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    Posts made by tarkonis

    • House Rules

      Has everyone read the house rules by Larrson @ http://hem.bredband.net/triathlon/HouseRulesAA50.pdf

      I think the optional 6 rules for each power are great and reflect each powers strengths.  I do think Japans battleship rules are a bit too strong though.

      What does everyone else think about using these rules?  maybe roll a D6 at the start of the game and get one power?  Or use them all?

      It’d be great to hear your thoughts on this…

      Thanks.

      posted in House Rules
      tarkonisT
      tarkonis
    • A question for IL - Your optional rules on BGG

      This is a question for IL RE your rules on BGG.

      I have read all of your optional rules and they all seem really great :)

      In your experience though, which ones should I use to make the game more advanced and yet maintain the balance of the game.  I really like the Russian Winter rule… but, what rule should I introduce for the axis to rebalance it.

      Thanks.

      posted in House Rules
      tarkonisT
      tarkonis
    • RE: AA42 at BGG

      True… the game was quite expensive…

      Still though… why play AA42 if AA50 is a better game with better sculpts and board?

      Variety perhaps…?  But then who wants to drink Bells when you can have Jamesons?

      posted in Axis & Allies Spring 1942 Edition
      tarkonisT
      tarkonis
    • RE: Allies lose every game.

      Nope I haven’t tried a bomber.  I just see 2 tanks being better than 1 bomber.  What would I back it with?

      All I see is in R3 is 9 German tanks on karellia and 10 German tanks in Poland.  I don’t know how to counter that without help.  I try to open the western front as soon as possible to divert some of the German panzer spam. I have started using the optional rule of closing the black sea… That way Italy cant use its units on a suicide attack to help the Germans overpower russia.  That makes it a bit fairer for russia…

      But to balance it I also use the rule where you must own Gibraltar/Algeria to gain access to the med and also north west Europe to gain access to the Baltic.

      My brother beat me playing allies using these rules… it helps to stop the Italians can opening the Russians for the Germans to blitz through next turn.

      posted in 1941 Scenario
      tarkonisT
      tarkonis
    • RE: Looking for Axis ideas against my clan's new Allies campaign

      How did the turtle go?

      posted in 1941 Scenario
      tarkonisT
      tarkonis
    • RE: AA42 at BGG

      I think the fact that this game is being released is a bit of a slap in the face to all those who bought AA50 thinking that would be the flagship game for a few years to come at least.  Why don’t they just reprint more AA50 because that’s what people want to buy.

      posted in Axis & Allies Spring 1942 Edition
      tarkonisT
      tarkonis
    • RE: Will it live up to the hype???

      I can’t see how the pieces will be better than AA50 if the price is lower.  I was a tad disappointed with the aa50 pieces and that game cost a lot more than 42 will.  The Japanese curly bayonet was especially well done  :wink:

      posted in Axis & Allies Spring 1942 Edition
      tarkonisT
      tarkonis
    • RE: Allies lose every game.

      @Fighter:

      @General:

      I’m still losing with the allies to skilled axis players.  :(  Try Try Try again.

      I cant get an invasion force going until turn 3 at the earliest and even then russia is on its knees. :(

      what is your approach and buys with russia.
      you usually get 30+ (i very rarely go below 30 with nos) which COULD be used to buy 1 bomber (12), 1inf (3), 1 tank for mobility and cost free blitzability(5). that costs 20 ipc total, and then the rest could be used on cheap units with a bit firepower such as 2 inf supported with 1 art at the price of 10 ipc total. Again I would recomend against buying fighters instead of bombers IF the axis is far from moscow as bombers range and kill-power are just so much better for the louzy 2 extra ipc. Of course if the axis is on the doorsteps, the 4 defensive dice for the fighters might be considered, but otherwise never if you ask me.
      p.s. your are not building navy with russia are you? (joke, but just making sure)

      Yea man I R1 all sub buy! :P Just kidding  :evil:

      I usually just buy all tanks.

      posted in 1941 Scenario
      tarkonisT
      tarkonis
    • RE: Was this game play tested AT ALL?

