Posts made by spartan solider
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RE: How many sets of FMG pieces will you buyposted in Other Axis & Allies Variants
I personally will tell every single AA gamer and ww2 modeler I know about these sets. Thank you so much for just attempting to make this happen.
me too :-)
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RE: Fmg pieces priceposted in Other Axis & Allies Variants
I would pay thirty dollars (not including shipping or discount code) if each nation came with some roundels and combat dice
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RE: My next map project???posted in Other Axis & Allies Variants
How about a Mediterranian theatre game?
Check under house rules, someone already made a very good Mediterranean game
@The:Hi everyone
Thunda down unda is nearly finished I will post the finished map soon.
I’m wondering what do you want as my next map project???I think that Afghanistan or Vietnam would be cool, its something different and fun
@The:Base map for a Stalingrad/Urban Afghanistan map
It will use a square map system like the hex system but with squares
I would actually prefer if hexes were used they seem to work better in most games than squares
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RE: FMG Italy ready before October?posted in Other Axis & Allies Variants
$40 per set including shipping, I don’t think so.
I agree this does seem kind of steep any chance that the price will be lower for any of the future sets?
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RE: How to combine your A&A gamesposted in House Rules
me and one of my friends thought of a game like that last year, we were going to try it of the revised board but it was to small, now that global has come out we are planning to play this game soon! :-D
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RE: National Advantages for Global 1940posted in House Rules
here is a good NA I found for the USSR:
- Guard Tank Regiments: The Soviet Union used heavy tank regiments as guards of Moscow. These were elite tank formations, invulnerable to any standard anti-tank weapons available of that time.
Your tanks in cities (Leningrad, Moscow and Stalingrad) defend on a 4
- Guard Tank Regiments: The Soviet Union used heavy tank regiments as guards of Moscow. These were elite tank formations, invulnerable to any standard anti-tank weapons available of that time.
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RE: My take on technology house rules for 1940posted in House Rules
its another house rule that I had dug up in another forum that allows artillery to “shell” or bombard an adjacent territory for 1 ipc per shot
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RE: National Advantages for Global 1940posted in House Rules
I really like the techs that you came up with danny boy, i really like the seabee’s NA (my grandpa was a seabee in ww2 :-))and the American Soft power NA however I think the mighty missouri NA might be to powerful and I would suggest either making the battleship a three hit unit or hit on five, overall very good though.
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RE: My take on technology house rules for 1940posted in House Rules
This is a tech chart that my group uses that we found somewhere else on this forum and for the most part did not make although there have been a few small alterations, some of the rules involve other house rules we sometimes play with and therefore can be replaced with any of the extra rule at the bottom or some of the techs from denbushisan.
Anyways here is our tech chart
Super Tech Chart
Roll 1D6 to determine Tech Path:- Shipping
- Barrage
- Flight
- Industry / Production
- Land Warfare
- Political
Roll 1D6 to determine Tech:
1a) Super Transports
1b) Super Submarines
1c) Heavy Battleships
1d) Stealth Submarines
1e) Super Carriers
1f) Long Range Naval Vessels2a)
2b) Heavy Artillery
2c) Rockets
2d) Radar
2e) Nuclear Tech
2f) Flak Guns3a) Long Range Aircraft
3b) Heavy Bombers
3c) Jet Power
3d) Folding Wings
3e) Strategic Fighters
3f) Bomber Sights4a) Industrial Technology
4b) Industrial Growth
4c) Expanded Conscription
4d) Foreign Legion
4e) Expanded Naval Production
4f) Expanded Aircraft Production5a) Mechanized Infantry
5b) Heavy Armor
5c) Trench Warfare
5d) Tank Bunkers
5e) Super Land Mines
5f) Super Armor6a) Technical Conference
6b) Propaganda
6c)
6d) Patriotic Fervor
6e) Volunteer Corps
6f) Technological EspionageDescription:
Super transports - Each of your Transports may now carry a weight factor of 4.
Super submarines – Subs get +1 attack.
Heavy Battleships - Each of your battleships roll 2 dice instead of 1 (this includes shore bombardment)
Stealth Submarines – Defending submarines may retreat from combat before any attack is made (subject to normal retreating rules)
Super Aircraft Carriers – Each Aircraft Carrier can hold up to 3 fighters or 1 bomber (if combined with Folding Wings technology – each Aircraft Carrier can hold 4 fighters or 1 bomber and 1 fighter)
Long Range Naval Vessels – All of your naval vessels movement rate is increased +1.
