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    Posts made by seancb

    • RE: ANZAC planes landing in Dutch territories (Java/Sumatra) on same turn they were taken by ANZAC

      Does it really matter to anyone? No. The point is have fun and use your imagination as we have.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: ANZAC planes landing in Dutch territories (Java/Sumatra) on same turn they were taken by ANZAC

      one more thing
      we started playing with that ability when the game came out. Not when some “FAQ” came out. To be honest, it’s not really a “frequently asked” question to us.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: ANZAC planes landing in Dutch territories (Java/Sumatra) on same turn they were taken by ANZAC

      since every one wants to argue about it I’ll channel my inner Curtmungus and continue to make everyone angry and make a sad attempt at trolling the so called “rule freaks”.
      We’ll just say this one time for the wimps in their basement.
      Our reasoning is similar to lending that friendly power the ability to defend itself if attacked. Therefore they are joining the fight due you giving them arms which they didn’t have. You guys can play your way and we’ll play ours. Carry on.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: ANZAC planes landing in Dutch territories (Java/Sumatra) on same turn they were taken by ANZAC

      @AndrewAAGamer
      That is someone’s “made up” FAQ. We are like attorneys in our group. If its not in the rule book, it is either not permitted or permitted depending on the circumstance!!!

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: ANZAC planes landing in Dutch territories (Java/Sumatra) on same turn they were taken by ANZAC

      @AndrewAAGamer
      It says nothing about an AA gun being unable to activate a neutral in the rule book I looked everywhere

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: ANZAC planes landing in Dutch territories (Java/Sumatra) on same turn they were taken by ANZAC

      @AndrewAAGamer
      AA units can take control of a neutral

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Where is Curtmungus?

      bahahahha
      thank you sir.

      posted in General Discussion
      seancbS
      seancb
    • Where is Curtmungus?

      We need some of your humor these days. Please grace us with another awesome story.

      posted in General Discussion
      seancbS
      seancb
    • Country Specific Technology for 1940

      Since everyone has their own system here is ours. This has been playtested and tweaked over the years when balance issues showed up. Works awesome and fun when you get one because your money isn’t wasted.

      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 4 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 not increased.
      7 – V-2 Rocket is developed. Airbases may now conduct one industrial or naval/air base attack on a zone within 4 spaces. One die of damage is rolled per German controlled operational air 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 and can blitz. Artillery no longer boost.
      11 - Improved aviation engineering and manufacturing. All air units cost reduced by 2 IPC.
      12 – Atomic weapons. A new age of terror begins as the Nazis harness the power of the atom.
      Atomic bombs cost 25 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 enable interceptors
      An atomic weapon is treated as a 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 defender’s 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 is not permitted to develop weapons until they are in a state of war.
      1 – IL-2 Sturmovik rolls off the line. All fighters now attack at 4 when paired with a matching armor.
      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 3 / defend 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. Carriers can carry 3.
      5 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      6 – Improved aviation engineering and manufacturing. All air units cost reduced by 2 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. Carriers can carry 3.
      7 – P-51 Mustang rolls off manufacturing 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 4 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. Carriers can carry 3.
      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. All air units reduced cost by 2 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. ANZAC is not permitted to develop weapons until they are in a state of war
      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 – Long range aircraft. All aircraft flight range is increased by 1 movement.
      5 – Improved aviation engineering and manufacturing. All air units cost reduced by 2 IPC.
      6 – Royal Marines. Infantry may be transported by Anzac cruisers and battleships. 1 per ship. Ships can still bombard in amphibious landings and attack prior to a landing.

      posted in House Rules
      seancbS
      seancb
    • RE: Players Wanted (Houston TX)

      i am in Sugar Land. 1940, Guadalcanal, Battle of France, Dday. message me

      posted in Player Locator
      seancbS
      seancb
    • RE: Dun-zo

      @taamvan you’re missing the point. he can send the backers the files which i assume are electronic in nature and we can just roll on down to kinkos and print the stuff i have tons of pieces from games or i can just buy them elsewhere or paint some of my old ones.
      i have old helicopters from Fortress America.

      posted in The War in Vietnam
      seancbS
      seancb
    • RE: Dun-zo

      just send the backers the god damn files. i can print the board myself, i can print the rules myself, and i can probably paint some pieces to suit my purposes. i hate this crap.

      posted in The War in Vietnam
      seancbS
      seancb
    • Axis and Allies Guadalcanal

      Does anyone have one for sale?
      Doesn’t need to be mint just functional.

      posted in Marketplace
      seancbS
      seancb
    • update on shipping date?

      Does anybody know if we’re ever going to get our game?

      posted in The War in Vietnam
      seancbS
      seancb
    • RE: 2nd Individual Play Test- it's still so much.

      come to TripleA when you’re ready to play online. Welcome to the big leagues dude!

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Dice Rolls on Russia

      we only allow a redo for France on G1 given that you bring the usual attack. Our usual being as follows: 5 inf, 2 arty, 4 mechs, 6 tanks, and sometimes the tactical from Poland. That’s 98% success rate. The failed attack is actually called a “variance” in statistics. We call it “The Variance”. if you get it, basically we reset the game and change sides. It’s the dice gods way of telling you from the beginning that you will not win playing the Axis. It is counted as a win for the allied player tho when scoring victories in the series.

      If you get a crappy roll and get destroyed, you kind of need to use your imagination. Maybe they infiltrated your headquarters with spies or broke your codes and knew your plan, like Midway.

      Bad dice sucks but sometimes you’re the statue and sometimes you’re the bird.

      Have fun dudes.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Russian Ethiopia Bonus?

      We have a name for this maneuver. It’s called “The Russian Cheezewhiz”

      posted in Axis & Allies Global 1940
      seancbS
      seancb
    • RE: Taking Moscow Efficiently

      i just buy a major industrial facility in Romania on G1 now
      you stack it on G2 8 arty, 1 bomber, 1 armor, 1 bomber in W germany and a destroyer for the Baltic and blast all the way on G3. G4 is another round of 6 inf, 2 arty, mech and armor, tactical in Germany. then you go all out on G5 with 2 tacs and 8 mechs. Do whatever else you want with the rest of your money insert a bomber/destroyer/ftr here and there. you got the south then you get moscow. Easy peazy.

      posted in Axis & Allies Global 1940
      seancbS
      seancb
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