Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. theduke
    3. Topics
    0%
    T
    • Profile
    • Following 0
    • Followers 0
    • Topics 17
    • Posts 453
    • Best 0
    • Controversial 0
    • Groups 0

    Topics created by theduke

    • T

      AARHE: Working Proposal (Phase 1)

      House Rules
      • • • theduke
      1
      0
      Votes
      1
      Posts
      1.2k
      Views

      T

      Note: This is not a complete list of all the modifications we’ve made in Phase 1. I will try to continually add to this as new ideas are posted. Please post any suggestions to the following rules at the Main Topic Board http://www.axisandallies.org/forums/index.php?topic=6470.0 or directly at one of the following related AARHE Phase 1 specific topics:

      National Units http://www.axisandallies.org/forums/index.php?topic=6469.0
      Unit Purchases and Mobilization http://www.axisandallies.org/forums/index.php?topic=6471.0
      Income http://www.axisandallies.org/forums/index.php?topic=6473.0

      Victory Cities

      Every nation starts with 7 victory cities (VCs), each worth a certain number of victory city points (VCPs). Of these 7 VCs, 1 is designated as a capital (worth 5 VCPs), 1 other is designated as a major VC (worth 3 VCPs), 2 others are designated as moderate VCs (worth 2 VCPs each), and the last 3 are designated as a minor VCs (worth 1 VCP each).

      The following is the list of VCs, the corresponding VCP value for that VC and the territory in which each is located. The VCs are organized by nation.

      Russia:
      Moscow (5)–Russia
      Stalingrad (3)–Caucasus
      Leningrad (2)–Karelia
      Novosibirsk (2)–Novosibirsk
      Archangel (1)–Archangel
      Almaty (1)–Kazakh
      Vladivostok (1)–Buryatia

      Germany:
      Berlin (5)–Germany
      Rome (3)–S. Europe
      Paris (2)–W. Europe
      Kiev (2)–Ukraine
      Warsaw (1)–E. Europe
      Oslo (1)–Norway
      Kursk (1)–W. Russia

      UK:
      London (5)–UK
      Toronto (3)–E. Canada
      Calcutta (2)–India
      Sydney (2)–Australia
      Cairo (1)—Anglo-Egypt
      Damascus (1)–Trans-Jordan
      Cape Town (1)–South Africa

      Japan:
      Tokyo (5)—Japan
      Changchun (3)–Manchuria
      Shanghai (2)–Kwangtung
      Singapore (2)–FIC
      Manila (1)—Philippines
      Guadalcanal (1)–Solomon Islands
      Milne Bay (1)–New Guinea

      US:
      Washington (5)–E. US
      Los Angeles (3)–W. US
      Chicago (2)–C. US
      Chongqing (2)–China
      Ürümqi (1)–Sinkiang
      Honolulu (1)–Hawaii
      Sao Paulo (1)–Brazil

      Infantry Unit Placement at VCs

      ICs no longer build infantry units. Infantry units are assembled only in territories containing VCs. They are still purchased and mobilized at the same time as non-infantry units. In order to purchase and place any infantry in a VC, that VC must have been in your control at the start of your turn (placing an infantry unit in a VC can be considered the same as placing the infantry in the territory containing that VC).

      For each of the 7 VCs that are originally owned by each nation, the maximum number of infantry that may be purchased and placed at the VC per turn is equal to the corresponding value of VCPs except for the following nation-specific exceptions:

      Exception for the nations of Russia, Germany and Japan: If the VC is not connected to the capital VC thorugh a continuous line of friendly territories (not including SZs or neutral territories), then the maximum infantry placement is 1 less than the corresponding VCP value.

      Exception for the Western Allies (UK and US): The maximum infantry placement for the capital VC is 3.

      For each captured VC, the infantry placement limit is half of the VCP value for that captured VC (rounded down). This means that 0 infantry may be purchased and placed at a captured minor VC, 1 infantry at a captured moderate or major VC, and 2 infantry at a captured capital VC.

