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    Posts made by templeton

    • RE: National advantages for Anniversary edition

      @Imperious:

      you AARHE reader you. :-D

      I am now - I took those from the LHTR 2.0 - but I’ve just seen you’ve done loads of National Advantages for all the countries, so I feel like I’m at a rules buffet now!

      Excellent - there are some really good ones in there. I like the Amerika bomber!

      Your Italian ones are good - I like how the obvious ones people first think of are the Gustav Line and mountain terrain - it was always a problem for me that it was easy to do in Axis and Allies what it was not easy to do historically - get to Germany through italy.

      For Japan I’ve got one new one which is ‘elite naval air’ - I like how in some Pacific wargames the Japanese start with amazing units, which are non replaceable - representing their elite air arm. I use the red A&A Pacific Japanese fighters for these and give them a 4/4 rating. My rule is that fighters that start on carriers are ‘elite’ they are non replaceable.

      This rule is linked to the Kamikaze rule in that, once all elite air units have been destoryed - the Japanese may then convert one normal fighter to 2 kamikaze planes - these have no attack value and can only move 2 - but their ability is they work like an AA gun for ships, so it’s basically the AAR national advantage.

      But it makes use of the red Japanese planes I have… I use the red infantry to denote those that are ‘dug’ in on islands.

      Your Iwoa ships are good - the US did put lots of AA defence on their ships.

      Ok - great stuff, and plenty of food for thought!

      posted in House Rules
      T
      templeton
    • RE: AA50 escorts and interceptor rules

      @Lynxes:

      IL/

      I think you have misread the rules. It says that it is the combined number of fighters and bombers. So in 1) Italy would face 2 fighters, and in 2) it would face 1 fighter. The historical case is the UK SBR campaign prior to the entry of American escorted missions by Mustang long-range fighters, and I don’t think it would feel very good if Germany could just stack up 3-4 fighters and then UK would never be able to SBR with anything like OK odds. Hence the interceptor limit.

      1. Well, you can make bombing more attractive - the bombing dice role is the number of damage tokens, and IPC cost - so in effect, because you have to spend IPC to conduct repairs - bombing is twice as effective.

      Risk/reward.

      2. The British bombing campaign was not that effective anyway - and you could say that playes have an option for daylight bombing - escort/interceptor rules apply, or nightbombing - damage is halved and escorts cannot be used, but neither can interceptors.

      Hence, the US can afford daylight bombing which is more effective - and the British, who cannot, do the more ineffective area bombing. A heavy bomber at night just rolls one dice rather than two - which gives the US the option to do the Tokyo night raids if they want to avoid Japanese fighters.

      I’d leave interceptors and escorts hitting on a ‘1’ or less…

      But I also have a house rule where the US can build TAC air - attack 4 defend 3 (which can’t be used in strategic escort/intercept) - and the Germans have the same, they can build the stukas from the revised edition which attack at 4 and defend at 3 and can’t be used in strategic combat.

      That way, the Germans and Americans have to balance the need for strategic fighters - and the more attractive tactical fighters.

      Since the new edition has Me109’s, I’m loathe not to use my stukas from the earlier editions - seems such a waste!!!

      posted in House Rules
      T
      templeton
    • RE: AA50: House Rules

      @Imperious:

      It makes no sence whatsoever to have a technology the better coordinates Artillery fire for Infantry at double the efficiency, unless we are talking modern warfare with guided missile/projectile technology. Its really like they made this Technology out of thin air with no correspondence to the actual war. It would be a much better thing to allow tanks a boost with planes present in battle and acknowledge that battlefield doctrine of warfare, than to assign this bogus mystery technology that didn’t exist.

      Twice the effectinvess does seem quite a bit, but then if you compare American artillery and German artillery - it could be said to be twice as effective. Forgetting that US artillery was mobilsed and German guns were mostly horse drawn, the US introduced forward observers - better co-ordinating their batteries to front-line units. Guns could respond to fire missions much quicker than German batteries, and generally the US were pretty much using a modern system of combining guns and infantry - look at the number of germans killed by artillery compared to other means in the Bulge and you get an idea of just how advanced the US was at this system. The calibre of the guns was not strictly relevant, what matters is rate of fire, accuracy and speed of response - how much weight of fire you can dump on an area in a five minute interval is key.

      The Soviets also took a similar approach, and by the end of WW2, almost half the Red army combat strength was artillery - one could argue that the MRLS system they had constitutues that combined fire-power. Certainly the Germans couldn’t match that level of fire power. Now, whether in the Russian case this is better represented by simply buying more guns or adding a new tech to represent doctrine changes is a debate.

