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    Best posts made by seancb

    • RE: Houston, TX

      @philip1989 I live in Sugar Land.
      My buddy and I have hosted a few face to face games.
      Send me a PM and I’ll give you my phone number and we can get a game going.

      posted in Player Locator
      seancbS
      seancb
    • RE: Updated South Texas Global '40 House rules

      Please add any comments we would like to hear what people think

      We have made some updates to these rules for balance and playability since we’ve had some time to playtest. Not sure if anyone cares but if you do here you go.
      Events are rolled first. Then espionage is rolled. These rolls are conducted at the beginning of the turn before the German player begins.
      Technology is rolled during Purchase Units phase of course. 5 IPC per die roll.

      Events  - Event 2 can only happen one time for each power in a game whether negated or not.
      Germany
      5-9 no events
      2 – Hitler assassinated Germany worth +5 IPC. Power struggle between the SS and the Wehrmacht ensues throughout Germany. No combat movement.
      SS succeeds General staff in war direction (event negated) by a roll of 3 or less. +5 applies no matter outcome

      3 – Finland quits the war and declares complete neutrality.
      All German or Allied units must now leave Finland. No resources are to be traded with either side. Neither side may enter Finland.
      4 – Industrial output from the Ruhr region increased for war production. Western Germany +5 IPC
      10 – French revolt. French partisans are disrupting supplies from France. While Germans occupy France value is reduced to 1 IPC
      11 – Franco joins the Axis powers. Spain can no longer remain neutral due to increasing pressure from Hitler.
      Place German units consisting of 4 INF, 1 armor, 1 mobile infantry, 1 artillery, 1 fighter, 1 naval base, 1 airbase, 1 Minor Industrial complex in Spain. Place 1 Italian transport and 1 Italian destroyer in SZ 92. Morocco place 1 Italian INF (This event is negated if Spain is under Allied control.)
      12 – “Total War” mobilization of homeland army. Infantry cost 2 IPC’s this turn.

      USSR
      5-9 No events
      2 – Stalin dies. USSR worth +5 IPC. Power struggle between Red Army and Communist Party ensues throughout USSR. No combat movement.  USSR does not have to be at war for this event to occur. If not at war USSR is awarded +5 IPC only.
      Generals establish military government (event negated) by a roll of 3 or less. +5 applies no matter outcome

      3 – Mongolian uprising. Mongolia has agreed to join the Japanese. Japan player roll one die for each Mongolian territory with standing armies. For a roll of 2 or less indicated number of troops printed in each territory. (This event is negated if Mongolia is under Allied control)
      4 – Peasant resistance forces disrupt German supply.
      Germany cannot conduct non-combat movement in any Russian territory due to rail disruption damage. Only land units are disrupted. Air units are not affected.

      10 – Extra reinforcements from the East Place 4 free infantry in Novosibirsk. Can happen more than once.
      11 - Allied supply lines open. At collect income phase of Russian turn any Allied units in Russian territories may become Russian units. Sea units not eligible.
      12 – “Total War” mobilization of homeland army. Infantry cost 2 IPC’s this turn.

      Japan
      5-9 No events
      2 – Japan runs out of resources.
      If not at war with USA, UK, Dutch, French and ANZAC, The oil embargo has finally affected the home island and the war with China. No combat movement.
      Negotiations with USA, UK, Dutch, French and ANZAC can continue (event negated) by a roll of 3 or less.
      If currently in a state of war with USA, UK, Dutch, French and/or ANZAC,
      POW’s and Chinese peasants put to work in slave labor camps in all of Asia (event negated) with a  roll of 3 or less.

      3 – Expert construction crews landed. Immediately place one free airbase on any territory that is currently occupied by at least one infantry unit.
      4 – Chinese partisans attack supply lines. No combat movement in China only. Air units not affected. Can happen more than once.
      10 - Naval reallocation. One free destroyer immediately placed adjacent to any coastal Japanese industrial complex. Naval yards convert civilian workboats to destroyers this turn.
      11 – Deeper ports and larger transports allow for larger cargos to be delivered to industrial zones. Japan value increased by +10 IPC (one time only per game).
      12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn.
      USA
      5-9 No events
      2 – If USA is at war: Anti-war movement has turned over Congress, the Senate, and a new president is elected. Peace movement begins takes hold. Social unrest and protests against the war erupt everywhere in the country. Racial equality is demanded by blacks and other minorities. No combat movement.
      Riots can be quelled/suppressed and marshal law established (event negated) by a roll of 3 or less.

