Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. The Hessian
    3. Posts
    T
    • Profile
    • Following 0
    • Followers 0
    • Topics 9
    • Posts 144
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by The Hessian

    • RE: Victory Cities

      It depends on the version of A&A we play.

      • In the old A&A-Pacific, A&A-D-Day & A&A-Guadalcanal, we use the original victory conditions.
      • In A&A-G40 our group uses Young Grasshoppers victory conditions.
      • In most of the other games after 5-6 hours of play it becomes clear which side will win (in about 4 or 5 turns) and one side surrenders.
      posted in House Rules
      T
      The Hessian
    • RE: UK in the Med. Thoughts.

      Hi Thelonegold,
      welcome to the board!

      Your turn-1 purchase should be based upon the German turn: If he had build an invasion fleet (Carrier & Transports) you should spend all your money in London. If he didn’t invest in his fleet, an invasion might just be postponed.

      With your actions in the Mediterranean, a standard move is the “Taranto Raid”: use all of your fleet and planes (incl. the bomber in UK) to sink the Italian Battleship and as much of the Italian navy as possible.
      There are some critics of this strategy here on the board, but my experience with G40 (and variant set-up’s for 1941 & 1942) show me that every time the Italian BB survives UKs 1st turn, Italy is nearly unstoppable in the Med., North Africa and the Middle East.

      If you are new to A&A-1940 I suggest you should take a look at Young Grasshopper’s excellent strategy videos on youtube. (www. youtube.com/channel/UCRvGAYMU9MyOw6G0BKhmu2A )

      Greetings,
      Lars

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • RE: Adding airborne units…

      A range of 5 instead of 4? Good idea. Combined with starting from an AB or “Long Range Aircraft” you may fly 6 spaces.
      Gives you a great flexibility.

      It should be possible to intercept and escort Transports during combat move like in a bombing raid.
      Otherwise this option is to powerful.

      Btw. I love airborne operations. To bad it seams that there will be no new A&A versions. I would be the first to buy A&A  “Operation Market Garden”!  :-D

      posted in House Rules
      T
      The Hessian
    • RE: Adding airborne units…

      Nice idea!
      Is it possible to attack an enemy territory without a simultaneous invasion by sea attack or an attack by land?

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

      @barney:

      the xeno game used to make you roll 2 dice to repair your BB.

      And what happens after you’ve rolled the dice? Do you had to pay the totalled sum in IPCs to get the BB ready for combat again?

      posted in House Rules
      T
      The Hessian
    • RE: 4 Player Global game

      @WILD:

      Splitting the US between two players can be very interesting lol.

      We’ve tried this in one of our last games. The more inexperienced US-“Europe”-player included the position of US-President and controlled and divided our income, while I as the US-“CiC-Pacific”-player could only make suggestions and proposals. It was very interesting and fun for both US-players.  :-D

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • RE: 4 Player Global game

      Hi Napalmkogie,

      welcome to the board.
      @cyanight:

      Our group is usually 4 players.

      1. Germany, Italy
      2. Japan
      3. UK, France, Russia, China
      4. USA, ANZAC

      This is the split of nations I would also suggest, as long as you host a game for evenly experienced players. For an inexperienced novice who plays for example UK I would exchange Russia with ANZAC.

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • RE: G40 Redesign (currently taking suggestions)

      Good point LHoffman,
      (though it won’t change the way we handle our carriers  :wink:)

      What IPC-cost per ship do you have in mind?
      Standard price +/- 2IPCs for light/early or heavy version?

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

      Hey Folks,

      my thoughts concerning the capital ships, or the way they are represented in our games are the classic ones: Only our BB (C20, A4, D4, M2) can sustain 2 hits and they are immediately repaired after combat. CV (C14, A1, D2, M2) are sunk after the 1st hit.
      I don’t like the game mechanic of moving BBs to the next NB for repair and than back to fighting.
      Since (correct me if I’m wrong) WW2 carriers are not as well armored as BBs they get no 2nd hit in our games.

      But that’s just the way we feel comfortable with it…

      posted in House Rules
      T
      The Hessian
    • RE: AA-1940 - Rocket technology

      No problem Dafyd! :-)

      Any kind of comment or critique is welcome! You and Marc brought up an interesting point; the launching device.
      I think in our game tomorrow each nation that developed ‘Rockets’ will get one rocket launcher for free deployed to one of his factories. The launcher has no combat-value (besides of the strategic bombing raid; 1d6 damage & range 2) and will be destroyed if its territory is captured. If it has not fired during the combat phase, it can move 2 spaces or be transported. Once destroyed it can be rebuild for 7(?) IPCs.
      In every turn after the development it may be improved on a roll of 4-6: +1 new launcher or range +1 for all rockets (players choice).
      (As miniatures, the old white AA-Guns from my classic edition will do.)

      @Dafyd:

      I could see how the mobile unit would be advantageous to multiple factions but there are the European factions that would benefit from the basic first develoment level as well.

      Definitely, as a player of the USA I’ve developed ‘rockets’ several times and in most cases this technology was absolutely useless for me since no US-AB was in range of any enemy target.  :x

      @Dafyd:

      I like the idea of using the basic tech and then, if so desired, improving that tech to make longer ranged mobile units.