      But I did see sense in the technoglogy itself, and I recommend an article in the ‘Bitter Woods’ rule book which compares German and American artillery fire control systems.

      But then this is Axis and Allies, so in a way it doesn’t have to be so tied to history - you have to invest in technology boosts, so it could represent all that funky stuff the Germans were developign such as SAMs and guided anti-ship missiles.

      That said - your idea of boosting tanks and planes is a better way forward, and more in the character of Axis and Allies.

      posted in House Rules
      T
      templeton
    • National advantages for Anniversary edition

      Hi guys,

      Need some help here - I liked the national advantages from Revised, and want to make them for the new edition.

      First - a disclaimer;

      I’m aware that historically the original NA’s are questionable - but then, Axis and Allies is a game - not a detailed historical simulation. Because it is the antithesis of A World at War by GMT games - I want it to be simple, yet have some flavour.

      Whilst it was easy enough to create NAs for Germany, Japan, the UK and US - Italy was much harder. Partly becuase I’m hard pressed to think of any, let alone six significant advantages that the Italians had.

      The Americans were motorised, had heavy industry - the Germans had Stukas and fancy tanks etc etc… Most of my advantages for Italy relate to Germans operating in Italy!

      I’ve also yet to test these - so, accepting that I’m not attempting to recreate history, but merely to add flavour to my games - can people give advice from a games persepctive on whether these are too unbalanced, or add a nice bit of chrome without widly affecting game play…

      Oh, and we also use the house rule that any subs adjacent to a UK or Japan industrial complex knock off an IPC from that nation’s collect income - best compromise without putting convoy zones on the map - may even make the US vulnerable, but noly the UK and Japan suffered a submarine campaign against them - and in the final analysis, the US campaign actually worked.

      (I can’t attach the files, as I’ve made fancy sheets with a national propaganda poster for each nation as a watermark for each A-4 sheet…)

      But the text is;

      UK
      1. R a d a r
      Antiaircraft guns in the United Kingdom and Gibraltar hit air units on a roll of a 1 or 2 (3 if Radar is later developed as a technological breakthrough). All other tan territories are treated as normal.

      Enigma  Decoded
      Once per game, after Germany or Italy finishes a combat move, but before it conducts combat, you may make one special move. You may move any number of your units from one space into an adjacent space that was under the control of the Allies at the beginning of the turn. This movement must either be into or out of a space being attacked by Germany or Italy. Moving sea units into an empty sea zone does not count. If moving out of an attacked space, you must leave at least one unit behind. This is the only time attacking submarines may be intercepted.

      Colonial  Garrison
      You begin the game with one additional industrial complex in any tan territory with an income value of at least 1 (You still can’t have more than one industrial complex in a territory).

      Joint  Strike
      Once during the game at the start of a round (before the first player), you may declare a joint strike. That round, you complete your turn as normal, expect that you skip combat move, conduct combat and non combat move phases. On those phases of the US turn, the US player uses your units in his combat move, conduct combat and noncombat move phases together with his own units. You and the US player must agree on attacking casualties and who takes possession of an captured territories, or the opposing player gets to chose. AA fire is rolled separately against each nationality. Weapons advantages or any other national advantages only apply to the units of the nation that gained the development or has the advantage. A joint strike may not be called off once it has been declared.

      Free French
      Once per game, if the Allies control Western Europe, you may place three of your infantry there for free. (Use the grey American infantry to represent these forces)

      Middle Eastern Oil
      British infantry may move 2 spaces if they begin their movement in Anglo-Egypt, Trans-Jordan, or Persia during your non-combat move phase.

      USA
      US Marine Corps
      You may build marines at a cost of 4 IPCS. Marines attack on a 2 in the first cycle of land combat portion of any amphibious assault against an island surrounded by a sea zone. Even if supported by artillery, their attack remains 2. (Use the dark Green infantry to denote Marines).

      Motorised Infantry
      You may construct motorised infantry at normal cost which move 2 and may blitz as tanks do. The mechanized infantry development allows you to match up artillery to moving infantry units. (Use the truck mould to denote mechanised units).

      Tactical Air Forces
      You may build tactical air forces (TAC AIR) that attack on a 4 or less and defend on a 3 or less. (use the P38 mould.)

      War Economy
      The cost of buying sea units is reduced by 1 IPC

      Silent Service
      Non-submerged US Submarines that are in a sea zone adjacent to a Japanese industrial centre cause an additional IPC loss for a total of 2 IPC during the Japanese collect income phase.

