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    Topics created by Tamer of Beasts

    • Tamer of BeastsT

      [Global 1940] Cruiser/Battleship Balancing

      House Rules
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      Imperious LeaderI

      Here is what you do. upload the AA rules of whatever version. then Chat Cpb or Genmini upload the rules and it will decide with brutal logic. The Battleship is priced correctly if its 20IPC and takes 2 hits and SB at 4. the only issue might be the Carrier could have different combat values, otherwise its good. Let AI solve your issue!

    • Tamer of BeastsT

      Getting Russia to Turn 5

      Axis & Allies 1914
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      @The_Good_Captain

      Thank you so much!

    • Tamer of BeastsT

      SBY (Entente) vs. ToB (CP) TGC Balance Game 3

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      @Tamer-of-Beasts

      Same here. Hope to see you soon!

    • Tamer of BeastsT

      TOB (CP) vs. SBY (Entente) 1914 TGC Balance

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      Tamer of BeastsT

      @SuperbattleshipYamato Good game. Let’s play. We won’t know unless we try!

    • Tamer of BeastsT

      Tamer of Beasts (CP) vs. Victory First (Entente) w/ TGC Balance

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      Tamer of BeastsT

      @VictoryFirst You got it. I’ll download the file now. Thanks!

    • Tamer of BeastsT

      Unable to access save file

      TripleA Support
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      Tamer of BeastsT

      @Panther I found a way around it. I don’t get an error message at all. The TripleA logo pops up on my screen and freezes. The only way for me to get rid of it is to restart the computer. However, I think I’ll be alright since I found a workaround. Thanks for the response, though.

    • Tamer of BeastsT

      ToB (CP) vs. Yamato (Entente) w/ TGC Balance

      Play Boardgames
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      @Tamer-of-Beasts

      Sure!

    • Tamer of BeastsT

      1914 TGC Balance Yamato (Entente) vs. ToB (CP) Game 2

      Play Boardgames
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      @Tamer-of-Beasts

      I also need help on another game, you should be able to see the thread in the notifications. Let me know if you couldn’t see it and I’ll share it to you here.

    • Tamer of BeastsT

      1914 TGC Balance, TGC (Entente) ToB (CP)

      Play Boardgames
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      The_Good_CaptainT

      @Tamer-of-Beasts said in 1914 TGC Balance, TGC (Entente) ToB (CP):

      @The_Good_Captain I think it is time to concede. I could build little infantry stacks around Vienna and Constantinople, but, to quote Paul Revere, the British are coming, and there isn’t much I can do about that. Good game, and you got me good with those sneaky, expeditious British.

      gg to you too - the CP are very unforgiving even with the adjustments and in the downloadable document I made (and in my post on the forums here) I went as far to add one further adjustment - taking off a certain amount of Russian infantry from the at start setup. We weren’t sure how many would be best but I intentionally left that open ended bc experience can cut both ways.

    • Tamer of BeastsT

      1914 oob w/ RR Yamato (Entente) vs. ToB (Central Powers)

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      @Tamer-of-Beasts

      Yeah, that Africa move was certainly unique.

      Looks like The Good Captain is still correct about German strategy.

      I definitely noticed if Germany attacked too much in the west early the Central Powers eventually lose, no matter how many armies they chew up.

      I sent you a direct message, please respond. Thank you!

      Ready for the next game when you are. It would certainly be a different experience, playing low luck 1914 with someone else.

      I only ever played 1914 low luck against myself before.

    • Tamer of BeastsT

      Tamer of Beasts (CP) vs. The_Good_Captain (Entente) 1914

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      The_Good_CaptainT

      @tamer-of-beasts

      Game History

      Round: 8 Puchase Units - British British buy 6 fighters and 1 infantry; Remaining resources: 1 PUs; Combat Move - British 3 units repaired. 13 infantry moved from Persia to Mesopotamia 1 transport moved from SZ 29 to SZ 28 12 infantry moved from India to Persia 1 transport moved from SZ 17 to SZ 16 1 artillery and 1 infantry moved from Spanish Morocco to SZ 16 1 artillery, 1 infantry and 1 transport moved from SZ 16 to SZ 17 1 artillery and 1 infantry moved from SZ 17 to Egypt 1 transport moved from SZ 14 to SZ 8 1 transport moved from SZ 8 to SZ 9 2 infantry moved from London to SZ 9 2 infantry moved from SZ 9 to Picardy 1 infantry moved from Lorraine to Picardy Combat - British Battle in Mesopotamia British attack with 9 artilleries, 1 fighter, 33 infantry and 3 tanks Ottomans defend with 1 infantry British roll dice for 9 artilleries, 1 fighter, 33 infantry and 3 tanks in Mesopotamia, round 2 : 20/46 hits, 19.83 expected hits Ottomans roll dice for 1 infantry in Mesopotamia, round 2 : 1/1 hits, 0.50 expected hits Units damaged: 1 tank owned by the British 1 infantry owned by the Ottomans lost in Mesopotamia British win, taking Mesopotamia from Ottomans with 9 artilleries, 1 fighter, 33 infantry and 3 tanks remaining. Battle score for attacker is 3 Casualties for Ottomans: 1 infantry Combat Move - British Turning on Edit Mode EDIT: Changing unit hit damage for these British owned units to: tank = 1, tank = 1 EDIT: Turning off Edit Mode Place Units - British 6 fighters and 1 infantry placed in London Turn Complete - British British collect 43 PUs; end with 44 PUs

      Combat Hit Differential Summary :

      Ottomans regular : 0.50 British regular : 0.17

      UK8.tsvg

    • Tamer of BeastsT

      Italy's Role in the Game

      Axis & Allies 1914
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      @theveteran

      Indeed. The Central Powers and winning in the game, Russia already capitulated (revolution).