      If any territory containing a VC is attacked before the defender’s first turn, then the defender of that VC gets to immediately purchase any number of infantry not exceeding more than the respective maximums outlined above and place them at that VC. These infantry units are purchased and placed just before the battle takes place. This rule applies only before the defender’s first turn. For example, it can apply to Russia attacking the Ukraine on Russia’s first turn but cannot apply to Germany attacking Karelia on Germany’s first turn (since Russia already had their first turn by the time Germany gets to move).Â

      Non-Infantry Unit Placement at ICs

      All non-infantry units are still built at ICs, however, unit placement limits at ICs have changed. The total IPC value of all non-infantry units placed per turn at any IC in a given territory may not exceed 4 times the IPC value of that territory. If a certain territory contains both a VC and an IC, then the infantry placement limits for the VC are treated independently from the non-infantry placement limits for the IC.

      The cost of purchasing new ICs now depends on the territory in which the IC will be placed. Any player purchasing an IC must declare where the IC will be placed during the ‘Purchase Units’ phase. The IC is still placed during the ‘Mobilize New Units’ phase. To determine the cost of an IC in a given territory, multiply the number of IPCs for that territory by the number of VCPs within that territory and subtract this number from the base IC cost of 15. For example, an IC in India, FIC or Kwangtung now costs 15 - (3 IPCs)(2 VCPs) = 9 IPCs. An IC in W. Europe or C. US now costs only 15 – (6 IPCs)(2 VCPs) = 3 IPCs.  All ICs in territories not containing a VC cost 15 IPCs since 0 VCPs multiplied by any number of IPCs always results in a reduction of no IPCs from the base cost.

      An IC can only be placed in a territory that was in your possession at the start of your turn. Furthermore, non-infantry units may only be placed at an IC that was there at the start of your turn. (This means once you take over a territory you have to wait 1 turn to build an IC and yet another turn to build units).

      There are 2 types of ICs, initial ICs and purchased ICs. All territories containing either a capital or major VC automatically start with an iniitial IC (note that this just adds ICs to Manchuria and E. Canada). These inital ICs do not have to be represented by an IC piece on the game board since they cannot be moved or destroyed so they are always present in that territory.  All purchased ICs are represented by an IC piece and can be destroyed at the defender’s discretion when the attacker wins the battle over that territory.

      Infantry Unit Costs

      Infantry purchased to be placed in that nation’s capital cost 2 IPCs each.
      Infantry purchased to be placed in all other territories of that nation’s color cost 3 IPCs each.
      Infantry purchased to be placed in any captured territory cost 4 IPCs each.

      Victory Conditions

      Just like in the AAR box rules, players agree before the start of the game which set of victory conditions they will use; Total Victory, Major Victory or Minor Victory.

      Total Victory: The winning team is the first to control every territory by the end of any US player’s turn.

      Major Victory: The Axis win if they control 45 VCPs at the end of any US player’s turn. Likewise, the Allies win if they control 55 VCPs at the end of any US player’s turn.

      Minor Victory: Both sides bid the number of turns that they want the game to last if they are the Axis. The team that bids the higher number of turns gets to play as the Axis. The game will automatically end after the US player’s turn on the turn number that won the bid. The team controlling the majority of the VCPs at that time wins the game. Note: This is unlike the major victory conditions or traditional victory city rules in that the winner is not the first side to reach a certain number of VCPs, but the side who maintains control of the majority of the VCPs by a certain turn number agreed upon by both sides. This is intended to better fix the game duration and to allow for quicker games if players are pressured by a time constraint.

      Changes to Fighter Movement

      Fighters that begin a certain turn on an aircraft carrier must also end that turn on an aircraft carrier, unless the aircraft carrier they started the turn on is destroyed during that turn. Note: Fighters do not have to start and end the turn on the same aircraft carrier. Fighters that start the turn in a territory can always end the turn on either an aircraft carrier or in a territory.

