific aircraft.
      Classic Can only fire at enemy combat movement. Can’t stack AA.
      Europe Can only fire at enemy combat movement. Can stack AA guns but only 1 can fire.
      Pacific Can only fire at enemy combat movement. Can stack AA guns but only 1 can fire.
      D-Day Not used. Artillery fires as planes.
      Air Bases
      Revised Not used
      Classic Not used
      Europe Not used
      Pacific Air bases are marked on certain islands. Planes flying off bases receive 1 area bonus. It does
      not apply to aircraft flying to the island, regardless of side.
      D-Day NA
      Aircraft Carriers
      Revised Costs 16. Fighters can be built directly on carriers.
      Classic Costs 18. Fighters can’t be built directly on carriers.
      Europe Costs 18. Fighters can’t be built directly on carriers.
      Pacific Costs 18. Fighters can’t be built directly on carriers.
      D-Day NA
      Artillery
      Revised 2-2-1. Costs 4. May pair with 1 infantry on attack, raising its attack to 2.
      Classic Not used
      Europe 2-2-1. Costs 4. May pair with 1 infantry on attack, raising its attack to 2.
      Pacific 2-2-1. Costs 4. May pair with 1 infantry on attack, raising its attack to 2.
      D-Day 2-2-1. Costs 4. May pair with 1 infantry on attack, raising its attack to 2. Can shoot down air
      units on a 1.
      Battleships
      Revised 2 hits to sink, repair immediately for free at end of battle. Bombardments takes place before
      regular combat.
      Classic 1 hit to sink. Bombardment occurs during first round.
      Europe 2 hits to sink, repair immediately for free at end of battle. Bombardments occurs during first
      round.
      Pacific 2 hits to sink, repair immediately for free at end of battle. Bombardments occurs during first
      round.
      D-Day Not used
      Blockhouses
      Revised Not used
      Classic Not used
      Europe Not used
      Pacific Not used
      D-Day Attack 3, Defend 1 don’t move. May also attack land units in adjacent sea zones. Attacker
      chooses losses.
      Bomber
      Revised 4-1-6. Costs 15. Can strategically bomb.
      Classic 4-1-6. Costs 15. Can strategically bomb.
      Europe 4-1-6. Costs 15. Can strategically bomb.
      Pacific 4-1-6. Costs 15. Can strategically bomb.
      D-Day Attacks at 3. Chooses target. Unlimited movement. Can’t end in an area with friendly units.
      Convoys
      Revised NA
      Classic NA
      Europe They are captured like land areas. Only the original owner can draw income from them.
      Pacific They are captured like land areas. Only the original owner can draw income from them. If the
      convoy has no income, it controls the income of the named area. Income can only be drawn if
      the area and the convoy are controlled by the same side.
      D-Day Not used
      Destroyers
      Revised 3-3-2. Costs 12. Blocks all enemy submarine special abilities. No bombardment
      Classic Not used
      Europe 3-3-2. Costs 12. Blocks enemy submarine special abilities. Allows air units to attack submarines.
      No bomardment. Bombards at 3.
      Pacific 3-3-2. Costs 12. Blocks enemy submarine special abilities. Allows air units to attack submarines.
      Bombards at 2.
      D-Day Not used.
      Fighters
      Revised 3-4-4. Cost 10. Not involved in strategic bombing. Can be built on adjacent carriers.
      Classic 3-4-4. Cost 12. Not involved in strategic bombing. Can’t be build on adjacent carriers.
      Europe 3-4-4. Cost 12. Can escort & attack strategic bombers. (Escorts fire at 1, interceptors at 2).
      Can’t be built on adjacent carriers.
      Pacific 3-4-4. Cost 12. Can escort & attack strategic bombers. (Escorts fire at 1, interceptors at 2).
      Move make a non-combat move to an adjacent sea zone if no other movement made that turn.
      Will land at beginning of your next turn. Can’t be built on adjacent carriers.
      D-Day Do not attack during your combat phase. Instead moving it to an area. An enemy unit that
      moves in or out is attacked at a 1. Each fighter gets a shot at each enemy. Can only be
      attacked by artillery (at a 1).
      First Turn Rules
      Revised None
      Classic No Russian first turn attack
      Europe Nonte
      Pacific Allied forces defend at 1 (except Chinese).
