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    Posts made by sweetchops27

    • RE: North Quabbin Axis and Allies 1914 custom

      @Midwest-Doughboy so the naval base icons were replaced with peices which could be added through use of research and technology points. I do have a rulebook in the works however i keep getting sidetracked by other projects.

      The technology list is the most key component to this game. Every nation gets points every round and must choose how to spend them. Re-usable items include coercing minor allies into the war as well as establishing new factories and naval bases.

      Unit list were expanded, much in thanks to historical board gaming.

      My rules for the russian revolution still need work as they feel entirely broken at the moment.

      posted in Customizations
      sweetchops27S
      sweetchops27
    • RE: North Quabbin Axis and Allies 1914 custom

      The neutral setups prove to still need work. Also i am testing an updated tech chart. The chart worked better for my original map edits, with this one i needed to make some slight modifications. Major power setups available in edit above.
      Great War Tech Chart mk iv.pdf still being tweaked

      posted in Customizations
      sweetchops27S
      sweetchops27
    • RE: North Quabbin Axis and Allies 1914 custom

      @panzerfreak i know these guys printed my map and do odd and end sizes.
      https://www.uprinting.com/large-format-posters-printing.html

      One down side is even though the cost is cheap shipping was not.

      posted in Customizations
      sweetchops27S
      sweetchops27
    • RE: North Quabbin Axis and Allies 1914 custom

      @spitfire i found their files on thingiverse and used my 3d printer however i has seen people sell simular sculpts pre printed and painted advertized on fb axis and allies.

      posted in Customizations
      sweetchops27S
      sweetchops27
    • RE: North Quabbin Axis and Allies 1914 custom

      I printed mine to be 4 foot by 4 foot, i would not suggest going smaller.

      posted in Customizations
      sweetchops27S
      sweetchops27
    • North Quabbin Axis and Allies 1914 custom

      1914 Axis and Allies Custom variant based on other threads, A&A, HBG Global 1914, and some historical documents. I initially used Tjoek’s A&A 1914 OOB as the underlying canvas but took suggestion i had been collecting since 2013 from these forums to build it out and modify the map. Playtested, great map; still working out some setup and unit kinks.

      04ecccf7-6b3a-4945-8fd5-7e2ef9a8e37e-image.png

      Full PDF of Map: https://www.mediafire.com/file/7f3jrb4z9b02q7e/AA1914+map.pdf/file

      Tech Chart: Great War Tech Chart mk iv.pdf

      Unit Stats: Unit stats.pdf

      Central and Allied Setup 1914.pdf

      Neutral Setup 1914.pdf

      More to come… One of these days i will finish the revised rulebook. (For gas and zeppelins i rely on the HBG rules for everything but cost)

      posted in Customizations 1914 great war ww1 axis and allies
      sweetchops27S
      sweetchops27
    • RE: The Bunker Rules

      @DocFav said in The Bunker Rules:

      We’ve been playing with our house rules and they seem to be working OK. We’ve added some more stuff to it as well. Some I’ve taken from other posts here and tweaked. Some from our Double Blind game. Let me know what you think. TheBunkerRules.pdf

      Honestly, I really like the great barrier reef for Australia. My ANZAC specials have always felt dry to me. Should make things interesting for an ambitious Japanese player!

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: The Bunker Rules

      I made the table to fit the map. Map is 4 foot by 9 foot. Table is close to 4.5 x 10 foot. I still have more i want to do to the thing.

      a video i made of one of our games last year:

      https://www.youtube.com/watch?v=tx2u1ipCCl0

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: The Bunker Rules

      IMG_20190518_082451.jpg IMG_20190628_220118.jpgIMG_20190131_122237.jpg IMG_20190518_082613.jpg IMG_20190518_082541.jpg

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: The Bunker Rules

      @GEN-MANSTEIN we have event cards, about 25 per nation. pick 3 initially then can burn one per turn and replace it if you dont like it. Mine dont look as colorful though.