      @Cmdr:

      You know, there are a few house rules I’d like to play test myself.  Not all of them are mine, but here’s my list:

      1)  SZ 16 is closed.  Only Russia may move into and out of this sea zone.
      2)  SZ 5 is closed.  Only the nation that owns both NW Europe and Norway may move into and out of this sea zone. (no, America cannot own one and England the other.  One nation must own BOTH.)
      3)  SZ 12/13 is treated like a canal.  You, or your ally(s) must own both Algeria and Gibraltar at the start of your round before passing through the Gibraltar straight.
      4)  The Chinese Fighter is stationed in Sikang (the defacto Capitol of China.)
      5)  Battleships have AA Guns (same rules as AA Guns, so 5 battleships in a sea zone still only get 1 AA shot per.  This rule is more of a method to negate the massive power of heavy bombers in naval warfare.  Now you can have Radar Battleships.)

      I have a whole set of revised rules as well, still working on beatification of the document and then I’ll gladly post them for critique and would love some play testing.  But those 5 seem just needed to make the game a bit more balanced.

      SZ 12/13 should save the Italian fleet and allow Germany some leeway on their luftwaffe use in round 1.
      SZ 5 gives Germany a realistic break from amphibious assault on Berlin until the Allies truly have the upper hand.
      SZ 16 stops the unrealistic Italian suicide mission to knock down Russian defenders allowing Germany an easier assault before Russia can recover.
      The move of the Chinese fighter at least gives China a chance to do something other than die.  Now they have a chance to fight back, which, I believe, was the original idea of giving them a fighter!
      And of course, the battleships (as I mentioned) having AA ability helps restore the balance against Jet Fighters and Heavy Bombers a little.  Not massively, since in WWII the preferred method of sinking the enemy was through the use of aircraft, but at least enough that it’s no longer a bone headed idea to buy a BB.

      Hi Jennifer thanks for the rules.  here are my thoughts on them…

      1)  SZ 16 is closed.  Only Russia may move into and out of this sea zone.

      I think this is a great rule, because currently the axis can Steamroll into Moscow using Italy as suicide fodder as you have stated.  It makes for a more interesting game for the Russian/Allied player.

      2)  SZ 5 is closed.  Only the nation that owns both NW Europe and Norway may move into and out of this sea zone. (no, America cannot own one and England the other.  One nation must own BOTH.)

      I don’t understand why allied powers can’t control both sides of this new canal in order to gain access to the sea zone… and practically I can’t see how I would explain the real world connotations of this rule to my playgroup.  “America wont let you in to the sea zone…”, “But why…? Damn Yanks!”  :wink:

      3)  SZ 12/13 is treated like a canal.  You, or your ally(s) must own both Algeria and Gibraltar at the start of your round before passing through the Gibraltar straight.

      I already play this rule and it is working well :)  Sometimes it forces troops to land in Africa… Which is good.

      4)  The Chinese Fighter is stationed in Sikang (the defacto Capitol of China.)

      Anything that makes china stronger is fine with me.

      5)  Battleships have AA Guns (same rules as AA Guns, so 5 battleships in a sea zone still only get 1 AA shot per.  This rule is more of a method to negate the massive power of heavy bombers in naval warfare.  Now you can have Radar Battleships.)

      I’d like to see cruisers with aa guns as someone posted in this thread also.

      I still think India falls too easy and the Japanese will still just stomp over most of Asia without a fight.  Maybe a rule to allow china movement into Burma and India might hold of the Japanese for a while longer.

      posted in 1941 Scenario
      tarkonisT
      tarkonis
    • RE: Allies lose every game.

      I’m still losing with the allies to skilled axis players.  :(  Try Try Try again.

      I cant get an invasion force going until turn 3 at the earliest and even then russia is on its knees. :(

      posted in 1941 Scenario
      tarkonisT
      tarkonis
    • RE: Was this game play tested AT ALL?