      As before, the sum of the spaces moved during the combat and non-combat move phases cannot exceed the total movement for the fighter, however, now all fighters must count 1 extra move during the combat phase whenever they conduct a SZ battle.

      Fighters that don’t move in the combat move phase of a certain turn may then move in the non-combat move phase of that turn the number of spaces up to their maximum movement, land in a friendly territory, and then again move up to their maximum movement to land in another friendly territory.

      Turn Sequence

      1. Purchase units
      2. Collect income
      3. Combat Move
      4. Conduct Combat
      5. Place newly purchased units
      6. Noncombat move
      7. Develop weapons

      Optional Rules

      Technology

      Radar: Every surface naval unit and fighter unit now detects enemy subs on a roll of 4 or less instead of just a 2 or less. Also, every AA gun (max of 3 may fire per territory) may detect enemy air units flying over the territory on a roll of 4 or less.

      Rockets: You may purchase rockets at a cost of 2 IPCs each. Any number of rockets may be fired from any number of your territories, provided that every one of those territories is contiguously connected to your capital. Once a rocket is fired from a territory, it may move up to 2 spaces to reach an enemy IC. The amount of damage done to the IC is equal to the larger of 2 dice rolls. Always roll for each rocket individually (i.e always roll only 2 dice at a time). You may rocket attack any number of enemy ICs, but the max damage done to any IC is equal to the territory’s IPC value.

      Super Subs= All your subs attack/ defend and interdict enemy commerce at a roll of 3 or less. Also, subs may move 3 in the non-combat move phase (Note that subs still can’t move in both the combat and non-combat move phases in the same turn).

      Long-range aircraft= All your fighters move 6. All your bombers that don’t move in the combat move phase get to move 8 in the non-combat move phase of that same turn. Whenever any of your bombers get shot down you have a choice of either (a) paying 10 IPCs and losing the ability of bombing the enemy in that same turn or (b) assigning the bomber as a casualty as usual.

      Jet Fighters= Your AA gun units hit enemy air units on a 1 or 2. Your fighters are detected by enemy AA gun units at half the  number they would otherwise detect them (i.e. they detect your fighters only on a 1 without radar and on a 1 or 2 with radar). Also, your fighters defend at a 5.

      Heavy Bombers= Enemy AA gun units detect your bombers at half the number that they would otherwise detect them (i.e. they detect your bombers only on a 1 without radar and on a 1 or 2 with radar). Also, take the larger of 2 rolls to determine damage during tactical and strategic bombing.

      Rules regarding techs:

      Tech Development Re-startup fee:
      If on any turn a given nation doesn’t purchase any tech rolls, then on the next turn that the nation buys at least 1 tech roll, the nation must pay an additional 5 IPCs as a re-startup penalty.

      Each tech roll still costs 5 IPCs. No nation may spend more than half their IPCs in the Technology Development phase of that turn.

      The tech/s you are rolling to develop are declared before you roll. If you roll the same number as the ‘target number’ associated with the tech (see above) then you develop the tech. If you roll the number that equals 7 minus the target number, then you achieved a technology breakthrough. A technology breakthrough makes it much easier to develop that specific tech later in the game. For every technology breakthrough you achieve in a certain tech category, you get 1 additional free die roll in every turn that you buy at least 1 tech roll for that same tech. For example if you achieved 2 breakthroughs in Super Subs (i.e. you previously you rolled a 4 two separate times while attempting to get Super Subs) but still have not developed Super Subs, then on the next turn that you buy a tech roll for Super Subs you get to roll a total of 3 dice to develop that tech (1 for the purchased roll + 2 free die rolls for the 2 breakthroughs). Breakthroughs may only be used in the same tech category that you obtained them in.

