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    Best posts made by SuperbattleshipYamato

    • RE: 1962 Cuba Crisis Variant

      @all-encompassing-goose

      You’re right. Making France independent depends on whether you plan on Paris being captured early.

      posted in Other Axis & Allies Variants
      S
      SuperbattleshipYamato
    • RE: 1914 TGC (CP) vs. Yamato (Entente), RR, no bid

      @The_Good_Captain

      Oh. I always thought it was at the end of a turn.

      Super crap. Always thought I could move equipment without infantry into capitals, knowing they’ll be at least one infantry in that capital.

      That screws over, like, all of my solitaire (is that what you call them) games.

      Let’s be nice and say that infantry unit in Picardy missed in the Burgundy battle, so the Germans took the same amount of casualties.

      The dice weren’t nice to me anyways…

      posted in Play Boardgames
      S
      SuperbattleshipYamato
    • Axis and Allies free for all (compatible with TripleA)

      Basically all powers fighting everybody else. I think this is compatible with most games, but I’m focusing on Global 1940.

      Note that to execute these changes on TripleA edit mode is required.

      For TripleA, set all powers to be at war in “political relationships” in edit mode with each other. British Pacific will stay allies with British Europe.

      For ANZAC, for my test game I set it as an independent power, going to war against Britain. It is possible to have ANZAC be allies with the British.

      All pro axis and pro allied neutrals become true neutrals. To do this on TripleA you’ll need to change all the pro allied and pro axis territories to be true neutral territories, then change all the units in those territories to true neutral units. You need to use “change territory owner” to change the territories, and “remove selected units” (you’ll need to click on the units you’re replacing) and “add units” to replace the units in the territories to true neutral.

      If one power attacks a true neutral all true neutrals are allied with all other powers. For example, if Germany declares war on all true neutrals Japan, the US, the UK, France, ANZAC, the Soviet Union, and Italy can all treat the true neutrals allied to themselves.

      For TripleA edit mode would be required to replace the units in the territory to the occupying power and changing the territory owner.

      All national objectives are the same.

      In order to win one power has to conquer every territory in the game (including neutral territories) and destroy every enemy unit.

      posted in Other Axis & Allies Variants
      S
      SuperbattleshipYamato
    • RE: 1914 TGC (CP) vs. Yamato (Entente), RR, no bid

      @The_Good_Captain

      By the way, I bought your book!

      It’s a very good read, and I’m almost done with it.

      It’s definitely extremely brutal and tough.

      Quick question:

      Being a sapper, did you learn how to clear mines? I don’t think you mentioned that in the book, but I thought it was an important part of a sapper’s work.

      posted in Play Boardgames
      S
      SuperbattleshipYamato
    • RE: Axis and Allies free for all (compatible with TripleA)

      @all-encompassing-goose

      Good analysis!

      I should also remind you that all powers are at war with each other at the beginning. Here’s how things went down in my first game (I played against myself).

      One thing I noticed was an insane number of upsets. Maybe I just noticed them more, but at least 20 times there was an 85+ percent chance for the attacker to win and lost.

      Round 1:

      Germany didn’t invade Paris turn 1, invading Normandy Bordeaux, destroying the Royal Navy in sea zone 111, sea zone 109, and sea zone 106, and invading the Soviet Union.

      Germany did not attack Paris and sea zone 110 as both areas had British and French units together, which would eliminate each other. They also failed to capture Northern Italy.

      The Soviets did well initially, pushing into eastern China and taking advantage of Germany needing to capture Paris and defend against Italy to push hard.

      Japan launched a lightning strike against China, the US fleet off Hawaii, and Philippines. Japan didn’t invade the Soviet Union turn 1.

      The US started focusing on the Pacific at first, engaging in numerous naval battles of attrition with Japan off the coast of Hawaii (US destroy Japanese fleet there, then Japan destroys that US fleet, then the US counterattacks), and invading Canada, doing very well.

      The Brits focused on East Africa, capturing it and annihilating most of the Italian navy. Germany also attacked the sea zone 95 fleet, even destroying the Italian aircraft that scrambled to defend, so Italy’s entire navy was destroyed turn 1. Britain also eliminated the French cruiser in sea zone 110, and the French units in United Kingdom. The British units in France were also destroyed.

      The Italians were in a very bad position, having lost their navy and air force, so they merely invaded Southern France and Tunisia. They also occupied empty Alexandria. They failed to capture Tunisia. Due to a bad convoy day Italy would only have 5 IPCs.

      France failed to destroy a British destroyer and cruiser in sea zone 96 (they attacked with their fleet in the Mediterranean and the fighter from Paris), losing all their naval and air assets in the process (the British also destroyed the destroyer near Madagascar in their first turn).

      Rest of the game:

      Long story short, Germany eventually started pushing deeper into the Soviet Union. The Soviet put up fierce resistance but they couldn’t hold out against both Japan and Germany, and couldn’t defend against Germany when they kept losing IPCs to Japan.

