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    Topics created by the_sponge

    • T

      AARHE Questions: Transports, "connected", and Rockets

      House Rules
      • • • the_sponge
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      T

      Hi tekky and Imperious Leader,

      thanks very much for the quick clarifications! I’ll post if other things pop up during gameplay  :-)

      Regards,
      sponge

    • T

      Average number of rounds to moderate victory?

      Axis & Allies Revised Edition
      • • • the_sponge
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      ?

      I agree…  Traditional conservative strats, Germany and Russia are both in trouble about T10.

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      Question on availability of house rules: tech/general/naval combat

      House Rules
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      JenniferJ

      Also, damaged battleships shouldn’t be repaired until the start of the owner’s next turn.  It’s stupid that Brition can damage it, America can damage it and Russia can damage it all in the same round and it doesn’t sink when normally 2 hits kills it.

    • T

      Submarine Submerging Rule

      House Rules
      • • • the_sponge
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      T

      Imperious Leader:
      the whole idea of subs is to be on station waiting for some target to come by… If you just allow any destroyer to “SEE” the sub automatically on CM it defeats the purpose. I feel you must install that roll the DD has to make to achieve detection ( either that 3 or 2)

      ++++ Thanks Imperious Leader for your comments, you are right, I’ll drop this. Ditto the hidden subs.
      Here are the new rules (bold stuff is new):

      A player can submerge a submarine in his NCM phase or during his CM phase
      when he retreats from an attack. Place a control marker under the
      sub every round after the round where the sub submerged. When two markers are under the sub, it has to surface
      in the next round. (In effect, it can move 8 fields submerged: 2 in the submerging round, 2 in marker one
      round, 2 in marker two round, 2 in surfacing round).

      (This may be a bit too much, I’ll have to playtest it. Maybe one marker is enough, making for 6 fields)

      A submerged submarine may move through hostile sea zones without restriction.
      Exception: When it enters a sea zone with an enemy destroyer in it, a die is rolled
      for every sub in the pack. All subs must surface if at least one 3 is rolled (super sub: one 2)
      Corollary: It is only allowed to enter a sea zone with a destroyer in it in a combat move phase.
      Combat ensues when the subs have to surface.
      The number of destroyers does not influence the detection dice roll, only the number of subs
      (similar to AA gun / Fighter / Bomber rule)

      The player may of course make a normal move and simply surface and attack the
      destroyers in its CM.
      All subs in the same sea zone have to surface at once.

      **If a destroyer enters a sea zone where submerged enemy subs are stationed in a combat move,
      they are detected on a roll of three (on a two for super subs). Again, roll as many dice as there are
      subs in the sea zone, the number of destroyers has no effect. If a sub is detected, they are all detected
      and have to suface.
      (Optional rule: DD can go sub hunting: if they only move one sea zone in their CM phase instead of two

      this has to be declared in advance - they may add 1 to their detection roll.**
      Subs are never detected during a destroyer non combat move.

      **4)  Attacking and defending subs may submerge except when an enemy destroyer is present (as stated in LHTR 1.3.).
      If the sub submerges during combat, this round counts as a full submerging round.
      Example: A sub has one marker under it, indicating that it has been submerged for two rounds.
      In this round, it attacks on its CM phase, but retreats during the attack by submerging (or, if victorious, it
      submerges in its NCM phase). Do not remove the control marker, instead, place another control marker under
      the sub.

      The markers are only removed if the sub surfaces during its NCM phase. (In effect, giving the opponent
      the chance to take at least one combat action against subs even if he does not posess destroyers).**

      So, I think I’ve thought of most of the stuff that can occur, I’ll start playtesting,  any feedback is welcome :-)
      Additional thought: with this new sub capabiltiy, maybe it would be wise to raise the price of the sub?
      (for instance to 10 IPCs?) And maybe the super sub advantages should not be applied to the DD detection
      roles. Any comments would be much appreciated.

      Regards,
      sponge

    • T

      Rule Question concerning Air Unit Retreat (LHTR)

      Axis & Allies Revised Edition
      • • • the_sponge
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      ?

      Concur with Sankt here  (who is becoming a very high grade “go to” person for answers on LHTR)

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      Playing Minor Victory - Allies have no chance

      Axis & Allies Revised Edition
      • • • the_sponge
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      ?

      Each side has an equal number of VC’s.  If you add an Allied one, you add an Axis one, otherwise the extra VC is an Allied advantage.

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      Rolling the dice - all at once or separate for different attack/defend values

      Axis & Allies Revised Edition
      • • • the_sponge
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      ?

      And us old AD&D players who have more d6 than you can shake a stick at…

      It has been 6 years since I last played D&D, and right now, within 30 seconds, I could lay my hands on enough D6 to designate a specific die for every single unit in battle… including each INF having its own die!  100th level fireballs :-P

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      3 Players: 1 Axis and 2 Allies possible?

      Axis & Allies Revised Edition
      • • • the_sponge
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      S

      There’s a factor no-one considered though. When 3 people play, we usually set it up with 1 axis vs. 2 allies, with each allied player picking a country, and sharing the third. That way coordination is forced, and most importantly: everyone gets 2 turns a round, instead of one player getting three and the other two getting one each.

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