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    Posts made by The Captain

    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      Hi Barnee,

      In that case - when mines can defend a specific line/border - the rules concerning mines are according to the standard rules in the AAG40HRE.

      I understand Manstein’s concern about game speed and KISS:+1:

      So, Gentlemen - I would anyway suggest that we go with Barnee’s plan - and let’s see how it goes. :relaxed:

      How does that sound?

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @gen-manstein

      If it works with with TripleA, then lets try it.

      Note: When mines are activated - originally these mines can no longer move. How does this work in TripleA if mines are activated in the Capital - before moving to the frontline?

      How can we distinguish between mines that are dug in (armed) - and mines that are “unarmed” - and still able to move?

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Originally, there is no limit to how many mines can defend at any border. But since TripleA cannot adapt this rule, we have to consider the play balance in attacker vs. defender. So, TTy value plus 1 as the max number of armed mines in a territory seems well balanced.

      Also, originally there is no limit to how many unarmed mines each territory can contain. The reason is, that mines must be produced in a Capital - and from there move to the front during NCM. So, when the owner of these mines wants to move them in any directions - depending on the anticipated direction of enemy attacks - there might be “traffic jam” if there is a limit to the number of unarmed mines “enroute”.

      To make this work with TripleA I can see the difficulties. So, taken the above into consideration I suggest that we adapt a rule that you suggest will work:+1:

      Depending on player feedback, we can always go back and adjust the rule for TripleA later.

      What do you think about this?:relaxed:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Global 1940 and 1943 Expansion for use with TripleA

      @barnee

      Hi Barnee,

      You did a fantastic job:+1:

      With both the TripleA version - and the Table Top version, players throughout the A&A Community now have unlimited access to
      the Axis & Allies Global 1940 House Rules Expansion - and will hopefully have tons of fun:grinning:

      I’ll look deeper into it during this week. I have never played TripleA - so I need assistance from those of our members who play TripleA, in order to “get the big picture”.

      I’ll be online almost every day, after work :relaxed:

      Thanks, once again. Great Team Work:+1: :+1:

      posted in TripleA Support
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      :+1: :+1:

      We’re discussing land mines for use in TripleA in our Play Test Group.

      One suggestion is, that only a certain number of mines can be active in each territory. The number of mines are equal to the IPC value (+ 1) of any territory. Example: if a territory has an IPC value of 2, the maximum number of mines is 3.

      If a territory has no IPC value, there can be only 1 mine in that territory.

      Mines only defend during combat movement and non-combat movement into or through this territory - not during retreat of attacking units.

      This suggestion is based on our game experience with landmines.

      Please note:
      Land mines are an essential part of defensive fighting. Especially on The Eastern Front as well as in Western Europe…

      Could this suggestion work with TripleA ?

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      That is fantastic - sounds like you’ve been working non-stop on the project - I’m really looking forward to see it:+1:

      1. Tactical bombing is not described in detail in the Axis & Allies Global 1940 House Rules Expansion. On page 24, Note 2 is just described that bombing of Air Bases & Naval Bases must follow the rules of Air-To-Air Combat Over Target Area.

      2. Attacking Paratrooper units can retreat from combat on the same terms as attacking infantry units - one space back to a friendly territory from where at least one of the attacking units came. This rule also applies if the Paratrooper units attack by air. If retreating under these circumstances is not possible, there can be no retreat.

      When players througout the Axis & Allies Community start playing with the Axis & Allies Global 1940 House Rules Expansion, then I’ll sum up on questions & answers and create a FAQ.

      Since we represent several individual play groups we have a name: Danish Axis & Allies Association. Our Facebook site is available - but still under construction.

      The name under which the Axis & Allies Global 1940 House Rules Expansion is created and released is simply: The Captain.

      But I think you’re right about The Captain & Co. since no one can stand alone - and every succes depends on the Team Effort.

      So, The Captain & Co. should be the name:+1:

      Thanks for your comments:+1: :+1:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      Hi Barnee,

      During Air-To-Air-Combat Over Target Area combat is resolved in the following way:

      1. Strategic Bombing on Industrial Complexes: all types of air units can participate in this battle, except Tactical Bombers. (See pg. 23-24).

      2. Tactical Bombing on an Air Base and/or Naval Base: all types of air units can participate in this battle. The participating air units must follow the same combat rules as during Strategic Bombing, meaning that:
        a.: Attacking Strategic Bomber units each “defend” at “1” and escorting Fighter units “attack” at “3” - against the Fighter units that defend the facility (these defending Fighter units defend at “4” - and German Me 262 Jetfighters defend at “5”).
        b.: Attacking Tactical Bomber units “defend” at “3”. These Tactical Bomber units can be escorted by Fighter units in the same way as Strategic Bomber units. During this type of combat, Tactical Bomber units cannot interconnect with Fighter units - (contrary to Land combat and Naval combat).

      :+1:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      :+1: :+1:

      Yes - all Industrial Complexes can be converted to Underground Factories.

      Also, this is the only way you can destroy them, in order to prevent them from falling into enemy hands.

      Thanks

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      :+1:

      The Shipyard Tech rule is not changed - so Naval units simply just become even cheaper etc. with the new Cost Of All Units chart.

      We also left the Airborne Tech as it is - since nobody ever uses it anyway now that Paratroopers are available. In this case - what would you suggest?

      Yes, Weapons Developement can begin in round Early 1943.

      Basically, what we experience during play testing - and regular games as well - is that Weapons Developement is not used at all. Mostly because you can purchase a variety of units that make Weapons Developement redundant - and because it’s too costly at the expense of mass producing much needed combat units for Frontline Duty (see Total War rule from Early 1943).