Super AA guns - Each of your AA guns roll 2 dice instead of 1
Super Artillery - Your Artillery units now receive 2 dice when attacking or defending, and 2 dice when shelling
Rockets – Once per turn a AA gun may fire a rocket and conduct a SBR on a enemy IC up to 3 spaces away, minus dice roll*3.
Radar – All sea units may negate sub effects.
AA gun brigades – Territories may now contain multiple AA guns, but no more than 3 AA guns are allowed in each territory
Heavy Shore Batteries– All anti armor guns hit on a two or less during amphibious assaults.
Long Range Aircraft – All aircraft get +2 move.
Heavy Bombers - Each attacking Bomber rolls 2 dice (not 3) instead of 1 (this includes Strategic Bombing Raids) only heavy bombers can drop Nukes.
Jet Power – Fighters defend on a five
Folding Wings - Up to 3 of your Fighter units may land on your Aircraft Carriers
Strategic Fighters – Fighters can now be used to perform Strategic Bombing Raids on IC’s (damage is the following: 1-2 = 3 IPCs, 3 = 6 IPC’s, 4-5 = 9 IPC’s, 6 = 12 IPC’s)
Bomber Sights – All bombers attack at 5 or less
Industrial Technology - Every ground unit’s production cost is reduced by 1 IPC.
Improved Barracks – Barracks may now produce Light Artillery and Jeeps.
Expanded Conscription - Receive 2 infantry units during the “Place New Units” phase on each of your turns
Foreign Legion – You may build 1 infantry per turn on territories that do not contain IC’s as long as they have at least an IPC value of 2
Expanded Naval Production – All ships cost 2 IPC’s less
Expanded Aircraft Production – All aircraft cost 2 IPC’s less
Nuclear Tech – Allows you to begin producing Nukes.
Heavy Tanks – All tanks attack at 4 or less
Trench Warfare – All infantry units defend at 3 or less
Tank Bunkers – All tanks defend at 4 or less
Super Land mines – All land mines defend at 2 or less
Super Armor – All tanks now require 2 hits to kill
Technical Conference – You may give one invention of your choice to any one of your allies (you must presently possess the invention) or any one of your allies may give you one of his inventions
Propaganda – You persuade a neutral country to allow you to fly your planes over their country and move your forces through their country providing they don’t end their turn in a neutral country.
Lend Lease – You may build one unit a turn for any one of your allies (units built are of his color and they appear on any of his IC’s ready for use in his turn) or any one of your allies may build one unit a turn for you.
Patriotic Fervor - Once, now or in the future, you may add 10 infantry to your build (these units must be built from your capitol and this may be rerolled)
Volunteer Corps – You may transfer any one unit per turn that is currently located in any of your Allies’ territories to a unit of his color and they are ready for use in his turn (you are not allowed to move this unit during your turn)
Technological Espionage – Your spies steal one invention or technology of your choice from any one enemy (if no enemy has an invention or technology, tough luck)
Extra techs:
Carpet bombing: air units may select target but only hit on a one
War bonds: at the start of each turn roll a die add four get that many IPCs
Underground factories: SBR do ½ damage -
RE: Thank you Larry!posted in Axis & Allies Global 1940
Thanks Larry for the best Axis and Allies game ever, keep up the good work! :-D
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RE: Operation: Scotland Lionposted in Axis & Allies Global 1940
your strategy sounds pretty solid, i like it, perhaps I will try it in my next global game :-D
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RE: Would you reccomend A&A G40 to a fellow A&A Player?posted in Axis & Allies Global 1940
oh yeah definitely the best axis and allies game to date :-D
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RE: My take on technology house rules for 1940posted in House Rules
these are great my group has been playing with a very similar tech chart form an earlier thread for some time except ours has 6 tech categories and a few really good techs, if you want I can post it later, overall very good job though I really liked the air to surface rockets! 8-)
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RE: Waffen SSposted in House Rules
hey IL do you think that spies could be represented in the special army rules too :?
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RE: Revised Global 1940: Rules of Neutralityposted in House Rules
my group does a neutral auction on turn three where each major power has to put a bid on each neutral nation the winner of the bid gets to spend the ipcs that they and other players bid along with the value of the territory and one (or two) ipcs per infantry the territory is supposed to get, if everyone bids zero on a territory it becomes a super neutral and can no longer enter the war at any point in the game.
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RE: Railway : Train Station [Cardbord counter]posted in House Rules
hey check out this forum, it has a lot about possible rules for railways