      Diplomatic Relations

      (This section still under construction)

      Russian Xenophobia

      Neutral Aid

      Joint Strike

      Soviet-Japanese Non-Aggression Treaty

      Lend-Lease

    • T

      AARHE: Unit Purchase and Mobilization (Phase 1)

      House Rules
      • • • theduke
      77
      0
      Votes
      77
      Posts
      15.3k
      Views

      T

      when you feel happy with the infantry placement rules just tell me and I’ll paste them into the main document

      I hope you’ll repost in table format though  :wink:

    • T

      AARHE: Main Topic Board (Phase 1)

      House Rules
      • • • theduke
      115
      0
      Votes
      115
      Posts
      21.2k
      Views

      Imperious LeaderI

      Yep thats correct… but once Moscow is fallen its possible for western allies to move into Soviet territories because after all communism has fallen and Stalin is dead.

      see its quite simple rule

    • T

      AARHE: National Units (Phase 1)

      House Rules
      • • • theduke
      94
      0
      Votes
      94
      Posts
      16.4k
      Views

      T

      yeah not much to be said here
      nothing “new”

    • T

      VC House Rules II

      House Rules
      • • • theduke
      44
      0
      Votes
      44
      Posts
      8.7k
      Views

      Imperious LeaderI

      oh wow that will be helpful…

    • T

      SZ4 border Russia?

      Axis & Allies Revised Edition
      • • • theduke
      12
      0
      Votes
      12
      Posts
      2.4k
      Views

      ?

      Agreed… but I was in no position to continue to push in the Pacific due to needing several rounds to re-establish capital ships to protect trannies (somethign I did not have to do to shift to Europe).  And I reasoned that I could get land units back into play after the Axis income faster via the Atlantic than trying to re-build int eh Pacific.

      Basically, my Pacific strat probably would have worked… but I pushed forward too soon.  1 or 2 more builds and then Japan would ahve been gutted in the Pacific… AND in time to have an impact on the Russia front with Germany…

    • T

      House Rules for Victory Cities

      House Rules
      • • • theduke
      41
      0
      Votes
      41
      Posts
      9.7k
      Views

      Imperious LeaderI

      Naw its a small point… let it stay how it is… I guess its a balance issue vs. Historical thing and a minor one at that.

    • T

      Problems loging in'forever'

      Website/Forum Discussion
      • • • theduke
      6
      0
      Votes
      6
      Posts
      2.1k
      Views

      YannyY

      Check your cookie settings.

    • T

      Opinions on the Role of Technology?

      House Rules
      • • • theduke
      18
      0
      Votes
      18
      Posts
      4.5k
      Views

      Emperor_TaikiE

      Most techs are useless, except  forcertain players.
      Rokets: If your germany you have three aaguns and three industial complexs near by. As long as your winning in africa and the US/Uk is not ready to open up another front this tech can easly fix a bad Russian front.
      Jets: Well now you have a 3/5  fighter, goooood for you, But you should have  just bought six infantry
      Super Subs: It looks sexy on the outside put most countries don’t have enough somes for this to be usefull
      Long Range Aircraft: Just not enough oppertunites for this to be useful.
      Combined Bombardment: Enough said
      Heavy Bombers: At some point in the game it’s not a bad idea to get heavy bombers. For an average cost of 30 IPC’s you can turn your alomst useless one dice bombers who only will cost the enemy 15 IPCs on average ( The same amount who payed to get the bombers in the first) into two dice bombers which will cost the emeny 30 IPC per bomber.

      PS: If your country has an income under 30 IPCs it means your about to lose your cpaital so don’t woory about techs, buy infantry

    • T

      Opinions on stacking limits?

      House Rules
      • • • theduke
      19
      0
      Votes
      19
      Posts
      4.5k
      Views

      C

      Oh, I completely I agree that a balanced force will beat out a force of pure infantry (especially if the balanced force is the one attacking). I remember seeing on AH’s website that something like 3 tanks + 5 inf offered the best chance for success on the first round, using only 30 IPCs.

