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    Posts made by techroll42

    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      Earth to Questioneer, do you read me?

      posted in Play Boardgames
      T
      techroll42
    • RE: The Russian bear!

      Here’s how important Finland/Norway are:

      They add 5 IPC’s to Russia for the territory, plus 6 IPC’s NO.
      They subtract 5 IPC’s from Germany for the territory, plus 5 NO.

      That is +11 for Russia, -10 for Germany–a 22 IPC swing. And a base for US/UK planes flying to Berlin/West Germany.

      posted in Axis & Allies Global 1940
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      techroll42
    • RE: Defending armies cannot retreat

      Woohoo unintended benefits! I might have to try that one out…

      posted in House Rules
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      techroll42
    • RE: The Russian bear!

      Well there’s the problem!

      You simply cannot let Russia hold those lands. Bild transports if need be. That $$ is why you had trouble.

      posted in Axis & Allies Global 1940
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      techroll42
    • RE: Defending armies cannot retreat

      Here’s another idea: If a unit chooses to retreat, the attacker may (IT’S THEIR CHOICE) pursue the unit to where it is retreating. There is a limit of 1 or 2 pursues per battle per turn. This means that:
      1. A reserve force is a decent idea
      2. If a battle is going badly but you have your reserve force, you can change the tide by retreating.
      3. But it doesn’t make retreating too overpowered as you are ceding a territory to the attacker.

      posted in House Rules
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      techroll42
    • RE: Modules for ABattlemap

      I agree that ABattlemap has its limitations, but you should know what you’re getting into. It’s called a BATTLE MAP for a reason, people. If it was meant to be a board game, it would be called ABoardgame. It is simply a TOOL players use to show unit positions for games on the forum. ABattlemap cannot roll the dice for the game, and it does not prevent you from moving units illegally. It is merely a map. If you want more from an Axis and Allies program, like dice rolling, avoid ABattlemap.

      posted in Software
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      techroll42
    • RE: The Russian bear!

      1. The Allies shouldn’t have conceded. If Italy still had Cairo and Germany still held Paris, the Axis wins straight up.

      2. How did Russia do so well? Did they have good rolls? What was their strategy? What was the Axis’ plan?

      posted in Axis & Allies Global 1940
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      techroll42
    • AA Java

      What do you people think about landing an AA in Java along with the inf and fighters?

      Have you heard of or tried or seen this?

      Did it work?

      I like it because it is a base to harass Japan’s navy and a fortress that is costly to crack.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      I am still awaiting defensive casualty orders.

      posted in Play Boardgames
      T
      techroll42
    • RE: ALLIES HELP!!

      As promised, my Russian strategy:

      There are 2 routes, and which one you use is dependent on Germany’s plan.

      Assuming Barbarossa, as that is the easiest:

      All inf. Perhaps 1 art or 1 arm, but inf is your purchase. You can either fall back all the way to Moscow or defend all your IC’s, but you don’t want to be fighting  major battles with Germany in any other territories unless you get him exposed.

      If there is Sealion, you still want 6 inf. per turn in Ukr/Leningrad (sometimes I’ll put an art or 2 in there as well), but the rest should be on mech/tanks in Moscow. Put all your forces up front (save some in Leningrad in case of amphibious assault) and be ready to defend/attack Germany along Rom/Hun/Pol.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • RE: Starting Techs for Nations

      Improved Mech is also good for Germany.

      posted in House Rules
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      techroll42
    • RE: Starting Techs for Nations

      Super Subs make sense if for no other reason than they had good tactics in the war.

      posted in House Rules
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      techroll42
    • RE: Idea for a House Rule for China.

      I like the idea. It will make China a real power.

      posted in House Rules
      T
      techroll42
    • RE: Idea for "strict neutrals" rule change

      I think that “diplomacy dice” benefit the Allies too much as the US can use them to make, say, Afghanistan Pro-Allied and then let USSR take it.

      Perhaps it would be cheaper for the Axis because they can “threaten to attack” if the neutral doesn’t align towards them.

      And remember, if the Axis get Spain, it’s a short-term bonus only useful for defense of France, while the Allies will eventually walk in.

      Another thought is that
      1. Certain “strong” neutrals, i.e. Turkey, Sweden, Spain, start with not just infantry. For example, Spain would have 2 inf. 1 art. 1 DD., NB, Minor IC. (Note: neutrals without IC’s would be like China–they can build inf. only)
      2. There would be a predetermined Spanish (or whatever neutral) building order. They might build inf. inf. art. inf. DD or something like that. Obviously it would add complexity but I think it would be awesome!
      3. Neutrals could be combined into “Defense Pacts” so, for example, Spain and Portugal would be counted as 1 “minor neutral power” and would combine their income with Spain as the capital–like a mini-country that happens to be really neutral. If Spain was captured, it would transfer IPC’s to the conquerer like any other power.
      4. These defense pacts could be combined into alliances. And these alliances could be even between a strict neutral and a pro-allied or pro-axis. For example, Spain/Portugal Defense Pact could be Allied with Brazil. Brazil could be part of the South American Defense Pact, so if Spain were attacked by the Axis, everyone connected to Spain via alliances would move 1 “step” towards the Allies–Pro-Axis to Strict, Strict to Pro-Allies, Pro-Allies to Allied territory. Defense Pact powers would automatically become controlled by the Allies if the Axis attacked. But this might be too powerful and almost like the OOB rules, so we might make it a roll to see if the Defense Pact would declare war (on a 4 or less they would, for example), and a lesser roll (say 3 or less) to see if the Allies would “step up.”

      posted in House Rules
      T
      techroll42
    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      Well, the U-Boats aren’t looking too good now.

      posted in Play Boardgames
      T
      techroll42
    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      So you can’t roll attacker and defender together  :? :? :?

      Attacker 1 sub
      DiceRolls: 1@2; Total Hits: 01@2: (4)

      Defender 1 DD
      DiceRolls: 1@2; Total Hits: 11@2: (2)

      posted in Play Boardgames
      T
      techroll42
    • RE: Techroll42 (Axis) vs. Questioneer (Allies) Global 1940 Alpha+3.9 Thread

      Yugoslavia’s battle is finished. All defenders and 2 German infantry destroyed.
      Germany gains 2 IPC’s of production.
      Sub Z91 taken as casualty.
      Sub 106 taken as casualty.

      Rolling round 2

      :aaa
      Attacker 1@2
      Defender 1@2:

      That’s all I can do. I eagerly await casualty choices for 110, 111, W. France and France.

      posted in Play Boardgames
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      techroll42
    • RE: Adjacent Territories

      Yeah, Africa is too big but Europe too small.

      posted in Axis & Allies Global 1940
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      techroll42
    • RE: ALLIES HELP!!

      France won’t play a real role.

      If Paris holds till France’s turn build inf.

      Otherwise just move ur units where they’ll help the allies.

      Will talk USSR when I’m not really tired.

      posted in Axis & Allies Global 1940
      T
      techroll42
    • D-Day Game

      Anyone up for a quick game of Axis and Allies D-Day?

      posted in Play Boardgames
      T
      techroll42
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