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: The Bunker Rules

      @GEN-MANSTEIN said in The Bunker Rules:

      @sweetchops27 said in The Bunker Rules:

      Our rule book is a living rule book. Our group changes wording or corrects mistakes at least twice a year. Also it borrows heavily from other gamers on these forums as well as HBG. Currently these are used for our custom map of global 1940 and our custom global 1941:

      Specials of Neutral Powers (12).pdf
      Specials of Minor Powers (12).pdf
      Specials of Major Powers (12).pdf
      Specials 1940 Rules.pdf

      So how do u require theses in game? We have basically same thing but only 6 per country and roll for 2 to use for whole game.
      This is what we use for now in a game starting turn 2.

      0956EC0A-8188-48A0-A004-FA440FBF007F.jpeg

      nice looking board. im not there yet but slowly getting their lol

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: The Bunker Rules

      In our game we roll a d-12 to decide how many specials will be used for the game and then independently roll each nation to see which they receive. Getting all 12 is just too much so lately we have been generically giving ourselves 6 per nation out from the 12 available. Much smoother for game play. with the neutral nations we only roll them if they come into play.

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: The Bunker Rules

      Our rule book is a living rule book. Our group changes wording or corrects mistakes at least twice a year. Also it borrows heavily from other gamers on these forums as well as HBG. Currently these are used for our custom map of global 1940 and our custom global 1941:

      Specials of Neutral Powers (12).pdf
      Specials of Minor Powers (12).pdf
      Specials of Major Powers (12).pdf
      Specials 1940 Rules.pdf

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: The Bunker Rules

      I am not sure if these will help but this is what my group uses for german rollable specials:

      Germany National Advantages

      1. U-Boat Cost Reduction
        The Untersee boats swarmed Allied shipping lanes and while being mass produced their ultimate construction cost
        plummeted. Germany May Produce U-Boats at the cost of 6 IPCs. All Submarines are 2 IPC’s cheaper.
      2. European Industry
        Germany’s war required more and more supplies and more workers, where the German army went industry would shortly
        fallow. At the beginning of the game during the set-up phase Germany may place one free factory on any European grey
        territory.
      3. Panzerblitz
        The colossal Panzers rumbled across Europe and North Africa. They would breach enemy lines, then turn and wreak
        havoc on the defenders. If your attacking forces destroy all defending units in a territory in one cycle of combat, any of
        your surviving tanks in the attacking forces may move 1 territory during the noncombat move phase.
      4. Wolf Packs
        Wolf packs of U-boats prowled the Atlantic, working together to down Allied convoys. The only sure thing about a U-boat
        was that there always was another nearby. If at least two of your submarines make a combat move into a single sea zone,
        they attack on a 3 (4 if you have the Super Submarines development). They may come from different sea zones, but they
        must attack the same sea zone.
      5. Merchant Raiders
        During the early years of the Second World War Germany developed Auxiliary Cruisers to greatly weaken enemy
        merchant shipping. Cruisers were disguised as merchant marines and set loose on the worlds shipping. May at random
        secretly designate 3 transports as merchant raiders. These auxiliary cruisers appear to be transports but are actually
        cruisers which attack and defend with a 3. These units may not carry more than one land unit; in addition, they are
        suggested to be marked with silver or gold under their base in order to identify themselves and conceal them to the enemy.
      6. SÜD AMERIKA ODER SCHWEDEN
        Germany’s influence around the world almost coerced other Nations into the Axis. Sweden and Argentina were on the
        edge of becoming additional major axis powers, it would not have taken much to make the full push. The German player
        may choose which nation to receive a free roll for; Argentina or Sweden. The only stipulations are they may not join until
        the 3rd round and the axis are limited to either this special or fascist Spain.
      7. U-Boat Aces
        The captains and crews of Germany’s submarine fleet were the most experienced in the world. Shortly in to the war small
        flotillas of U-boats were turning the merchant fleets of the Atlantic into submerged steel coffins and the Atlantic was their
        graveyard. May designate one submarine to become an ace unit. One Per round only, and following round 1 that sub must
        have been involved in some sort of fleet action or convoy raid in order to be qualified for a promotion.
      8. Afrika Korps
        Rommel’s War in north Africa has enlisted the help of native colonials and collaborators. Many non-Europeans see this
        as their chance for independence from colonial oppression and a chance for revenge against their enemies. 1 free
        infantry per round in an African or Middle-Eastern axis controlled territory.
      9. Kriegsmarine Vessels
        Germany was a nation who was proud of their Naval Capability’s, some old and some new. Enables Germany to build
        Pocket Battleships as well as XXI Submarines. This Special also allows Germany to produce Sub Pens without the
        necessary Technology.
      10. Volksstrum
        The Peoples Storm! With a Nations resources spread thin and the uncertainty of a final victory, Hitler ordered his people
        to unify and militarize in the case of an allied invasion. Children and Elderly, Boy, Girl, Man, and Woman were handed
        weapons and prepared for the end. Enables the building of Volksstrum units within Berlin, Western, Eastern Germany,
        Bavaria, Austria, Czechoslovakia, and Eastern Prussia. Also allows for the recruitment of Hitler Youth units.
      11. Atlantic Wall
        The Germans saw the beaches as the main defensive area, and had the costal fortifications strengthened and the artillery
        positioned accordingly. This was the German defensive “Atlantic Wall”. All of your defending artillery hit on a 3 or less
        in any amphibious assault against any of the following territories: Western Germany, Eastern Germany, Denmark,
        Holland, All of Norway and Continental European France.
      12. Technology breakthrough
        Scientist have been working diligently to create new weapons for the fatherland. Roll once to see what the German war
        machine gains from the Weapons development list. May gain only one Technology.
      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: [Anniversary] Nuclear Weapons

