Great idea! I never thought of that! Looking forward to your rules!
Posts made by SuperbattleshipYamato
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?posted in Other Axis & Allies Variants
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?posted in Other Axis & Allies Variants
I think that if you also remove Italy out of the Axis to the Allies, then it will be a very interesting game as the remaining Axis powers, who dominate the continent, try to challenge the world’s first, second, and third largest navies (Royal navy, IJN, and Reiga marina), whilst the Allies have several (not so insignificant) footholds in Asia and Europe (or should I say bootholds?), which the Axis will have to eliminate, and it can be a challenge for Germany to eliminate France, Italy, and the Balkans before reinforcements come in (in the first turn, Italy can move the entire Tobruk stack to the continent).
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?posted in Other Axis & Allies Variants
I also have an idea for another Soviet national objective:
5 IPCs if the Soviet Union controls 6 Chinese territories. Theme: aid to the Chinese communists and establishment of a Communist Chinese government.
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?posted in Other Axis & Allies Variants
Also, I doubt that China could have joined the Axis, unless:
China and Japan magically have all of their dislike for each other disappear and their war ends.
Hitler decides to ally with China, instead of Japan, which is a bad idea, as China is far weaker than Japan.
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?posted in Other Axis & Allies Variants
Cool! I love that! The reason why I did not simply turn Japan into an Allied power is that after the naval led coup, it is likely that the army men will escape, and fight on in mainland Asia, thus beginning this specific conflict.
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RE: [Global 1940] Balancing Calcutta Crush - IJA vs IJN inter service rivalryposted in House Rules
I really like this idea, as it allows even in a three player game to have two players as the Axis.
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RE: Cheap way to get Axis And Allies 1914posted in Marketplace
Is there an English version of these websites? I don’t understand what the websites say (they are all in different languages). Thank you for your find!
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RE: An accurate version of Axis And Allies Global 1940posted in House Rules
As for logistics, I feel like there should be a change to convoys, where if they are attacked and the ships are sunk, then over time, then supplies can’t get though to the units that are being supplied the infantry will be less effective, tanks can’t really move, and artillery probably can’t shoot due to lack of ammunition. Perhaps the players will have to spend IPCs to make railway lines, which will supply units at the front line (where those supplies will come from, I’m not sure). They can be bombed like industrial complexes, although perhaps anti aircraft artillery units will have to defend against aircraft, probably although the railway line can also have it’s own anti aircraft artillery. When a railway line is destroyed, the effects of the units on the frontline will suffer the same problems as convoys being destroyed. Perhaps we can replace the IPC system altogether by having all powers control certain amounts of strategic resources, and those resources will have different functions, such as steel for building units and oil for moving units, with different territories having certain amounts of these materials. Synthetic oil plants are an interesting idea, which can be bombed.
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?posted in Other Axis & Allies Variants
When I first came up with these ideas, I always thought of them being used together (using only the Soviet Union one is suicide for the Allies, as I have discovered), which is why I didn’t really keep them separate. Sorry about that.
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RE: An accurate version of Axis And Allies Global 1940posted in House Rules
Thank you for your reply. Now, I have read the global 1940 rules expansion (I’m not actually done yet) and I disagree with the timeline. In the Europe 1940 game (without Pacific), the US declares war on the third turn, because of the attack on Pearl Harbour, or on December 1941 (late 1941). So the third turn should be late 1941, not early 1941, as depicted in the global 1940 house rules rulebook.
As for pilot training, I always thought quality should have a big role in the game, and pilot training (in this case, I mean quality of pilots) really is just the start. Some ideas I have are creating a new aircraft unit, where it goes in training, and the longer you wait, the more effective it will be (perhaps we can make it so that a player will have to pay a certain amount of IPC to keep the pilots in training, replacing the normal IPC cost for these aircraft units?) or we could simply create new aircraft units (I don’t know how to mark these new ones) with varying costs and effectiveness.
Whilst I’m sure many players probably have already suggested this, here is my take on heavy tanks, light tanks, and medium tanks:
Light tanks: cost 5 IPCs, can move three spaces, attack and defend at 2, 1 can be loaded on a transport with one infantry,
like medium tanks.Medium tanks: basically the same as normal tanks in the game.
Heavy tanks: cost 7 IPCs, attack and defend at 4, can move one space, and either cannot get on a transport or takes up the infantry space on the transport as well (not sure yet).
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Cheap way to get Axis And Allies 1914posted in Marketplace
So, the thing is, by the time I wanted to get Axis And Allies 1914, the game seemed to be already out of stock at all my local stores and it goes for hundreds of US dollars on Ebay. Is there a cheaper way to get this game? Thank you everybody!
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RE: What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?posted in Other Axis & Allies Variants
Thank you for your comments, just something I wanted to add that I forgot:
The change in the turn sequence will be that Axis Japan goes after the Soviet Union (Soviet Union’s turn still goes after Germany’s turn), then Allied Japan goes after that, then the US and so on.
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What if the Soviet Union joined the Axis and Japan joined the Allies (well really Japan erupting into an Imperial Civil War)?posted in Other Axis & Allies Variants
So my idea is that Japan will have a naval coup (supported by Britain maybe, the IJN always had strong links to Britain), and when that happens (at the start of the game), these are the new rules:
“Allied Japan” will control the entire navy at setup, all islands Japan controls at the start (and all the units on them) and Siam and the units there.
“Axis Japan” will control Japanese occupied China and Korea, all of the units on those territories, and it’s capital is Shanghai.