    • Tamer of BeastsT

      Italian Expansion

      Axis & Allies Global 1940
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      All Encompassing GooseA

      @tamer-of-beasts Often when that happened 2 things would go down:

      British navy pulls back and I can immediately crush France and Britain’s navy atleast by round 2

      French-North Africa is secured easily

      Then there is the British stack in Egypt, usually they pile up there and leave 1 infantry in Alexandria. I often sacrifice my 3 units in Ethiopia to take Sudan and Kenya, letting UK bottle me up through there (which I am fine with)

      If I have the transports and the US hasn’t secured Gibraltar yet, most of the times Egypt falls I dont know maybe round 3-4 and then the Middle East (unless they built a factory in Persia, my chances of winning Egypt are hindered)

      But it just depends on the Allies if they are good or not :slightly_smiling_face: Italy often doesnt win Taranto but it has happened once or twice before.

      Then the US comes in and it is either I have enough income to sustain a fleet capable of securing the Med and subsequently not having North Africa liberated – or I loose like 2 of my transports and cant reinforce Africa any longer so there is lots of choices there.

      Usually round 1 I take Yugoslavia and South France, I haven’t done a “Mainland France Kill G1” before but I might next time I play as Germany. Greece goes next maybe round 2 (there is an inside-joke that Yugoslavia and Greece are warriors because they always roll at 2’s or lower. Usually it takes much more than needed to take out Yugo and Greece so who knows the outcome)

      Sometimes UK takes Greece (idk why most players dont do this but I guess they dont want to sacrifice their Egypt dudes and a transport) but it is a sting in the butt for Germany and Italy.

      Hmmmm what else IDK

    • Tamer of BeastsT

      How Connected is the Game?

      Axis & Allies Global 1940
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      Tamer of BeastsT

      I do see your points.  Thanks for the input guys, ''tis appreciated.

    • Tamer of BeastsT

      Lend Lease

      House Rules
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      Caesar-SerionaC

      The Iceland requirement is almost dull in the rule anyways because Iceland is already under British control if I remember correctly and rarely does Germany go after it.

      I want to sit down and create very detail routes for Lend Lease and coming off the top of my head, this is what I can think of.

      USA:

      A route between Alaska and USSR.
      A route between the East Coast to UK.
      A route from LA to ANZAC via Sidney that also goes to India to China.
      (this is the longest in the game so I am sure if it should be one continues NO or break it up)

      UK:

      A route from UK to USSR.
      A route from UK to France.
      A route from UK to India to ANZAC ( I cannot remember if UK directly supplied ANZAC before India or did both with the same fleet)
      Some kind of “reserve” Lend Lease to the US from UK, this would be a complex rule to make fair because under history, it involved UK leasing military bases to US.

      I can’t remember what else out there but I am sure you can find more. Also, I intentionally ignored non combat Allied Nations that allowed their merchant fleet to move stuff but you can include it because Mexico is already part of the US in 1940.

    • Tamer of BeastsT

      Atomic Bomb

      House Rules
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      seancbS

      Here are our Atomic weapons rules
      Only Germany and USA may research them.
      Must pay 5 IPC to research. Roll one die and on a result of 6 a technological breakthrough has occurred.
      Then roll 2 dice to determine the technology discovered. We have multiple technologies for USA and Germany.

      12 – Atomic weapons.
      Atomic bombs cost 24 IPC to build. Only two may be built per turn. May not be built on same turn as breakthrough turn.

      Move as infantry by land or sea. If loaded on a strategic bomber, it can move the current range of the bomber

      Due to a lack of trained technicians and engineers, a nation may possess no more than 2 weapons at one time.
      Due to the size and nature of the airburst associated with the nuclear warhead, no attack roll is required to score a successful hit.
      No air defense, such as fighter scramble, is allowed due to the altitude of the strike plane and surprise of the attack. Only upgraded fighters may intercept. Long range aircraft or jet power technology must have been successfully researched to intercept an atomic strike.

      An atomic weapon is treated as an AAA gun if the territory in which it is stored is attacked. 
      No AAA guns are to be fired due to the altitude of the strike plane and surprise of the attack only normal built in AA gun defenses with an industrial facility can fire. Airbase and naval base do not fire AA.
      Any industrial complex is attacked with 4 dice disabled to maximum value of 20 for major and 2 dice disabled to maximum value of 6 for minor complexes.
      Any airbases or naval bases in the territory are attacked by one dice of value.
      One dice is rolled and that number of units of defenders choice eliminated. AAA guns may be chosen.

      If used on a naval assault:
      The nuclear strike cannot be combined with surface vessels or additional aircraft.
      Due to the altitude of the strike plane and surprise of the strike, aircraft on carriers and loaded troops on transports are considered to be cargo and provide no defense. The 5 hits are assessed and the attacking bomber returns to base. No 2nd attack is permitted.
      Transports chosen last.

    • Tamer of BeastsT

      Vichy France Houserule

      House Rules
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      Tamer of BeastsT

      Hey, I came up with a house rule and could use some feedback.  I felt that the Vichy France regime was an important historical faction, and wanted to include them, so here goes…
      Once the territories of France and Normandy Bordeaux are under axis control, the Axis can choose whether or not to make Southern France the capital of the remaining French territories, now under Axis control.  However, all French units in or adjacent to an allied territory become under British control.  When any occupied French territories in the mainland are liberated by the allies, the Vichy units all disband and the territories become Allied again, with the exception of the units and territory of southern France, which remains Axis.

      Feel free to comment or criticize, it can’t hurt!

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