      @Zhukov44:

      @dabapic:

      You people don’t know what the Hell you are talking about, this game is the BEST AA game ever made! there are no flaws in this game only flawed players. I’m sick of reading you crybaby’s complaining because the game didn’t play out like you thought it should. Larry Harris designed this game to be a Game! that’s FUN to play, that takes WWII and turns it into "what if " this happened or what if that happened , it’s not going to be historially accurate because we all know the Axis lost, so the game was made to where either side could win by a bunch of different ways.
          So stop your whinning or go play a different game

      I think AA:50 41 is an awesome game.  But I’m not seeing much in the way of anti-Japan strategies, which makes me question whether it will ultimately eclipse Revised and the new updated version of Revised, where KJF strategies are both possible and a lot of fun to play.  AA:50 is more historically accurate and the rules are much improved….but what everyone considered the classic game defect of Revised–that game dynamics dicated a race for Berlin and Moscow in every game–seems even more prominent in 41.  I hope I am wrong and it’s a simple matter of figuring out the strategies…  But either way I think basically everyone agrees China and India should be stronger and a few game mods in this direction make 41 a much better game.

      I agree, I love the game I think it’s amazing but India falls turn 2 in every game I play against the axis and it’s 50/50 whether Egypt falls.  I think if India and Egypt go early it’s hard for the Brits to keep up money wise, Unless they are trading France early on and the u.s have nabbed a Japanese territory.  But having said that the axis cant do it all.  If they go for egypt then they didnt go hard in against russia.  Sometimes the tables turn on me and I don’t even realise it happening until its too late.  It’s easy to overextend your lines with the Germans and also the Japanese as they push into Russia.

      Personally… I would love the game to be historically viable… IE a true war in the pacific and Germany/Italy vs UK/USA.  I think shifting all NO’s for America into the pacific and beefing her up a bit to enable her to fight a war on 2 fronts would help to achieve this.  Just leave the France NO for the brits.  Improve China to deter the Japanese from attacking Russia, and finally beef up Italy so the European axis does not rely on Japan.

      posted in 1941 Scenario
      tarkonisT
      tarkonis
    • RE: Looking for Axis ideas against my clan's new Allies campaign

      Id like to see how your turtle goes :)

      BTW… your allied plan on B1 states that you buy an IC… Where are you placing it?

      posted in 1941 Scenario
      tarkonisT
      tarkonis
    • RE: A game of aa50 on Triple A

      Sure mate im up for those rules… plus edit mode is for WIMPS :P

      posted in Axis & Allies Anniversary Edition
      tarkonisT
      tarkonis
    • RE: A game of aa50 on Triple A

      Cant you connect for direct ip?

      posted in Axis & Allies Anniversary Edition
      tarkonisT
      tarkonis
    • RE: Multi nation a/c

      Thanks again :)

      posted in Axis & Allies Anniversary Edition
      tarkonisT
      tarkonis
    • A game of aa50 on Triple A

      Does anyone fancy a game of AA 50 on Triple A?  I need to hone my skills by watching great players \o/

      posted in Axis & Allies Anniversary Edition
      tarkonisT
      tarkonis
    • Multi nation a/c

      Hi I have a question…

      If I make a carrier with Italy and put German fighters on it.  Can I move the carrier in the combat phase and attack a fleet and use the German fighters for attack?

      Thanks

      posted in Axis & Allies Anniversary Edition
      tarkonisT
      tarkonis
    • Big thanks!

      Just wanted to start this thread because thanks to you guys (especially Krieg) I pretty much have the rules to AA50 down and am churning out games of 4-5 rounds in a few hours.  It’s quite daunting being a newbie and getting the rules wrong but you guys really helped me out a lot.

      So… Thanks!  :mrgreen: You all rock!

      posted in Axis & Allies Anniversary Edition
      tarkonisT
      tarkonis
    • RE: Placing planes on carriers in non combat

      Thanks for the clarification.

      posted in Axis & Allies Anniversary Edition
      tarkonisT
      tarkonis
    • RE: Placing planes on carriers in non combat

      @Krieghund:

      Yes, and directly above that the rules define eligible landing space, which includes “a sea zone that is adjacent to an industrial complex you own if you will be placing an aircraft carrier that you previously purchased in that zone.”

      Ah I see it :) Thanks.

      posted in Axis & Allies Anniversary Edition
      tarkonisT
      tarkonis
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