      B29 Super Heavy Bomber
      Once you have developed both long-range aircraft and heavy bombers, you may convert bombers to B-29 units at the rate of one per turn. These bombers have a movement of 8, and roll two dice when attacking. Only one is used in defence. In addition, B-29s are immune from Anti-Aircraft fire when making strategic bombing attacks (I have mini-B29 models for this, otherwise I’d just use a red chip under a bomber)

      Italy - where I need ideas and inspiration!!!

      Libya Express
      Each of your destroyers may act as a transport for one infantry. These destroyers follow the same rules of loading and offloading units as transports do.

      Gustav Line
      German artillery defends at a 3 or less in Italian tan territories.

      Rome-Berlin Pact of Steel
      Germany may transfer two units per turn to Italy during the build units phase. These must be converted at the start of the German turn, and therefore unable to be used by the Germans during movement and combat.

      Suez Convoys
      Britain loses 1 IPC in its collect income phase for each non-submerged Italian submarine in sea zones 13 and 15.

      The Soft Underbelly
      Infantry in the Italy territory defend at 3 or less.

      Axis Forces
      If Italian forces hold no territory other than Italy and the Balkans you may place three Axis infantry for free in the Balkans territory during your build new units phase. These are available for immediate use. (I have some green Germany infantry from my first copy of the old Axis and Allies which had printed the americans in grey and the Germans in green, which has been dead handy for US supported Chinese forces, or using the Grey Americans as free french.

      Germany

      W o l f    P a c k s
      Your submarines attack on a 3 (4 if you have Super Submarines development) if there is more than one of them at the start of a combat cycle. When there are less than two submarines this ability is lost. Wolf Packs do not improve defending submarines. Enemy Destroyers do not affect this National Advantage. The submarines may come from difference sea zones, but they must attack the same sea zone.

      P a n z e r  B l i t z
      If your attacking forces destroy all defending units in a territory in one cycle of combat, or if no combat was necessary, any of your surviving tanks in the attacking forces may move 1 territory during the noncombat move phase.

      L u f t w a f f e  D i v e  B o m b e r s
      You may build dive bombers which attack at 4 and defend at 3. Your dive-bombers may conduct first round tactical bombing runs. They are subject to antiaircraft fire as normal. In the first cycle, if there are no defending fighters present, the dive-bombers hit on a roll of 5 or less in land battles only. Any units hit still fire back normally in the first round of combat. In succeeding rounds of battle the fighters hit on a normal roll of 4 or less. If defending fighters are present this ability is cancelled.

      F e s t u n g  E u r o p a
      You may place one block house in any grey territory that is adjacent to a sea zone. They may not move and defend on a 4 or less. Additionally, during any amphibious assault against a grey territory, all your infantry defend on a 3 during the first cycle of combat. No more than two block houses may be placed in any coastal territory.

      G e r m a n  S c i e n t i s t s
      Weapons development tokens cost 4ipc instead of 5

      H e a v y  P a n z e r s
      You may build heavy tanks at the rate of 2 per turn. They cost 7 IPC and attack and defend at 4 or less. (Use the black heavy Panther moulds) (You can use the Tiger tanks from ‘The War Game’ miniatures - or the Maus. They also do the heavy German subs for the super sub tech).

      Japan and USSR to follow when I’ve typed them up, but I think Japan will be the same as revised, along with the Soviets - although I’ve got a red set of Soviets, which I may use to represent Guards units - either the tank or man - or possibly both. Not sure.

      Anyway - making no excuses for abandonment of history, I welcome any comments regarding play balance - or if others have been using any national advantages.

      posted in House Rules
      T
      templeton
    • RE: New Big 60'x30' World Map! (Global Conflict)

      @Imperious:

      OOB thinking BTW

      I’m afraid I don’t know what OOB means…?  :? (probably obvious!)

      I just hope I get to see the big Deluxe version some time soon - hopefully with Tiger tanks, Me262s etc. Doing a big game tomorrow - didn’t manage to get this map printed, so am using your HHRE map and rules which I did manage to get printed.

      Hope to try this map in the new Year, as it looks like a good way to link the Europe game with Pacific game. Just wish I had illustrator and the know-how to use it.

      posted in Other Axis & Allies Variants
      T
      templeton
    • RE: Convoy Raid

      @Cmdr:

      I guess a simple solution would be limit ships to one sea zone movement, instead of two.

      But would that not ruin the game in the Pacific to some degree…?

      Shipping of this era was not so slow. They could get accross the Atlantic pretty quick.

      Besides, as abstract as Axis and Allies is, it is more realistic to have IPC loss rather than entire armoured corps sunk during transit.

      posted in House Rules
      T
      templeton
    • RE: The Ultimate Map

      @Nuclear:

      Okay here is my goal.  Have no idea when I will be able to create such a thing.  But I think it is possible.

