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    Posts made by seancb

    • RE: Safe Russia strategy

      Been gone for a while. I will gladly play someone as Allies without a bid. I’m not afraid to lose and tend to play outside the box so maybe someone will see something they missed and can incorporate into their games. I prefer to play a live networked game. It might take us a while to play but we’ll figure it out a few turns at a time. PM me and I will send contact info.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Safe Russia strategy

      man a lot of hate on here if you want to take the bid away.

      Keys to winning without a bid:
      Strategic bombing with the USA, every turn
      USA buys 4 bombers on turn one they can get there quick when you get invited to the party.

      Scramble on the G1 attack on UK navy. yes it hurts taranto but it also slows the germans down if they lose a bunch of fighters sometimes you also get lucky.

      Stay off the coast in asia. This is a general rule but sometimes some players seem to want to go see the china sea / sea of Japan for some reason.

      This is not a complete response as many things change in a game but if you break any of these cardinal rules you have no chance to win as the allies. I know this from experience.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Safe Russia strategy

      As far as different, we do have some house rules but they are mainly to spice up the game. See my posts in the House rules section. They do affect the game sometimes but have only on about 3 occasions changed everything. What has really changed is the Allied play is much stronger. The tactics have shifted from attacking to developing strongholds as well as a lot of strategic bombing.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Safe Russia strategy

      We have never used bids, only our creativity. The game is not that unbalanced like most feel. Our group has played many different strategies over the years. Some were one time novelties that someone came up with on Triple A and others were just whims. My biggest gripe about playing with bids is that it dilutes the game first of all and it dilutes a player’s ability to create new strategies that will yield a win. Our games are about 50/50 overall Axis/Allied victories.

      The other problem is that too many people seem to be afraid to lose. It’s a game and you can play again if it goes bad.
      My 2 cents.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Safe Russia strategy

      There is no safe strategy except hide in Moscow and try to hold the south as long as possible until someone comes to help you. If no G1 DOW, buy tanks or arty. the key is to build up your forces with heavy lifters until Germany comes at you. Then buy all infantry. As soon as Germany runs out of gas (which they eventually will), slam them when you can.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Atomic Bomb

      Here are our Atomic weapons rules
      Only Germany and USA may research them.
      Must pay 5 IPC to research. Roll one die and on a result of 6 a technological breakthrough has occurred.
      Then roll 2 dice to determine the technology discovered. We have multiple technologies for USA and Germany.

      12 – Atomic weapons.
      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 successfully researched to intercept an atomic strike.

      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 built in AA gun defenses with an industrial facility 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 in the territory 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 or additional aircraft.
      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.

      posted in House Rules
      seancbS
      seancb
    • RE: Simple 1939 setup variant for Global 1940?

      They upgrade the factory with their initial money and then buy either a tank or 2 infantry. sorry about the typo.
      I could see Axis winning fast if you don’t position right.
      I used a bomber strategy with USA. Did you do any SBR with USA on Germany?

      posted in House Rules
      seancbS
      seancb
    • RE: Sired's Map project - Updated- 4/16 - files available see first post

      Egypt a bit larger would be nice.

      posted in Customizations
      seancbS
      seancb
    • RE: Sired's Map project - Updated- 4/16 - files available see first post

      Gripes for land.
      Poland, Bessarabia, Holland, England (London), Egypt, Normandy

      SZ80 too small

      Blowup box for Gibraltar would be nice

      South of Sahara too large, Northern rim too small

      My 2 cents

      posted in Customizations
      seancbS
      seancb
    • RE: Italian strategy: The minor nation that tips the balance?

      agreed with Taamvan. Italy should do the light lifting so Germany can punch through. If UK doesn’t kill your navy, you need to attack Egypt ASAP and get your fleet in one group for safety sake. Most good players are going to nerf your navy on turn 1, if they don’t consider yourself lucky.
      Germany can help with preventing this by showing a sea lion with transport carrier purchase G1. This will make UK reconsider scrambles and the Taranto raid. It’s a coin flip.

      Enjoy your game and make your own grooves.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: "The Spy"

      We actually call ours and espionage chart.
      If you read ours, it is very simple.
      You roll 2 dice at the beginning.
      if your roll results in 5-9 you have not succeeded in espionage and no further action is needed.
      the odd on that are 2/3 you will miss espionage.

      Its pretty simple in our version.

      posted in House Rules
      seancbS
      seancb
    • RE: "The Spy"

      we always have a pen and paper (we call it the “combat log”) ready and it is your responsibility to remember to do any sabotage or advantages on your turn. If you forget after the other player purchases or rolls its like chess, you lose it.

      It’s not too hard to keep track of things.

      basically 5-9 odds are highest so usually nothing happens but it gives the beginning of each turn a bit more spice as we see it. Combined with the political and world events it adds maybe 4-5 minutes to a turn to roll all the “extras” at the beginning.

