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    Topics created by Siris101

    • S

      Time of games

      Axis & Allies 1914
      • • • Siris101
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      ozteaO

      Yea, the rules are a hurdle the first time through, then they feel good after you get the hang of them.

    • S

      Best move for USA turn 5

      Axis & Allies 1914
      • • • Siris101
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      M

      @Razor:

      Austria cant afford to lose Albania, but can USA afford the extra trannies it takes to contest Albania rather than shucking units to France ?

      It would take the same number of transports.  France and Albania are both two movements away from the US.  Shucking to Albania puts US troops within 2 moves of 2 different CP capitols.

    • S

      My 3rd playtest Turns 1-8 review

      Axis & Allies 1914
      • • • Siris101
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      B

      @Texas:

      The biggest mistake I have seen is Germany contesting too many territories in the west.  You simply can’t produce enough infantry to sustain that.  I have found hitting hard through Belgium is effective while leaving Lorraine and definitely Switzerland alone.

      I don’t know about that- hitting Switzerland gives you a lot of flexibility to hit Italy or Southern France.

    • S

      Siris101 Playtest

      House Rules
      • • • Siris101
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      S

      Hello all, I hope you enjoy my battle report

      Rules used

      Russian Revolution Rules ON
      House rules added to help CP balance issues, Munich Factory only allowed to build 4 land/air units per turn, India factory only allowed to build 4 land/air units per turn, Added transport in SZ10, Added extra cruiser in SZ18.
      Everything else is OOB.

      I have attached my Battle report of the first 2 turns in a PDF
      Playtest march.pdf

    • S

      What should I do? 1914

      House Rules
      • • • Siris101
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      FlashmanF

      First of all, no country should ever be allowed to build units in a captured enemy capital/factory/production centre in any Axis and Allies game ever period.

      I will add the Munich factory next game, this is for me just ahead of the other candidates Ruhr and Alsace.
      Benefits of Munich are that its sufficiently well behind the front line to begin with, but allows every German home region to be reached by newly built units in one turn.
      It also allows Germany to reinforce Austria’s drive in the south.

      Will probably also make Petrograd a production centre and Russian capital (though Russia can move the capital to Moscow once in a game.

      I’ve considered Canada as the magic 12th PC, perhaps with reduced starting units.

      A completely different approach to placement is:

      New units may be placed in any home region still contiguous with the capital subject to the following limits each turn:

      Capital: 3 units

      Controlled home region: 2 units

      Contested home region: 1 unit

      In addition

      UK - Canada: 6 x IPC of units

      UK - India 6 x IPC of units

      UK, F, G, I - Africa 6 x IPC units (Askaris only)

    • S

      Ended game after round 8

      Axis & Allies 1914
      • • • Siris101
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      ghr2G

      I guess russia forgot that he should not let the enemy get in between him and his capital

    • S

      Tank in round 3

      House Rules
      • • • Siris101
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      FlashmanF

      No, but I didn’t make a pig’s arse of the Russian Revolution rules.

    • S

      CSI shipping

      Marketplace
      • • • Siris101
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      S

      @Global-commander:

      which game are you talking about?

      probably 1914  :wink:, because of Austria, Russian revolution, etc.

    • S

      France question

      Axis & Allies 1914
      • • • Siris101
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      FlashmanF

      Yeah, thats a big help.

    • S

      Is it possible to keep Russia in the war?

      Axis & Allies 1914
      • • • Siris101
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      djensenD

      Russia starts with a lot of units. At first it doesn’t look like much until you start mobilizing those minor powers. I need to play another few games tho.

    • S

      Possible alliances?

      Axis & Allies 1914
      • • • Siris101
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      osselO

      @ch0senfktard:

      @BJCard:

      Flashman, why do you keep saying ‘Turqy’?  Is that what it is supposed to be or is it a British English spelling or what?  Always been ‘Turkey’ to me.

      He’s poking fun at the fact that Turkey has the color turquoise in this game.

      …the word turquoise, which dates to the 16th century, is derived from an Old French word for ‘Turkish’, because the mineral was first brought to Europe from Turkey, from the mines in historical Khorasan Province of Iran.

      BOOOOM! Historical basis for them being turquoise.

    • S

      6 second unboxing video posted

      Axis & Allies 1914
      • • • Siris101
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      Imperious LeaderI

      OK didnt know that, good pics.

      Perhaps a pic with GLOBAL units side by side with these 1914 units would give us some capability for the house rule peeps.

      Suddenly everybody wants them to be neutral forces for ww2.

    • S

      Results of First turn test play

      Axis & Allies 1914
      • • • Siris101
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      S

      Yeah I know your map was updated, but that PDF version was easiest to print

    • S

      What impact will the USA have, if any?

      Axis & Allies 1914
      • • • Siris101
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      Makoshark13M

      How about for US entry, a track from 0 to 6 where the US starts at 0 and for every IPC they lose to unrestricted sub warfare, they go up 1. After they go above 0, they roll a die each turn and enter the war if they roll at or below the level they are on. For example, of they have lost 1 IPC, they enter when they roll a 1, if they’ve lost 2 they enter at a 1 or 2, and so on with automatic entry on turn 6. Any turn the US is not at war, they gain 1/2 income with a 20 IPC bonus upon entry.

    • S

      Which power are you most excited to play?

      Axis & Allies 1914
      • • • Siris101
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      D

      @toblerone77:

      Lets play what if and let the US enter early…I’m all abouf that!

      Then boy will we have the map for you  :wink:
      http://www.axisandallies.org/forums/index.php?topic=30390.0

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