      3 – If USA is at war: Roll 2 dice and total is the number of IPC’s immediately returned to the bank.
      Anti-war sentiment is growing. Members of Congress and Senate begin to question America’s involvement in the war. Labor strikes nationwide cripple industrial centers The American citizens are tired of rationing. US government diverts resources to civilian population to dissolve social unrest among homeland.
      4 – Increased resource contributions from South and Central America. USA receives +5 IPC immediately. Can happen more than once.
      10 – Naval reallocation. One free destroyer immediately placed adjacent to any coastal USA industrial complex. Naval yards convert civilian workboats to destroyers this turn.
      11 – Increased industrial production, Eastern United States +5 IPC.
      12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn. USA does not need to be at war for this event to apply.

      England
      5-9 No events
      2 – Churchill has been toppled. No combat movement. Anti-war sentiment increases across the empire and chaos erupts in Parliament. Mainland England begins to question the war, and the colonies, including Indian territories, temporarily disavow loyalty to the crown.
      Riots can be quelled/suppressed and marshal law established (event negated) by a roll of 3 or less.

      3 – India revolts.
      Gandhi and anti-war sentiment swells within the masses in India. Due to increased desertion by conscripted troops, India is now worth 1 IPC
      4 – Indian mobilization.
      Indian people mobilize for defense of capital. Place 4 free infantry in India. Negates event 3 if currently in revolt. Can happen more than once.
      10 - India +5 IPC’s
      Increased industrial output for war production
      11 – England +5 IPC’s
      Increased industrial output for war production
      12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn.

      Italy
      5-9 No events
      2 – Mussolini toppled. Italian people tire of war and question their involvement in a particularly German affair. No combat movement.
      Riots can be quelled/suppressed and marshal law established (event negated) by a roll of 3 or less.

      3 – Industrial technology is implemented. Factory in Southern Italy is upgraded to a major facility at no cost.
      4 – British special forces disrupt Italian ports with sabotage and increased mining of waters by submarine crews.
      On this turn, African supplies are cut off due to increased mining of the Mediterranean. Half of African income is collected this turn. Half of any other European territories without a rail line (continuous friendly land route to Rome) is also denied. Can happen more than once.
      10 – Increased African support.
      On this turn, Ethiopian tribes enlist to help Italy. Place 2 infantry in Ethiopia. Can happen more than once.
      11 – Increased war production. Southern Italy +5 IPC’s
      12 – “Total War” mobilization of army. Infantry cost 2 IPC’s this turn.

      Australia
      5-9 No events
      2 – Prime minister toppled. No combat movement. Anti-war sentiment grows. Civilian population is tired of rationing. Social unrest increasing among Aboriginal tribes.
      Riots can be quelled/suppressed (event negated) by a roll of 3 or less.

      3 – Massive typhoon strikes Australia
      100 year storm devastates Australia. Flooding and destruction unprecedented. Half money returned to bank to repair damage sustained from storm. Factories, ports and airbases in New Zealand and New South Wales sustain 1 damage each. (Can happen more than once)
      4 – British supply arrives. Australia receives +8 IPC’s immediately. (Can happen more than once.)
      10 - Aircraft conversion.
      Civilian seaplanes converted to coastal military patrol craft. Place one free fighter on each undamaged Australian controlled airbase.
      11 – Increased war production New South Wales +6 IPC’s
      12 – “Total War” mobilization of army.
      Infantry cost 2 IPC’s this turn.

      Germany USSR Japan USA England Italy Australia
      Espionage
      5-9 No espionage. If a power is not at war, this phase is not conducted for that power.
      2 –Military leader assassinations.
      Result is limited combat movement. Combat can be conducted in only 2 zones. Roll 2nd dice for a successful assassination attempt on a 3 or less. Negated by roll of 5 or 6
      Germany – 1/2 USSR, 3/4 United Kingdom – England only, 5/6 USA
      Japan – 1/2 USSR, 3/4 United Kingdom – India only, 5/6 USA
      Italy – 1/2 USSR, 3/4 United Kingdom – England only, 5/6 USA
      USSR – If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
      England – If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
      Australia – Japan only.
      USA – 1/2 Germany, 3/4 Italy, 5/6 Japan
      3 – Technical espionage. Technology succeeds on a 5 or 6 this turn. Spy networks infiltrate and send back secrets about enemy weapons programs currently being developed.
      4 – Deception – Negates movement detected. All enemy units defend at -1 this turn for the first round of combat. Does not apply to AAA or AA guns.
      10 – Movement detected – negates deception. All units defend at +1 for the first round of combat. Does not apply to AAA or AA guns.
      11 – Spy networks sabotage industrial facilities and rail lines. Roll one die of industrial attack for the next two turns
      Germany – 1/2 USSR, 3/4 United Kingdom – England only, 5/6 USA
      Japan – 1/2 USSR, 3/4 United Kingdom – India only, 5/6 USA
      Italy – 1/2 USSR, 3/4 United Kingdom – England only, 5/6 USA
      USSR – If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
      England – If at war with both Germany and Japan, even roll is targeted at Germany and odd roll is at Japan.
      Australia – Japan only.
      USA – 1/2 Germany, 3/4 Italy, 5/6 Japan
      12 – Counter espionage. Negates all adverse espionage from any enemy spy network.