      D-Day None
      Industrial Complex
      Revised Can only build a number of units equal to its income. Can’t be built in 0 value areas.
      Classic Original industrial complexes can build any number of units. IC’s built during the game can only
      build a number of units equal to its income. Can build 1 unit in 0 value areas.
      Europe Unlimited builds. No new complexes.
      Pacific Unlimited builds. Only USA can build new complexes.
      D-Day Not used. New units enter as reinforcements only.
      Lend-lease
      Revised Not used
      Classic Not used
      Europe During the Soviet non-combat move phase, he may convert Allied units in his territory to Soviet
      Pacific NA
      D-Day NA
      Marines
      Revised Not used
      Classic Not used
      Europe Not used
      Pacific Costs 4. Receives a +1 on amphibious attacks. Cumulative with artillery bonus.
      D-Day Not used
      Middle East
      Revised NA
      Classic NA
      Europe Germans collect income from captured Middle East areas directly from an Allied Player. The
      Allied player chooses who.
      Pacific NA
      D-Day NA
      Naval Bases
      Revised Not used
      Classic Not used
      Europe Not used
      Pacific Naval units can move 3 during non-combat movement, if naval bases are in both the starting
      and ending areas. The island must be controlled for each base. Newly captured areas are fine.
      D-Day NA
      Neutrals
      Revised Impassable
      Classic Can be invaded for 3 IPC’s.
      Europe Impassable
      Pacific Impassable
      D-Day NA
      Order of Player
      Revised USSR-Germany-UK-Japan-USA
      Classic USSR-Germany-UK-Japan-USA
      Europe Germany-USSR-UK-USA
      Pacific Japan-UK-USA
      D-Day Germany-UK-US
      Retreat
      Revised Attackers can retreat after any combat round, except for land units in an amphibious invasion.
      Defending subs can retreat after any combat round.
      Classic Attackers can retreat after any combat round, except for land units in an amphibious invasion.
      Defending subs can retreat after any combat round.
      Europe Attackers can retreat after any combat round, except for land units in an amphibious invasion.
      Defending subs can retreat after any combat round.
      Pacific Attackers can retreat after any combat round, except for land units in an amphibious invasion.
      Defending subs can retreat after any combat round.
      D-Day 1 round of combat per turn. No retreats. Land units in contested areas can’t move.
      Stacking
      Revised Unlimited.
      Classic Unlimited.
      Europe Unlimited.
      Pacific Unlimited.
      D-Day 8 land units per side per area. 4 fighters. No limit on bombers or blockhouses.
      Submarine
      Revised Submarines fire during opening fire, on attack or defense. May submerge after round of combat.
      Can move through enemy sea zones without fighting. An enemy destroyer negates all these
      abilities (it fires in regular combat).
      Classic First fire on attack. Can retreat or submerge after any round of combat.
      Europe First fire on attack. Can retreat or submerge after any round of combat. Destroyers negate
      submarine first fire. Air units can only attack subs if destroyers are present.
      Pacific First fire on attack. Can retreat or submerge after any round of combat.
      D-Day Not used.
      Tanks
      Revised Defend at 3
      Classic Defend at 2
      Europe Defend at 2
      Pacific Defend at 2
      D-Day Axis defend at 3, Allies defend at 2
      Transports
      Revised Can carry 1 infantry + 1 other land unit. Can load if submerged sub present.
      Classic Can carry 2 infantry or 1 other land unit. Can’t load load if submerged sub present.
      Europe Can carry 1 armor or 2 other land units. Can’t load load if submerged sub present.
      Pacific Can carry 1 armor or 2 other land units. Can’t load load if submerged sub present.
      D-Day Not used.
      Victory Conditions
      Revised Hold 9 victory cities at the end a complete turn. (The number can be varied).
      Classic Take 2 enemy capitals. In addition, the Axis can win by holding 84 points of income at the end
      of a turn.
      Europe Take any enemy capital.
      Pacific Japan scores 1 VP for every 10 points of income (less strategic bombing losses). Bid for VP
      level for victory.
      D-Day Allies win by having an uncontested control of all 3 objectives cities for an entire turn by turn
      10. (This a little too hard, I would allow victory if this is achieved at any time).

      posted in Axis & Allies Classic
      R
      RogerCooper
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