Both sides start at war with one another, with Axis Japan also at war with China, but all other powers are neutral in this “Japanese civil war”.
The US and Japanese neutrality rules to each other (the US cannot end naval units in sea zones next to a Japanese territory, and Japan not being able to end naval units within three sea zones of North American mainland US territories) no longer applies to Allied Japan (but still Axis Japan) and whenever either side captures an original Japanese territory, it is considered liberated and given to that side’s Japan.
Chinese territories are considered liberated and given to China if liberated by the Allies, but given to Axis Japan if captured by the Axis.
If Tokyo is taken by the Axis, then Axis Japan’s capital will move there.
Both Axis Japan and Allied Japan may declare war on the other members of the other side on any turn (except the Soviet Union).
Pacific victory conditions will change, as I will explain later.
National objectives:
Due to this “civil war” never happening in real life, I cannot give an explanation of each national objective’s historical context in italic font, because it never happened.
Axis Japan:
10 IPCs if Axis capture Tokyo (first time only) Theme: national prestige.
5 IPCs if Axis Japan controls Manchuria, Kiangsu and Korea. Theme: major power centres.
5 IPCs if no convoys next to Axis Japanese territories are being attacked. Theme: access to vital shipping lanes.
Allied Japan:
1 IPC every time Allied Japan liberates a territory for China. Theme: “treaty with China” commitment.
10 IPCs (first time only) when Axis Japan is defeated (this means that Axis Japan does not control any territories or units). Theme: national prestige.
5 IPCs if Allied Japan controls 5 non Axis Japanese territories originally controlled by the Axis powers (only territories originally controlled by Italy, Germany, and the Soviet Union count). Theme: commitment to the Allied cause.
All national objectives for Japan in the normal rulebook are not used.
Whenever the rules mention another nation’s relations to Japan, it will refer to Axis Japan.
I know that this could never have happened in real life, but it could make for an interesting game, maybe a bit like World War 1 (easy win for the Allies in the Pacific, but maybe not that much if the Soviet Union joins the Axis rule).
Rules for the Soviet Union joining the Axis:
We will assume that the membership will last towards the end of the war.
Soviet units may not be moved to German controlled territories, as the conflict between Germany and the Soviet Union will still exist.
None of the Allies may declare war on the Soviet Union until the respective power’s third turns.
The Soviet Union may only declare war on the third turn.
New victory conditions: All victory cities on both maps will be counted the same. In order to win the game, the Axis have to control 15 victory cities in the game for one full turn (they need not be the same cities) ending with the end of the turn of the Axis power who captured the last victory city required.
Two minor Axis (Italy and Axis Japan) capitals have to be taken, and one major Axis (Germany and the Soviet Union) have to be held for one turn (they don’t have to be the same capitals).
Finland becomes a strict neutral territory and will be treated as such.
National objectives (replaces the old ones):
When the Soviet Union Is At War:
6 IPCs if the Soviet Union controls Eastern Persia, Persia, Iraq, and Northwest Persia. Theme: access to the open sea and ocean.
1 IPC if the Soviet Union controls Bulgaria. Theme: Soviet desire to have access to bases in Bulgaria.
15 IPCs if the Soviet Union controls Turkey. Theme: long time desire for control of the Turkish Straits.
2 IPCs if Finland is not pro Allies, controlled by Germany or the Allies. Theme: important exports of resources to the Soviet Union.
Germany’s “when at war with the Soviet Union” national objectives will not be in effect, whilst Germany’s “not at war with the Soviet Union” national objective will increase to 8 IPCs, representing massively increased economic offers the Soviets gave to Germany in historic German-Soviet Axis talks. This will take place after the Soviet Union’s second turn.
The Soviet Union-Mongolian pact acts the same as normal, although it now applies to all Allied powers, instead of just Japan.
Germany can move troops into Finland in their first turn-Germany therefore gains the IPCs from the territory. At the start of Germany’s second turn, Germany must move any units moved into Finland out of the territory, if possible (if possible, that action must be done). All mobilised Finnish troops will stay in the territory, and Finland will become a strict neutral, and Germany will no longer control the territory. If Finland is attacked, Germany will gain control of the territory for the rest of the game (the Soviets still don’t get their national objective relating to Finland).
If you have any questions, please ask them.
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RE: National Advantages for Global 1940posted in House Rules
Why is there not an italic font for the Italian national advantages explaining their historical context? Also, please add your 12 planned national advantages for each of the Axis powers you never posted along with the italic font explaining their historical context of each of these (maybe you finished it, but forgot to publish it?
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An accurate version of Axis And Allies Global 1940posted in House Rules
Now what I am looking for here are accurate mechanics for the game. This means that I can do anything whatever I want (within rules, of course) but such things such as logistics, public support and morale, climate and terrain, accurate territory IPC amounts and setup for all the powers and pilot training, among other things. Leave no question unanswered, and touch on every aspect of the game to make it historically accurate (perhaps improved convoy rules, to make Malta more important)? What I don’t want is to have rules that forces all the powers to only do the things and actions they did historically. Basically, I want the game to have as accurate a situation and mechanics, but allows both sides to come up with different strategies, whilst the Axis and Allies will be faced with the same problems (at the start of the game, at least) regardless of strategy (different rail networks across different countries, US isolationism, always weird to me that the US can declare war without an attack, but maybe that is accurate). I do not mind the game becoming over complicated with these new rules. As I don’t know how to do these rules, I humbly ask the community to come up with these new rules. Thank you everybody!