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      Hi Barnee,

      Yes, since only 1 Elite Infantry unit is allowed in each terrotory, the retreating Elite Infantry unit would be lost during this maneuver.

      You could compare this scenario with Carrier Based Fighter units that has no place to land - they would be lost at sea.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee
      That sounds great:+1:

      I’ll see what I can do about the units for use with TripleA - checking if some of our test players knows anyone with skills on that matter.

      When you start up a new thread, let me know. Otherwise we can communicate by e-mail, including sending files etc.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Also - you’re right about units inside an Army & Army Corps.

      All units within a Waffen-SS Army, Soviet Army Corps, Panzer Army and Tank Army cannot interconnect with any units outside each type of Army.

      Please note:
      In a Waffen-SS Army that contains Waffen-SS Artillery and Waffen-SS infantry - the artillery can support the infantry inside this Army.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Hi Barnee,

      Paratroopers operate under infantry rules, with the exeptions mention on pages 18 and 19. If a paratrooper wants to move into any Capital by air - this Capital must be friendly.
      Ex.1: During NCM the German player wants to reinforce Axis troops in Rome with paratroopers from Western Germany. The paratroopers can move directly from Western Germany to Rome.
      Ex.2: During NCM German paratroopers wants to move into Axis controlled Rome from Nothern Italy. They can choose to do so by air - even though this space is adjecent to Rome - or they can move by land.

      German paratroopers wants to reinforce Axis Forces in Africa during NCM from Axis controlled Rome. Since Rome has an Air Base, these paratroopers can move up to 3 spaces by air - and can fly over enemy controlled sea zones.

      Lend-Lease: UK and US units cannot take part in any combat on the UK and US players turn before being send to the Soviet Union - prior to the first comming Soviet turn where these units are to be converted into Soviet units.
      Once the Lend-Lease units are landed in an original Soviet territory (and Soviet controlled) these units can defend if attacked by Axis Forces - before they are converted into Soviet units.

      UK and US Transports and Escorts can be part of the same Convoy - if they are in the same SZ. They cannot move together, since they belong to different powers.

      Army Group: This is the single largest and most powerfull formation of combat troops anywhere on the game board. The Armies within the Army Group are restricted to the same rules as when several friendly Armies are in the same territory. In other words: only 1 Army can obtain its ability to fight as an Army when multiple friendly Armies occupy the same territory.

      Another example:
      If 2 German Army Groups occupy the same territory - and each German Army Group attacks different territories from this territory - then both Army Groups attack as Army Groups - and each get 2 extra dice rolls at “4” in each round of combat as long as the Army Group is intact.

      Thanks for your comment:+1:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @barnee

      Hi Barnee,

      Good to hear from you again. Thanks for your comment:+1:

      1. Landmines destroy everything (land based units that passes through the minefield). So, yes: Tank units are destroyed if struck by mines.
      2. A Waffen-SS Oberst-Gruppenführer unit cannot make a blitz move, not even when moving together with a Waffen-SS Panzer unit.
      3. A Soviet Commissar unit cannot be supported by artillery.

      Please note:
      A Waffen-SS Oberst-Gruppenführer unit can be supported by a Waffen-SS Artillery unit - as long as both these Waffen-SS units are not part of a Waffen-SS Army. This is because the Waffen-SS Oberst-Gruppenführer unit operates under Waffen-SS Infantry rules.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @monsieurmurdoch

      I truly appreciate your feedback:+1:

      It seems that you and your play group had fun - and challenge.

      As you gradually get more in depth with the first 4 Sections you’ll most likely discover that your Overall Strategy needs carefull planning - especially during the first 3-4 rounds of play.

      I’m looking forward to hear more.

      Thanks, once again:+1:

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @monsieurmurdoch

      Great - I guarantee that you’ll have fun. Looking forward to hear about your first game impression.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @monsieurmurdoch

      Thanks for your comment:+1:

      The German Take Over Of Italy rule comes into play only when certain circumstances are fulfilled.

      Those circumstances are certainly not in favor of The Axis since Africa is now cleared of German and Italien troops.

      If any Italian Naval Units are still on the game board at the time of the Take Over they are confined to The Mediterranean Ocean.

      When we started play testing the Take Over Scenario we did have some Allied components in these rules, such as some units would join The Allies and some would remain on the side of The Axis.

      But it seemed that the rule was to complicated to handle during the heat of the battle - and obiously not “attractive” enough for The Axis - unless the rule was sufficiently advantageous for Germany.

      So we came up with restrictions of placement of The Italian Navy and and an economic consequence for Germany. This rule was still faithfull to History - and easy to play with.

      It made the difference - and from then on players started using the rule, as soon as things started to go wrong for The Axis in Africa.

      Hopefully, you’ll experience this when you and your play group play with the Axis & Allies Global 1940 House Rules Expansion.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: GEN’S Advanced Global 40 Game

      Nice,

      How is the starting setup and IPC level for each Nation?

      posted in Other Axis & Allies Variants
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @nolimit

      Just watched it - fun & great video.

      posted in House Rules
      The CaptainT
      The Captain
    • RE: Axis & Allies Global 1940 House Rules Expansion

      @nolimit

      I truly appreciate your comment:+1:

      And I think you’re right about YouTube. Wouldn’t that be great - so that everyone can have fun and challenge on a massive scale. Let’s get back to that later.

      posted in House Rules
      The CaptainT
      The Captain
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