      Try it one time. if you PM me I will send you the full ruleset in a pdf and you can look at what we call our South Texas House Rules. They are pretty easy to play and it adds a bit of randomness to the game and we also have weather events as well.

      It makes the game a bit more realistic and also can change the ebb and flow considerably but that is war.

      posted in House Rules
      seancbS
      seancb
    • RE: Industrial Complexes

      I have some I will sell. Send a PM and I’ll send you an address to send the cash. USD please. Make offer. I have about 30 of the old ones (A&A original) that I don’t use.

      posted in Marketplace
      seancbS
      seancb
    • RE: I Will Never Grow Up becomes the exclusive distributor of FMG Product

      Sound like the loss will turn into a profit now. Good luck you guys and I can’t wait to get a set of those dice.

      posted in Marketplace
      seancbS
      seancb
    • RE: "The Spy"

      Here are our house rules on espionage that we use in all of our Global games
      The espionage sequence is rolled at the beginning of the turn before Germans play.
      There is also an political world event sequence rolled before espionage as well.

      The mechanics of this may seem clunky but it’s really fun and adds some real spice to the game.
      I can answer any questions if needed. Slow day here at work due to the holiday vacations.

      Roll order is same a play order. China is not permitted to conduct espionage due to lack of infrastructure and government. France, if Paris is currently Allied controlled (liberated or uncaptured) is allowed at that point to conduct espionage.

      Germany USSR Japan USA England Italy ANZAC

      Espionage roll 2 dice for each power in turn order.

      5-9 No espionage. If a power is not at war, this phase is not conducted for that power.

      2 �Military leader assassinations. Spy networks successfully infiltrate enemy military headquarters.
      Result is limited combat movement. Combat can be conducted in total of 2 zones by nation .

      On a successful infiltration attacker rolls 2nd dice D6 to determine targeted country.
      Attacker roll one D6 for a successful assassination attempt on a 3 or less. Successful kill can be negated by defender on roll of 2 or less. Non-combat movement is unaffected.
      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 or SBR combat.
      10 � Movement detected � negates deception. All units defend at +1 for the first round of combat. Does not apply to AAA or AA guns or SBR combat.
      11 � Spy networks sabotage industrial facilities and rail lines. Roll one die of industrial attack for the next two turns. Roll 2nd dice to determine targeted country.
      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.

      This is what we use and we like it “A LOT”!!!

      posted in House Rules
      seancbS
      seancb
    • RE: The long road of painting the units - Updated 1/16 Vid added

      I have no artistic skill with a paint brush whatsoever and at 40 years old, I’m not feeling I will learn.

      Fantastic work.
      You cannot see me but I’m seething with jealousy right now.

      posted in Customizations
      seancbS
      seancb
    • RE: Defenders being able to retreat?

      I’m kind of on the fence with this but I think its probably a dead issue. Maybe only in naval engagements should there be a retreat type mechanism. Same concept as my original idea. This would probably have a decent chance of making the naval battles a bit more fun. Land battles probably shouldn’t have a retreat option. Fight to the last man and last bullet.

      posted in House Rules
      seancbS
      seancb
    • RE: Defenders being able to retreat?

      part of the attackers roll. There is no separate roll.
      Example
      attacker has force of 2 ftrs 2 tanks 2 arty and 2 inf.
      Defender has force of 5 infantry

      Attacker
      4 x D3 result is 1,3,2,6
      4 x D2 with combined arms in this case result is 3,5,6,1

      Defender
      5 x 2 result is 1,6,4,2,3

      Defender assesses the 3 hits from attacker first. Attacker rolled 2 (6’s) so the remaining infantry that lived have option to retreat one space or continue to fight.

      Defender opts to retreat the 2 remaining units.

      Attacker assesses 2 hits on infantry and wins the battle.

      This is how we envisioned a retreat mechanism would work.

      posted in House Rules
      seancbS
      seancb
    • RE: Defenders being able to retreat?

      I like my mechanism best. Attacker rolls a six that many defenders can retreat. They fire and casualties are counted for the attacker hits and defender hits. Defender can now retreat for each 6. Attacker can always retreat as usual. This continues until attacker wins or withdraws so the defender may have to stay in order to stop them or face even more people while they run.

      We found this to be very simple. We have argued that this would be fun but no one has the nuts to try it in our group because you would have to completely rethink the whole battle plan.

      posted in House Rules
      seancbS
      seancb
    • RE: Defenders being able to retreat?

      My 2 cents on this as we have discussed it but never tried yet.
      Attacker rolls attack rolls,
      Using a D6 as currently prescribed maybe any 6’s rolled by the attacker allow the defender to withdraw an equivalent number of units of his/her choice? This would represent a lack of unit readiness. Sort of like your infantry/artillery wet their pants at the moment of truth or your mechs/tanks/planes broke down. In naval situations this could be a dud shell or dud torpedo.

      Defender fires defense and makes withdrawals until they are dead or fully retreat.

      Thoughts or ideas… or just poop can be slung at this.

      posted in House Rules
      seancbS
      seancb
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