      Here is what I want to do:
      1. 10 foot by 4 foot map or so.
      2. Hexagon spaces
      3. Introduce micro management rules to make the game more tatical.  For example railroad lines through certain hexagons could allow one to move faster.
      4. At least 100 spaces between Berlin and Moscow.

      So anyhow my biggest question, is how does one go about creating a hexagon map?  Is there some special program or way of doing it?

      http://www.boardgamegeek.com/image/42438 - GMT’s A WORLD AT WAR.

      posted in Other Axis & Allies Variants
      T
      templeton
    • RE: New Big 60'x30' World Map! (Global Conflict)

      @Bob_A_Mickelson:

      Two hits on a tiger is a good idea.  Sherman tanks (and i know the Russians didn’t use these tanks, and USA and Britian had other tanks, but they were a very slim minority) had difficulty piercing the Panther tank’s armor.  Quite often Sherman shells simply bounced off the Panther’s armor.   The Tiger, and particularly the King Tiger had much more armor than the Panther so two hits sound like a good idea.

      But they were deployed in far fewer numbers… so a single tank represents perhaps 100 German tanks, but perhaps as many as 500 Russian tanks. So 1 hit is still representative… besides, if you only have the Tiger tank left, the German player should think about retreating!

      posted in Other Axis & Allies Variants
      T
      templeton
    • RE: Convoy Raid

      @tekkyy:

      Thats got the problem of not relating to construction.
      The IC might not even be in use. (Or might be receving material via.)

      But this is a classic design for effect… the USA should not be able to ignore U-boats sitting off the Eastern Sea-board. There was a lot of American shipping that went up and down the US coast, and around into the Gulf of Mexico.

      The Germans had a field day here with oil tankers and what not before coast black-outs were put in place.

      So, although the effect itself might be a little off - the desired result is that the US does not let U-boats sit off the coast of the US because it harms their industry… so it forces the historical play of the US working hard to clear U-boats of the Eastern seaboard.

      As for the UK - then it makes perfect sense, as the UK was vulnerable to blockade - and a lot of British war material was shipped in from the US, including parts to make bigger weapons.

      So the 2ipc adjacent, and 1 ipc 2 zones away is a perfect rule which forces historical play - and it’s simple to cacluate.

      The only funky bit is the U-boats in the Baltic - but then the first U-boats hit the UK from there anyway, and a German player will want his uboats in the Atlantic as they are twice as effective (deny UK IPC and US IPC anyway).

      posted in House Rules
      T
      templeton
    • RE: Sergeant's rules (part 2)

      @Imperious:

      a tank hit makes it a artillery

      artillery hit makes it an infantry

      Interesting!!! Very interesting…

      I was toying with the idea that half of units destroyed (rounded down) can be brought back at half price -to represent force pools, replacements, and the fact units are not destroyed.

      This I think is more elegant… although might make clearing out Russia harder! But it certainly blunts an offensive.

      posted in House Rules
      T
      templeton
    • RE: Different Rules for IPC.

      @Nuclear:

      Infantry still need supplies.  It is called Jeeps, Trucks, food, clothing, and such.  The soldiers just did not march accross the land.  They had vechicals to move.

      I know this! I did some time in the Army, and we were not happy when we didn’t have supplies!

      But, at the grand strategic level we can assume that buying an infantry unit includes the ongoing cost of combat supplies etc - without having to make the game too complicated, or introduce upkeep for units.

      Infantry are hard to deal with as they already attack at ‘1’ - so the only real penalty is to prohibit them from attacking. In defence it gets harder to do - the Germans fought a very tenacious defence without huge amounts of supply, as did the Japanese - so to reduce unsupplied infantry from a ‘2’ to a ‘1’ in defence may be over-stating the case.

      I fully agree that a modern army needs supplies - and the supply tokens from BOB need to find their way into the main game.

      However, there comes a point where trying to add more and more complexity into Axis and Allies, we might as well play a different World War 2 game which already has this level of complexity…?

      But you make an excellent point - and that is that supply should be used and incorporated into this game. But how to do it without throwing the balance?

      posted in House Rules
      T
      templeton
    • RE: World War One

      @Nuclear:

      Actually Hexagons are the most effective way to stimulate Trench Warfare.  As the lost of one trench or line would cause the defender to just move back to another line or counter attack.  Hexagons allow for this to occure.

