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    Posts made by The Hessian

    • RE: Simple Maginot line rule

      Hey Folks,

      I think the main problem with any kind of “Magino-Line-Rule” might be, that it completely alters the balance of the game in favour of the Allies. If Germany can only use her ground forces in Holland and the 4 Mot.Inf from Western Germany allong with her Luftwaffe to capture Paris on turn one, there is either the risk that France survives the first attack on Paris (and gets to buy 6 more infantry) or a greater part of the Royal Navy will survive G1.
      (Okay, maybe this won’t be a problem since it will balance the game more than any additional income or set-up for the Allies. :-D)

      Greetings,
      Lars

      posted in House Rules
      T
      The Hessian
    • RE: G40 Redesign (currently taking suggestions)

      @Black_Elk:

      Well it would be fairly easy to just adopt the rules of the previous Pacific game verbetum, but you still have an issue in G40 that you didn’t have in the original Pacific game, namely that the new Pacific 1940 map is designed to be integrated with the Europe 1940 map. So I can easily imagine a situation where you have all the Marines crossing the Altantic for a USMC lead D-Day invasion. The unit abilities described above would be much more valuable (in game play terms) if used to invade France or Berlin etc. Because they get a boost on Amphibious and the first round of combat is so key to those battles.

      Hey Folks,

      in our G40 games we use the ‘Marine-Rules’ from the old A&A-Pacific along with the dark-green minitaures. And as Black Elk suggested, if US-Marines were deployed to the Atlantic, we treat them as rangers.
      In addition, since the Japanese miniatures of the old Pacific are red, we use them as SNLF units. (And 6 old red Japanese figthers are used as Kamikaze Planes)
      This workes very well for us.

      Greetings,
      Lars

      posted in House Rules
      T
      The Hessian
    • RE: Veteran Infantry

      Nice idea,

      but this “elite” or “veteran” Status should not be limited to infantry since all other branches of your forces gain experience too.

      And there remains one tiny practical problem: how to tell veterans from raw recruits on the game board? (If you dont want to paint your miniatures or place a huge amount of markers on the board.)

      Greetings,
      Lars

      posted in House Rules
      T
      The Hessian
    • RE: What do you buy, and why?

      Germany: 10 Inf.; cheap & slow, so build them at the start of the game (If the situation is favourable you can build for Seelöwe on G2 with the money captured from France)

      Japan: IC & 2 transports

      Italy: Assuming your BB is sunk, save your money for a carrier. (Save your fighters!) This is the only way the recapture the Med.

      USSR: 9 Inf. & 1 Fighter

      UK-EUR: Transport and Ground-Troops for SAf.

      UK-Pac: Get as much Inf. as you can!

      ANZAC: SUBs, SUBs & SUBs (and if there are IPCs left, build SUBs!)

      USA: Depending on where you want to be offensive.
      The last time I played the US, I’ve invested at 1st heavy for Europe (5 Tanks, 5 Art & 10 Inf; 10 Transports, 1 Carrier +Fighters & 1 Destroyer). I’ve build most of them in SZ10 & Cent.U.S. After the Axis DOW I’ve moved this stuff to SZ 89 & Southeast Mexico. Then off to Gibraltar. (Don’t forget your Brazilian allies!)
      Due to good coordination with the UK we liberated Denmark and on turn 7 captured Berlin.
      After the invasion force for Europe was on the way (done by turn 3), I was able to spend 62 IPCs each turn in the Pacific.

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • RE: Speed of Play

      If it is an other Version than Oztea’s exellent 1941 set-up (http://www.axisandallies.org/forums/index.php?topic=30919.0), it would be nice if you could share it with us.

      posted in House Rules
      T
      The Hessian
    • RE: Speed of Play

      I definitely will!

      By “1941” do you mean A&A 1941 or an alternative 1941 set-up for Global 1940?

      Good luck in any case!

      posted in House Rules
      T
      The Hessian
    • RE: Speed of Play

      Thanks for the advice Nippon-koku San!  :-)

      But we have already tried this. In most of our games we have 4-5 players; at least 3 of them are experienced players. (No.1 - Germany & Italy, No.2 - Japan, No.3 - Russia & China, No.4 UK, No.5 USA; Since we play with a Vichy-HR France is out of the game after round 1 and ANZAC is played by either UK or USA)
      In all of our games the first turn will consume definitely the most time since we divide the nations immediately before the game by lot and some players need some time to get back into the game. Speaking for myself, since I host a game every 2-3 weeks, I’ve played every nation several times and have a pretty good idea what I want to do, but no play survives enemy contact. So during and after every enemy turn I have to adopt my strategy to the newest developments on the board.
      This does not mean that I’m going to change my whole strategy every turn, but it will need some time to analyze the current situation.
      So I think if one complete alliance plays after the other we will save valuable time. Our next game in mid-November will proof if this will work or not.

      Greetings,
      Lars

      posted in House Rules
      T
      The Hessian
    • RE: Speed of Play

      But even if there is the room dedicated to the game, many guys in our group have only time to play once per month. No real solution (for us)…

      posted in House Rules
      T
      The Hessian
    • RE: Key strategy Allies

      Other:
      Get at the IJN as soon as you can. Strike at them as hard as you can and keep moving on.

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • RE: My idea for game balance

      No change of territory value is needed to give UK-Pac +5 IPCs.