      My idea for a stacking limit - while still trying to keep very simple - was to limit the number of inf any country could have on the board at any given time, to their current production level (or some multiple of it). I was thinking of doing 2x your income (as being the max number of inf allowed) but that’s still a pretty big amount, IMO. I was also considering allowing Russia to have a few extras (it’s Russia, after all).

      Anyway, at the beginning of your turn, if your income is, say, 45, and you had a total of 42 infantry on the board, you wouldn’t be allowed to buy more than 3 infantry. (But if you then lost territory, without losing infantry, so that your income was only 43 but you had 45 infantry on the board, you wouldn’t have to kill them off - however, at the beginning of your next turn, you wouldn’t be allowed to buy infantry).

      Of course, if that limit is too low (for an income of 20 IPCs, you can only have 20 infantry), you can set it to whatever you want - 1.5x, 2x, 2.5x, etc. So if your income was 20, and you’d set it at 1.5x, you could have up to 30 infantry on the board.

      You could even use a control marker with an “I” written on it, to keep track (on the production chart) of the number of infantry you’ve got …

    • T

      Avg # of Turns?

      Axis & Allies Classic
      • • • theduke
      4
      0
      Votes
      4
      Posts
      975
      Views

      cystic cryptC

      I find that often when all of the players are experienced, one of two things happen:

      it is very close for a very long time, and the game may go longer than 10 rounds by round 4 (or so) it is realized by both players that the game will likely go one way (or another) and one might as well save “playing it out to its most likely conclusion”.
    • T

      Consider adding maps to download section

      Website/Forum Discussion
      • • • theduke
      5
      0
      Votes
      5
      Posts
      2.0k
      Views

      T

      i tried doing that but all i could find were ‘battlemaps’ when i did a search for maps.

    • T

      Does the game need more types of units?

      House Rules
      • • • theduke
      17
      0
      Votes
      17
      Posts
      5.6k
      Views

      Imperious LeaderI

      You mean bells of war?

    • T

      UK Naval Build in SZ 2/8

      Axis & Allies Revised Edition
      • • • theduke
      14
      0
      Votes
      14
      Posts
      3.3k
      Views

      O

      In reality, did UK had naval industries in the north? If the answer is yes, it must be allowed. If no, it shouldn’t be allowed.

    • T

      The one thing that will improve this website the most is…

      Website/Forum Discussion
      • • • theduke
      1
      0
      Votes
      1
      Posts
      998
      Views

      T

      …updating the ‘Play’ section so you can actually use it. It’s been down for way too long and needs to be made a top priority. Put new strategy and house rule postings on hold until it is determined whether or not this section can be made functional (I figure that it can be since many other sites have it). If for whatever reason the section can’t be made functional then the section should be deleted and never spoken of again.

      I think it would be incredible for this site if they could get the ‘Play’ section working and keep a record of rankings or wins/loses. Then registered players who also post on the site could have 3 things in their description- name, # of posts, and play ranking. This would give a more accurate description of the poster’s playing ability and experience than just having the # of posts.

    • T

      R1 Fighter movement to Egypt a good/ bad idea?

      Axis & Allies Classic
      • • • theduke
      10
      0
      Votes
      10
      Posts
      2.7k
      Views

      2

      Who says the fighters will be lost?  The fighters will prevent Germany from taking Egypt and after the UK kicks Germany out of Africa, Russia can move them back.

    • T

      What is the motivating force driving your house rules?

      House Rules
      • • • theduke
      10
      0
      Votes
      10
      Posts
      2.6k
      Views

      AgentOrangeA

      Yeah, on that note, I may have voted for Game Balance, because what’s the point of playing if the scales are already tilted one way? But that’s mostly in reference to playing Traditional. Our standing house rule is basically, “Never play the way WWII actually went down. Switch up allies whenever a nation gets eliminated.” If you do it that way, versatility usually comes about of its own accord. :wink:

    • 1 / 1