      There are some other methods - check out Paths of Glory by GMT games, which uses ‘point-to-point’ movement. This is my favourite World War 1 game, followed by the new release of ‘Great War in Europe’ deluxe edition, also by GMT games - although this is a ‘monster-game’ - and though simple enough, requires a good deal of time to play through.

      There are some good WW1 games listed on Board-game-Geek, where you might be able to get some more ideas…

      posted in Other Axis & Allies Variants
      T
      templeton
    • RE: Different Rules for IPC.

      @Cmdr:

      infantry need no supplies

      I was thinking that they can’t attack - and that they defend on a ‘1’ without supplies…

      The Allies ran out of steam as they couldn’t attack fast enough to keep up with the Germans - or perhaps they can attack, but supporting artillery don’t work and tanks don’t work. Should help the Japanese stay in the game.

      Or perhaps prohibit Allied troops from attacking without supplies - I’m still looking into this, thanks for the ideas!

      posted in House Rules
      T
      templeton
    • RE: AAMRE: Axis and Allies Modern Revised Edition

      You guys might want to check out the ‘Drop Shot’ series of DTP games.

      They are on Board Game Geek.

      They are hex based, but not very complex - but they have a nice mechanic of having a tactical map for the USSR/USA face off in Europe, but a strategic map where you can play globally, and luanch your nukes and bombers etc - as well as make the broad military moves of plonking a corps in the Middle East etc.

      The strategic rules are nice - might translate into Axis and Allies.

      The only difficulty with Axis and Allies is that WWIII would largly be decided in the france space!

      posted in Other Axis & Allies Variants
      T
      templeton
    • RE: A discussion on Russia's National Advantages

      @Cmdr:

      1. Salvage

      To be honest, this is the worst National Advantage in the game.  I’ve only gotten this once, and that’s because I had a stellar defense of Russia against the Germans which netted me an extra tank that died to Japan.

      How about the Russians can buy back a number of their own destroyed tanks at 1 or 2 IPC?

      Maybe 1 in 5 - or they get 1 of their own dead tanks back for free out of every 5 destroyed?

      posted in Axis & Allies Revised Edition
      T
      templeton
    • RE: AARHE 1939 Edition

      @Imperious:

      http://www.mediafire.com/?cwkgy2dhlwh

      http://www.mediafire.com/upload_complete.php?id=0mbnboe6g2i

      heres a random page of the new ruleset. I have 11 pages done. I have no idea why they add up to 307 MB!!

      so heres one 27 MB page.

      This an exciting project - the map is stunning. Avalon Hill should take note!!!

      posted in Other Axis & Allies Variants
      T
      templeton
    • RE: Global War(Free Map) + Rules

      @tekkyy:

      I divide it to A4. If your printer/driver/software is not precise enough it’ll look bad.
      Good thing is that changes are cheap. Just switch the particular A4.

      Is this easy to do…?

      posted in Other Axis & Allies Variants
      T
      templeton
    • RE: Paratroopers

      @hurleyrod:

      Which rule should we use?

      I’ve never figured out how to incorporate them at this scale - other than to have an advantage card taht allows the Allies to deploy a limited number of paratroopers - this means that one infantry can attack at ‘2’ or ‘3’ on the first round of combat only.

      Given that a division would be smaller than a single ‘infantry’ unit - better to have them employed as a combat bonus a limited number of times.

      Otherwise, you get the Paras invading all of France, when they only invaded a tiny bit of Normandy - and couldn’t advance until the main ground troops linked up with them.

      Same with Arnhem - without the supporting ground troops, they are nothing - too lightly equiped to hold out over a significant amount of time.

      However, they were in WW2 - so I’m working on their use as a N/A that can be used a limited number of times.

      posted in Other Axis & Allies Variants
      T
      templeton
    • RE: Battle of the North Atlantic

      @Nuclear:

      There is an option to play with cards.  These cards activate neutrals, and other abilities.  Here are just 2 of the many that I have created:

      The cards are nice.

      I wish they did this for the N/As in the game - much easier to keep track of who is using what at any given time.

      posted in Other Axis & Allies Variants
      T
      templeton
    • RE: Global War(Free Map) + Rules

      @Deaths:

      Italy- AAR Japan- it’s the best choice and only really, mine are orangeish yellow

      I am very lucky in this respect… I have an original MB set where the Germans were dark green and the Americans grey… thus, my dark green Germans and old-school tanks make for good Italians. The Grey American infantry make neat Chinese units - or US supplied nuetrals.

      I have to admit now to rumaging around charity shops as you sometimes find little gems like that.

      Awesome map… if only it didn’t cost £125 to get them printed in the UK!!!

      posted in Other Axis & Allies Variants
      T
      templeton
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