      Germany
      2 – The jet age begins and the ME-262 takes to the skies. Fighters defend at a 5 during ground attacks and scrambles and defend at 3 during strategic and tactical bombing.
      3 – King Tiger tank is developed and rolls off the assembly line. Armor now attacks on a 4.
      4 – Type IX U-boat is unleashed upon the Atlantic. Submarines attack at 3 and defend at 2.
      5 – Nebelwerfer rocket packs delivered to the front. All artillery can support 2 infantry or mechanized infantry.
      6 – Waffen SS divisions now attached to regular army divisions. “4+1” For every 5 infantry in a combat or defense. One attacks and defends at +1. With an attached artillery the attack value is increased to 3.
      7 – V-2 Rocket is developed. Airbases may now conduct one industrial attack on a zone within 4 spaces. One die of damage is rolled per base.
      8 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      9 – Advanced radar. AA guns hit at 2 during strategic and tactical bombing raids.
      10 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
      11 - Improved aviation engineering and manufacturing. Fighters now cost 8 IPC.

      12 – Atomic weapons. A new age of terror begins as the Nazis harness the power of the atom.
      Atomic bombs cost 24 IPC to build. Only two may be built per turn. May not be built on same turn as breakthrough turn.
      Move as infantry by land or sea. If loaded on a strategic bomber, it can move the current range of the bomber
      Due to a lack of trained technicians and engineers, a nation may possess no more than 2 weapons at one time.
      Due to the size and nature of the airburst associated with the nuclear warhead, no attack roll is required to score a successful hit.
      No air defense, such as fighter scramble, is allowed due to the altitude of the strike plane and surprise of the attack. Only upgraded fighters may intercept. Long range aircraft or jet power technology must have been researched.
      An atomic weapon is treated as an AAA gun if the territory in which it is stored is attacked. 
      No AAA guns are to be fired due to the altitude of the strike plane and surprise of the attack only normal AA gun with factory can fire. Airbase and naval base do not fire AA.
      Any industrial complex is attacked with 4 dice disabled to maximum value of 20 for major and 2 dice disabled to maximum value of 6 for minor complexes.
      Any airbases or naval bases are attacked by one dice of value.
      One dice is rolled and that number of units of defenders choice eliminated. AAA guns may be chosen.

      If used on a naval assault:
      The nuclear strike cannot be combined with surface vessels.
      Due to the altitude of the strike plane and surprise of the strike, aircraft on carriers and loaded troops on transports are considered to be cargo and provide no defense. The 5 hits are assessed and the attacking bomber returns to base. No 2nd attack is permitted.
      Transports chosen last.

      USSR
      1 – IL-2 Sturmovik rolls off the line. All fighters now attack at 4.
      2 – T-36 rolls off the line. Tanks now attack at 4.
      3 – Katyusha rocket packs to the front. Artillery can support 2 infantry.
      4 – Russian home guard. “4+1”, for every 5 infantry on defense one defends at 3.
      5 – 6 Roll again

      Japan
      1 – Kaiten submarine is unleashed upon the Pacific. Submarines attack at 3 and defend at 2.
      2 – Improved ship building. Battleships cost 17 and carriers cost 13.
      3 – Ship radar. Battleships now hit and defend at 5.
      4 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      5 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      6 – Improved aviation engineering and manufacturing. Fighters now cost 8 IPC

      USA is not permitted to develop weapons until they are in a state of war.
      2 – B-29 is developed by Boeing. Roll 2 dice for each strategic bomber in a combat or strategic raid. Range is increased to 8.
      3 – Improved factories and manufacturing methods. Cost of all units except infantry, reduced by 1 IPC.
      4 – Ship radar. Battleships now hit and defend at 5.
      5 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      6 – Improved ship building. Battleships cost 17 and carriers cost 13.
      7 – P-51 Mustang rolls off line. Fighters now have a range of 6
      8 – Rocket barges developed. Destroyers may now conduct shore bombardment at a 2.
      9 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
      10 – Long range aircraft. All aircraft flight range is increased by 1 movement. P-51 is not increased.
      11 – Jet power developed. Fighters defend at 5 during defense and scramble and 3 during strategic and tactical bombing raids.
      12 – Atomic weapons. See German section.