      So the rules me and my crew have been using for the last 5 or 6 years have worked for us so far.
      Atomic bombs are a two part tech: require both heavy bombers and atomic bomb its self. Its a time consuming and expensive proccess. Although it is not listed here we have contemplated adding resource requirment for radioactive materials. Listed bellow is how our text appears in weapons and development:

      *Enables nuclear Bombs. It costs 5 IPCs to build each atomic bomb. Must be loaded at an airfield aboard a Heavy Bomber. An atomic
      bomb run can only be shot at by Anti aircraft fire. Each bomb may be used in one of 3 ways.

      1. Infrastructure target: automatically destroy a grey infrastructure target of your choosing as well as roll a D-6 to decide
        how many enemy units die.
      2. Strategic Nuclear Bombing: roll a d-10 to decide IPC property value to be destroyed and a d-6 to decide how many
        enemy units die. The property value will increase by 1 IPC per turn until it is returned to its starting value.
      3. Naval Bombing: Automatically destroy your primary target, regardless of hit points; also roll a d-6 to decide how many
        ships are destroyed. You may not damage ships.

      (Explanations not in text)
      .Bomb is destroyed from its single use
      .no limit on bomb stockpile or building
      .one bomb per heavy bomber
      .loading a bomb consumes bomber movment for that round
      .bombs can only be loaded at airfields
      . a stategicly nuked territory can never deplete value below zero. Every following round its value will climb by 1ipc value per round until it reaches its original value

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: Red Skull and Hydra

      Idk about the red skull but historical board gaming sells jet pack troopers and some other fantasy ww2 peices in their expansions. Might be worth getting the wunderwaffe for hydra. Might be easier to by a 1/72 scale kit with a german commander in it and paint him with red skin.

      posted in Customizations
      sweetchops27S
      sweetchops27
    • RE: North Quabbin Axis & Allies: Global 1940

      North Quabbin Axis and Allies mk2.1.pdf Our Home Rules

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: North Quabbin Axis & Allies: Global 1940

      @SS-GEN we had alot of action during yeaterdays game. !20200321_111331.jpg 20200321_155421.jpg

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: North Quabbin Axis & Allies: Global 1940

      Here are our objective cards for 1940. There are unfinished cards for the neutral powers and some of the minor allied powers that are not typed up at the moment.U.S.S.R. Objective Cards AA.pdf U.S.A. Objective Cards AA.pdf Japan Objective Cards AA.pdf Italy Objective Cards AA.pdf Germany Objective Cards AA.pdf France Objective Cards AA.pdf Finland and Minor Axis Objective Cards AA.pdf England Objective Cards AA.pdf China Objective Cards AA.pdf ANZAC Objectice Cards AA.pdf

      posted in House Rules
      sweetchops27S
      sweetchops27
    • RE: North Quabbin Axis & Allies: Global 1940

      IMG_20190205_103621.jpg

      posted in House Rules
      sweetchops27S
      sweetchops27
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