      Japan knocked both India and ANZAC out of the game, and captured Hawaii. While American income remained static, Japanese income ballooned, gaining superiority in the Pacific.

      The US invaded the Soviet Far East, and hanged in there for several turns before being expelled.

      The Soviet Far Eastern armies were very successful, forcing Japan to withdraw from Korea and occupying it for several turns before Japan expelled them in a determined attack from Manchuria, over the sea, and in the air (just aircraft, not paratroopers). The Soviets were stalled though in the east by me forgetting to address them in a timely matter.

      Eventually Italy conquered Paris, but at heavy cost, allowing Germany to push into Northern Italy. The Italians in Paris tied up several German units for a while until Germany gathered enough men to capture Paris.

      Eventually the Italians in North Africa couldn’t hold. While Italy scraped up enough men to transport the isolated units in Albania (remember that they couldn’t go through the rest of the Balkans) to North Africa, Britain was just too strong.

      Eventually the US stopped competing for the Pacific with Japan and started building up a massive army to capture Britain. While Britain repulsed the US once, they fell the second time.

      Midgame Britain was doing well landing in German occupied Europe until the US conquered London.

      After the US conquered London they took up the role of landing in German occupied Europe, capturing Rome (Germany retook it though).

      By this point Japan captured Moscow, but Germany got no rest with Japan constantly sending tanks at Germany, pushing hard. It took many turns, but Germany was slowly pushed back until at a certain turn the front collapsed with American pressure in the west making things harder. Japan kept building minor industrial complexes near the frontline and produced only tanks to maximise the limited space in those complexes. Japan at this point was making upward of 100 IPCs and produced more tanks then Germany made infantry. Needless to say, Japan conquered Berlin.

      Concurrently Japan launched an attack against Alaska. The US had shifted back to producing ships in the Pacific at this time, and temporarily gained naval superiority. Japan had more income and was only hindered in naval production by the war against Germany. After the loss of all 3 aircraft carriers (the same ones since the start of the game) and the fall of Berlin, Japan instantly switched to producing naval ships then a landing force to capture the American mainland, needing to build a major industrial complex in Korea to give enough space to make the landing force needed. Japan eventually captured the continental US, with most of the units built up never seeing action.

      As Germany was dying they declared war on the true neutrals. While Japan snatched up Mongolia, the Middle East, and African neutrals (did I forget to mention Japan captured all of Africa, although they needed to eject the US racing to capture all of Africa as well, only making as far as Alexandria before annihilation by Japan), and the US gained South American allies. After the fall of Washington DC Japan spent multiple turns pushing southward to capture South America while taking all the remaining islands (mainly in the Mediterranean, the Pacific ones were taken earlier).

      After 30 rounds Japan is the ultimate champion of the Earth.

      posted in Other Axis & Allies Variants
      S
      SuperbattleshipYamato
    • RE: 1914 TGC (CP) vs. Yamato (Entente), RR, no bid

      @The_Good_Captain

      Thank you for sharing the additional clarification about what Sapper School was about.

      Too bad you didn’t become an engineer. Ordnance officer, given your training, seems to suit you well.

      Yeah, mines are very crazy. I did not know about those Soviet mines you talked about. Thank you for sharing. :+1:

      Yeah, wounded soldiers are often more detrimental than dead soldiers.

      Think I heard one medieval war or something when one side, instead of killing 100 POWs, blinded 99 of them and blinded 1 eye of the last guy, who was tasked with leading them home.

      All those blind men heavily tied down resources.

      posted in Play Boardgames
      S
      SuperbattleshipYamato
    • RE: Axis and Allies free for all (compatible with TripleA)

      @all-encompassing-goose

      The Soviets did better than in normal games.

      Side note, what do you think of a game with no IPCs? Everyone only has what they start with.

      posted in Other Axis & Allies Variants
      S
      SuperbattleshipYamato
    • RE: 1914 TGC (CP) vs. Yamato (Entente), RR, no bid

      @The_Good_Captain

      Not again (talking that to myself)!

      posted in Play Boardgames
      S
      SuperbattleshipYamato
    • RE: Axis and Allies free for all (compatible with TripleA)

      @all-encompassing-goose

      The no IPC scenario should not be combined with free for all (rather, I haven’t tried it yet). What happened was Japan beat China with only a few ground units left, and the allied and Japanese fleets annihilated each other. The US was able to land in China though and worked with the Soviets to retake most of northeastern China by the end of the game. On the Eastern Front Germany and Italy waited for the Soviets to exhaust themselves. It was tough going at first but once the Soviets were broken they had almost nothing left to give.