      United Kingdom
      1 – Sterling bombers developed. Roll 2 dice for each strategic bomber in a combat or strategic raid.
      2 – Ship radar. Battleships now hit and defend at 5.
      3 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      4 – SAS Commandos. On first round only, of an amphibious assault infantry hit on a 2. Matching artillery boost to a 3.
      5 – Anti-aircraft radar improvements. AA guns hit on 2 during strategic and tactical bombing.
      6 – Spitfire III rolls off the line. Fighters now defend at 5 during defense and scrambles and 2 during strategic and tactical bombing raids.

      Italy
      1 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      2 - Improved aviation engineering and manufacturing. Fighters now cost 8 IPC
      3 – Improved mechanized infantry. All mechanized infantry attacks at a 2. Artillery do not boost.
      4 – Mobile artillery. Artillery may now move 2.
      5 – Frogmen commandos. On the first round of combat only, 2 extra dice are rolled prior to a naval attack. A roll of 2 or less is a hit. Hits are assessed prior to the main attack.
      6 – Roll again.

      Australia – due to lack of industry and supplies are limited to naval improvements only
      1 – Improved ship building.
      Cost table
      Battleship 17
      Aircraft Carrier 13
      Cruiser 9
      Destroyer 7
      Transport 6
      Submarine 5
      2 – Ship radar. Battleships now hit and defend at 5.
      3 – Improved capital ship design. Battleships and carriers now require 3 hits to destroy.
      4 – 6 – Roll again.

      posted in House Rules
      seancbS
      seancb
    • Weather effect

      My friend and I have been working on a weather event that could occur prior to the turn beginning which would make the game a bit more realistic (don’t laugh).
      We put a lot of work into it and it makes a few assumption.
      First is that a turn is essentially a 6 month time frame. Start round 1 in June 40, Start turn 2 in December 40… on and on.
      The second assumption is that certain storms would observe the general time line.

      So please feel free to give opinions on the mechanics. If you don’t like them please don’t just say they suck. Let me know exactly what would or does suck and why.

      Thanks for feedback.

      Weather Events
      At the beginning of round 1, a coin is flipped and the winning player has the weather initiative and can choose to roll the seaborne weather events or defer to roll the winter storm events. This order is not changed for the duration of the game.

      2 dice are rolled.
      When a roll of 2 occurs, a major storm event is now developing and has begun to affect combat and non-combat movement.
      In odd numbered turns (June turns) a seaborne storm has developed.
      In even numbered turns (December turns) a winter storm has developed.

      Seaborne storms – These storms are considered to be 100 year storms which would cause massive loss of life and material in addition to economic damage to factories and facilities.
      Two rolls will be conducted. The first roll will be for the Atlantic Ocean and the second roll will be for the Pacific Ocean. These rolls are independent of each other and will be rolled separately. If a 2 is not rolled, there is no developed storm this battle cycle (turn).
      In both theaters of war the following rules apply:
      No naval movement is allowed in or out of the affected zones during combat movement or noncombat movement phase.

      In affected coastal zones and islands, limited land movement is permitted. All land unit movement is reduced by one movement point except for infantry. Artillery without a paired mechanized infantry unit may not move. Land movements (combat or non-combat) into affected zones must immediately stop in the affected zone. No additional movement is permitted.

      Air units originating from a non-affected zone may not conduct combat movement into an affected zone. They may, however conduct non combat movement and fly through the affected zone en route to land in a non-affected zone by way of flying around the storm.

      Air units in affected coastal or island zones are assumed to be grounded in place and are not permitted to move in either the combat or non-combat phase. If attacked during a storm, defending fighters and bombers will only defend at a roll of 1 to represent armed ground crews defending airfields. Only one selected air unit originating from non-affected zones may land in affected coastal zones during non-combat movement due to the damage sustained to airfields.