      If you like to increase Indias worth for the British, just give UK-Pac an extra National Objective worth 5IPCs for the possession of the two Indian territories like the one for UK-Eur:

      • 5 IPCs if the United Kingdom controls India and West-India. Theme:
        “The jewel in the crown” - the empire’s most valuable possession.
      posted in House Rules
      T
      The Hessian
    • RE: Speed of Play

      Hey guys,

      the problem with the 10+ hour game exist also in our group. One thing we use to avoid this and bring our games to a decision is by using Young Grasshoppers victory conditions. Thanks YG! (Can’t find the link right now… :|)

      An other option to speed things up by changing the turn order and moving several nations parallel will be tested in our next game (I know this definitely belongs to the “house rule” section. Sorry!):

      • We plan to combine a) the German & Italian turns and b) the US & ANZAC turns. This will be done according to the OOB UK-Eur & UK-Pac turn; both nations have their separated economies but may move and attack together. (In case of control of new captured territories, the nation with the most ground forces after the battle will gain control of it.)
        In the 1st game turn Italy may not buy units, move, attack or collect income at all. This is necessary because UK must get the chance for a raid against the Italian Battleship. You can justify this with the late Italian declaration of war (after the big show in France was nearly over) and her poorly handled first offensives against Egypt and Greece in Sep. & Oct. 1940.

      • The new turn order will be:

      1. Germany & Italy
      2. Japan
      3. Russia
      4. China
      5. UK (Eur & Pac)
      6. France (In most cases France will not get any turn at all since we use some HR simulating the fall of France after the capture of Paris & Normandy.)
      7. USA & ANZAC

      While on the one hand I definitely will miss the alternating change of turns between axis and allied powers, with this turn order we hope to gain valuable time since the allies can think about their strategy in the upcoming turn, purchase new units, etc. immediately after the axis powers made their turns and visa versa.

      Greetings,
      Lars

      posted in House Rules
      T
      The Hessian
    • RE: Anyone ever try 8 Victory City win for AA42.2?

      Hi Bomber,

      in nearly all of our 1942 games (1st & 2nd Ed.) we played several turns until it was pretty obvious which side has no chance of winning any more. In most cases this was achieved after 5-6 turns.

      posted in House Rules
      T
      The Hessian
    • RE: My idea for game balance

      Besides the historical background - well summarized by CWO Marc - my very first thought is that this would trigger a Japanese declaration of war against the ‘evil’ British Empire on J1.
      A step I like to postpone when playing Japan to my 2nd or 3rd turn, so I have all my forces in position to capture the south pacific in one single turn.
      But anyway an interesting proposal that has to be play-tested.

      Do you change the initial set-up for UK-Pac in order to deploy troops on these islands?

      In our games we’ve weekend the Japanese by eliminating 3 fighters and give one additional fighter to Italy and two to Germany. (Works very good.)

      posted in House Rules
      T
      The Hessian
    • RE: Sarnia war room game three.

      @cyanight:

      We modified the tech rules to use tech tokens. Its an easier system that allows players to gain technology with little risk. The way it works is when you buy a tech token then you roll a dice for each token. If any of the dice come up with a 6 then a breakthrough technology is awarded and ALL the tokens are discarded. Otherwise if you get no 6’s then you keep the tokens to roll on your next turn. You can buy as many tokens as you want and accumulate them turn by turn but once your get a breakthrough then all the tokens are discarded. Also no matter how many 6’s you roll only one breakthrough can result for a power per turn.

      The same way we handle research & development in our games. Works very well (except you’re playing the USA and get not a single breakthrough during the whole game despite the 7 tokens accumulated over the various turns.  :wink:)

      @cyanight:

      This is the exact system that is used in TripleA. Its not a house rule we created.

      Btw. in the A&A boardgames this version of R&D appeared in A&A-50th Anniversary Ed.

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • RE: Battle for Atlantic 2.0

      @HBGWILL:

      GLOBAL WAR -2nd Edition (1936-1945)

      1936 to 1945?! Wow! If one turn equals about 6 months, the this game will last for 20 turns*. How long does it take for five experienced gamers to play this monster?

      *In my original post I’ve written that ths game will last for 20 hours; I wanted to say turns. Sorry guys!

      posted in House Rules
      T
      The Hessian
    • RE: Any need for French units beyond the setup?

      Only once.
      We’ve only liberated France once in our games and the axis surrendered the next turn. And even then I think France should invest his money in Infantry.

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • HBG rules in G40

      Hey Folks,

      has anyone of you ever tried HBG “Battle Shapes (3D)” rules (fortifications, rockets, etc.) in your 1940-Global games? (www. historicalboardgaming.com/Battle-Shapes-3D-printed_c_425.html)
      If ‘yes’, what are you’re experiences with them? Are they a great imrpovement? Or to expensive, unbalanced or simply unrealistic?

      posted in House Rules
      T
      The Hessian
    • RE: Changes to help Allies in 2nd Edition

      Hi Tolstoj,

      I’ve never played 1st Ed., so I have no insight upon the differences between the two editions. But in one of our games ‘Seelöwe’ was successful on G2 due to the errors of the British player in UK1.

      There are several players who opt for a attack by Japan on J1. The sinking of the British BB is one argument. Personally I like to attack on J2 or J3 after my invasion forces are in position, so I’m able to capture the ‘treasure islands’ and Malaya in one single turn. (And in most cases one or two British and/or ANZAC transports can be sunk in addition.)

      As Germany I prefer to launch ‘Barbarossa’ on my second turn. On G1 capture France, sink as many British ships as possible and weaken Yugoslavia by attacking it for one round of combat and then retreat to Romania (so Italy can finish her off).

      posted in House Rules
      T
      The Hessian
    • RE: G40 Balance Variant - Latest Version

      Much obliged! :-)

      posted in House Rules
      T
      The Hessian
    • RE: Arnhem / Operation Market Garden

      @wittmann:

      We are well. Had a son on the 9th Sept, so we have one of each now. He and my wife are doing fine.

      Congratulations!

      When will you start to teach him A&A?  :lol:

      posted in Other Axis & Allies Variants
      T
      The Hessian
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