      Me to. Any ideas for other technologies are very welcome!  :-)

      posted in House Rules
      T
      The Hessian
    • RE: AA-1940 - Rocket technology

      Okay, what kind of rocket launcher actually used – either an AA-gun capable of also firing rockets or an air base that also includes a launching site – was of minor concern for me.
      If you feel more comfortable with the use of air bases, then increase the starting range of the rockets back to three or four spaces (since there are much more AA-Guns in the game than AB’s).
      Or just give the nation that developed ‘rockets’ a free mobile miniature of a V2; I bet HBG or FMG have something adequate in stock.

      I was more interested in the increasing capability of the technology by limiting its use in the start (1 rocket per turn with a range of 2 spaces) and the possibility to either expand the quantity (number of rockets) or the quality (range). Given this choice you may either employ a huge battery of several rocket launchers that may barely cross the English canal or develop an early kind of ICBM like the German A9 or A10. (Or of cause anything in-between…)

      posted in House Rules
      T
      The Hessian
    • AA-1940 - Rocket technology

      Hey Folks,
      here is a spontaneous idea I have concerning the ‘Research and Development’ of rockets. Instead of using the original rules:
      “_2. Rockets. Your air bases can now launch rockets. During the Strategic and Tactical Bombing Raids step of your Conduct Combat phase each turn, each of your operative air bases can make a single rocket attack against an enemy industrial complex, air base, or naval base within 4 spaces of it. This attack does one die roll of damage to that facility. Rockets may not be fired over neutral territories_.”
      Try the following rules:
      “2. Rockets. Your developed a rocket-prototype. Your AA-Guns can now launch rockets. [[i]Sorry, but I like the old concept of AA-Guns firing rockets.  :-)] During the Strategic and Tactical Bombing Raids step of your Conduct Combat phase each turn, ONE of your AA-Guns can make a single rocket attack against an enemy industrial complex, air base, or naval base within 2 spaces of it. This attack does one die roll of damage to that facility. Rockets may not be fired over neutral territories.
      At the beginning of each new turn you can make one free attempt to upgrade this technology. Roll 1D6; on a result of 4-6 you may either

      • increase your rocket production; The number of rockets that may be launched from your AA-Guns is permanently increased by one.
        or
      • Improve the technology; The range of your rockets is permanently increased by one”

      Any thoughts?

      posted in House Rules
      T
      The Hessian
    • RE: Improving Italy as a playable Power

      Then concentrate all Italian ships in one SZ (maybe SZ 97).
      Adding more naval strength to Italy will make the Regina Marina invincible.

      posted in House Rules
      T
      The Hessian
    • RE: Improving Italy as a playable Power

      Hey Folks,

      a simple way to strengthen Italy without adding too much power to the axis as a whole, might be to remove 1 or 2 Japanese fighters from Tokyo and add them as Italian ones to Southern Italy. (Just an idea that came to my mind.)

      Greetings

      posted in House Rules
      T
      The Hessian
    • RE: Bad boards from my new game sets

      Hi YG,

      your boards should be 35 x 32 inches tall.

      Greetings, Lars

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • RE: New to Axis and Allies Global – What do I need to get started?

      @Stauffenberg:

      I didn’t know there was such a shop around here. They are just around the corner outside of Frankfurt, maybe they’ll even let me choose and pick up the stuff at heir location.

      Found their web-site by pure luck. In the last 6 or 7 months I’ve ordered several times online; delivery was very prompt 2-3 days after they received your money. (Und ganz nebenbei kann man seine Bestellung auch persönlich abholen.)

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • RE: New to Axis and Allies Global – What do I need to get started?

      @Stauffenberg:

      Oh well, I guess I’ll move on to something else for factory pieces. Yet to find a shop that ships to Europe where I can find those Risk Revised factories.

      Hi Stauffenberg,

      my local dealer might help you. (www. stratak. com) Currently he’s got no factory pieces in stock but maybe he could provide some…

      Greetings, Lars

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • RE: New to Axis and Allies Global – What do I need to get started?

      Hi mastrtonberry & Sureman,

      welcome to the board! As it has been already said before, if you are completely new to the game it is cheaper to buy “A&A 1940 Eur & Pac” from your local shop.
      On the other hand, if you’ve already downloaded and printed the map an option might by to look at eBay for older A&A versions like the old “Europe” and “Pacific” from 1999 and 2000. Sometimes you’re lucky and get them both for the same amount as one part of “1940”. (And btw. the old “Pacific” is still a great game! :-) )
      When you get these boxes you should have enough miniatures for the big 5 nations AND some paper money and the plastic factories.
      All you need then are some miniatures for France, China, ANZAC and Italy. Since they are minor powers you don’t need many of them.
      Concerning your question of how many pieces you need, take the rules and set up cards as a guide. For the ‘great 5’ use the number of miniatures listed under the game components; for the other nations count the number of territories for each individual type of unit at the game start and add about 20%. this should be enough.
      Nobody needs Russian or French carriers or battleships!  :-D

      posted in Axis & Allies Global 1940
      T
      The Hessian
    • RE: Bunkers & Pillboxes

      Much obliged!

      posted in House Rules
      T
      The Hessian
    • Bunkers & Pillboxes

      Hey Folks,

      has anybody an idea where I can get some bunkers or pillboxes like the ones from “A&A D-Day”?

      Thanks in advance!

      posted in House Rules
      T
      The Hessian
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 7
    • 8
    • 3 / 8