      Overall in this game whoever has the last unit wins, ground units were crucial and any mistake or bad luck is heavily decisive.

      posted in Other Axis & Allies Variants
      S
      SuperbattleshipYamato
    • RE: 1914 TGC (CP) vs. Yamato (Entente), RR, no bid

      @The_Good_Captain

      By the way:

      Did your left testicle grow back? Or do these things, uh, don’t grow back?

      posted in Play Boardgames
      S
      SuperbattleshipYamato
    • RE: War Plan Orange-Red

      @superbattleshipyamato

      Finished first test game. Very unbalanced in favour of the UK and Japan. I’m working on a sole War Plan Red game, excluding Japan.

      posted in Other Axis & Allies Variants
      S
      SuperbattleshipYamato
    • RE: D-Day: TGC (Allies) vs. Kwas (German)

      @The_Good_Captain

      That’s quite smart. Best of luck!

      Let me know if you want to play a D-Day game like this with me, I would appreciate it. 👍👍

      posted in Play Boardgames
      S
      SuperbattleshipYamato
    • RE: 1940 free for all (Diplomacy mod)

      @all-encompassing-goose

      Hi, these rules are cool. I did not base my rules off of this. This was developed independently.

      A different take on “free for all”. Being able to make alliances though means it should be called “shifting alliances” rather than “free for all”.

      posted in Other Axis & Allies Variants
      S
      SuperbattleshipYamato
    • RE: 1914 TGC (CP) vs. Yamato (Entente), RR, no bid

      @The_Good_Captain

      Remember to do your turn! :+1:

      posted in Play Boardgames
      S
      SuperbattleshipYamato
    • RE: AI-Generated Axis & Allies Variants Using Hypo Chat by Hypotenuse.ai

      @all-encompassing-goose

      I can’t wait!

      posted in Other Axis & Allies Variants
      S
      SuperbattleshipYamato
    • RE: 1914 TGC (CP) vs. Yamato (Entente), RR, no bid

      @The_Good_Captain

      All infantry.

      posted in Play Boardgames
      S
      SuperbattleshipYamato
    • One on one wars (compatible with TripleA)

      I came up with an idea for one on one wars between two powers using the Global 1940 map. Here are the instructions for two versions (Soviet Union vs US and Germany vs Japan):

      Common rules:

      All other powers are neutral. No pro-Axis or pro-Allied neutrals are involved on either side. Attacking true neutrals is allowed with the usual effects of them siding with the other enemy of the attacker. Only territory of the belligerents (with exceptions detailed below) may be crossed.

      For TripleA, use edit mode to make all powers neutral, including pro-Axis and pro-Allies.

      An optional rule is to make pro-Axis and pro-Allied territories also true neutrals.

      One side wins when all the units of the other side have been destroyed and all the territory of the enemy has been conquered.

      Japan vs Germany:

      To make the game faster, Trans-Jordan and Egypt will be under Japanese control and Gibraltar is under German rule.

      All starting units and income is the same (Japan’s starting IPCs are still 26 even with the addition of Egypt and Trans-Jordan and the income effects of these two territories will only start at turn 2).

      For TripleA, edit mode can be done to change the territories to their correct owners.

      Additionally, Germany’s 10 IPC national objectives that are achieved (Iron Ore and Soviet trading) are kept, and no other national objectives are changed.

      Japan’s trade with the US 10 IPC national objective is also kept.

      For TripleA, edit mode is necessary for the US to be recorrected to be neutral as the US automatically declares war on turn 3.

      Soviet Union vs US:

      All starting units and income are the same.

      The Soviets control Denmark, and like above the income change only applies starting at turn 2.

      The US does not get their “at war” national objectives. This means that the US will only ever get 52 IPCs per turn until the US conquered Soviet territory.

      Edit mode is required to make the US neutral with the Axis because the US automatically declares war on them at turn 3 for TripleA.

      Soviet national objectives are the same. Due to not fighting the Axis, the Soviets will not achieve any. This intentional.

      Remember to use edit mode to make all relationships between powers neutral.

      Here are two test games I played on TripleA (TripleA is required to access these files) for both of these ideas. Keep in mind that since these were tests, what was done there may be inconsistent with what I outlined here, which are the definitive and final versions of the rules. Keep in mind I also used edit mode to change unit buys and to correct movement, but no moves or purchases were illegal. They might also give you some ideas of strategies.

      Soviet Union vs US.tsvg

      Germany vs Japan.tsvg

      posted in Other Axis & Allies Variants
      S
      SuperbattleshipYamato
    • RE: 1914 TGC (CP) vs. Yamato (Entente), RR, no bid

      @SuperbattleshipYamato

      Should’ve said “when”, not “if”.

      posted in Play Boardgames
      S
      SuperbattleshipYamato
    • RE: A&A: The Blockgame? (Axis and Allies Eurotrash Variant)

      @all-encompassing-goose

      I don’t get that last part though. So tipping them down shows the unit and the number of units is shown on the side facing the opponent?

      posted in Other Axis & Allies Variants
      S
      SuperbattleshipYamato
    • RE: 1914 TGC (CP) vs. Yamato (Entente), RR, no bid

      @SuperbattleshipYamato

      To be honest, I never thought of the armour of tanks as minus 6 power for the defender. Makes a lot of sense now that you mention it though.

      posted in Play Boardgames
      S
      SuperbattleshipYamato
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