      Affected airbases and naval bases tiles will receive 3 points of damage each. Affected factories will sustain 1 dice of damage rolled by the affected factory owner.

      Roll one die to determine the location of the storm.
      Atlantic storms
      1/2 – Major Category 5 South Atlantic hurricane has developed and will strike Central America. Path will affect the following sea zones 87, 88, 89, and 90. Hurricane will strike the following islands and coastal areas: Central America, Southeast Mexico, and West Indies. Panama Canal is now closed this turn.
      3/4 – Major Category 5 Central Atlantic hurricane has developed and will strike Central or Eastern United States seaboard. Path will affect the following sea zones 88, 90, 101, and 102. USA player will roll one additional die to determine where hurricane makes landfall. 1-3 strikes Eastern USA, 4-6 strikes Central USA.
      5/6 – Major North Sea storm has developed. This storm only affects naval movement in the following zones: 106, 107, 108, 109, 110, 111, 116, 117, 118 119, 122, 123, and 124. No damage is sustained to English airbases, naval bases or factories.

      Pacific storms
      1 – Far North Pacific Storm has developed. This storm only affects naval movement in the following zones: 1, 2, 3, 4, 5, 7, and 8.
      2 –Japanese Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 6, 16, 17, 18.
      3 – Central Pacific Hurricane has developed and strikes islands and coastal zones adjacent to the following sea zones: 12, 13, 24, 25, 26, 27, 30, and 31.
      4 – West Central Pacific Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 21, 22, 23, 32, 33, 34, 47 and 48.
      5 – South Pacific Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 46, 47, 49, 53, and 54.
      6 – Philippine Typhoon has developed and strikes islands and coastal zones adjacent to the following sea zones: 20, 35, 36, 43, 44, and 45

      Winter storms – These storms are large snowstorms that create snow and ice with sub-freezing temperatures that create conditions in which war plans cannot be carried out as planned. Food stores can become useless and fuel stores gel. Weapons malfunction and motorized weapons lose the ability to run properly. Frostbite and hypothermia reduce army readiness.

      All land unit movement is reduced by one movement point except for infantry. Artillery without a paired mechanized infantry unit may not move. Movements (combat or non-combat) into affected zones must immediately stop in the affected zone. No additional movement is permitted.
      Loading and unloading of transports from or into affected zones is not permitted.

      Air units in affected zones are assumed to be grounded in place and are not permitted to move in either the combat or non-combat phase. If attacked during a storm, defending fighters and bombers will only defend at a roll of 1 to represent armed ground crews defending airfields.

      Air units originating from non-affected zones may not land in any affected zones during non-combat. However, they may fly through on non-combat or conduct a combat in any affected zones but must land in a non-affected zone.

      Naval bases and airbases in affected zones do not sustain damage. Naval bases and airbases in affected zones are to be considered inoperable for this turn.

      Roll one die to determine the location of the storm.
      1 – Arctic Circle blizzard develops and affects the following territories: Norway, Finland, Vyborg, Karelia, Novgorod, Archangel, and Nenetsia
      2 – Central Russia blizzard develops and affects the following territories: Belarus, Smolensk, Vologda, Russia, Bryansk, and Western Ukraine.
      3 – Southern Russia blizzard develops and affects the following territories: Bryansk, Ukraine, Rostov, Tambov, and Volgograd.
      4 – Eastern Europe blizzard develops and affects the following territories: Baltic States, Poland, East Poland, Slovakia-Hungary, Romania, and Bessarabia
      5 – English blizzard develops and affects the following territories: United Kingdom and Scotland.
      6 – North American blizzard develops and affects the following territories: Alberta, Ontario, Quebec, Newfoundland, Nova Scotia, Eastern USA, Central USA.

      posted in House Rules
      seancbS
      seancb
    • RE: Weather effect

      The only reason this is complicated, which it really isn’t. You roll 2 dice. get a 2 roll another dice and look up the chart. If you don’t roll a 2, then continue on as usual. I think it seems complicated because of the length of the post. It’s no more complicated than a SBR. We had to make a way to determine where the storm was.

      posted in House Rules
      seancbS
      seancb
    • RE: Weather effect

      As you stated Marc, not many weather events were experienced. This is represented in that you have a 1 in 36 chance that this will even be an event at all. It simply adds a bit of excitement to the beginning of the round. And maybe, just maybe, if a player needed a little help from a higher power to hold off an invasion or attack or reinforcement, a storm may just be the answer!!!
      Sean…

      posted in House Rules
      seancbS
      seancb
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