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    Posts made by thrasher1

    • RE: A New Axis and Allies (-like) game? Possibilities and your opinion wanted please

      @Slip-Capone

      What kind of map you had in mind? Only Libya/Tunesia/Egypt?
      Or the broader Med aerea

      posted in Axis & Allies Discussion & Older Games
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      thrasher1
    • RE: A New Axis and Allies (-like) game? Possibilities and your opinion wanted please

      @captainwalker and @AndrewAAGamer ,

      I think when they come up with a basic game mechanism for infantry / cavelry / artillery this mechanism can be used for a Civil War game and a Napoleontic game. And yes: an American Revolution game.

      posted in Axis & Allies Discussion & Older Games
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      thrasher1
    • A New Axis and Allies (-like) game? Possibilities and your opinion wanted please

      Dear all,

      The questions we asked ourselves so often:

      Will there be a new Axis and Allies game?
      And if so: what subject would it cover?

      And of course: what would you like or buy?

      OK, this has been discussed constantly since the eighies. Still, here we go:

      (1) Global War

      Another incarnation of the Axis vs. Allies played on a world map.

      (2) Specific Theatres

      So for example a game about the East Front in Europe only? Or - that would be one I would like to see: A game covering warfare in the Med.

      (3) Specific Battles

      We had three of these. Maybe a game about Arnhem or Kursk or Midway?

      (4) ‘Non-realistic Settings’

      Like AAZ. Maybe Axis and Allies and Aliens?
      Or Axis and Allies on a hypothetical worldmap (so basically on an other earth-like planet)

      Or a game just using the Axis and Allies game system about space warfare (so no relation with WWII).

      (5) Non-WWII Settings: Modern Period

      Axis and Allies 1914 was released. So maybe a Vietnam or Korea game? A hypthetical WWIII game (set in the 70s or 80s).

      (6) Non-WWII Settings: Pre-1900

      This is one ‘market segment’ where I think there is a serious chance for a good product. I seriously think an Axis and Allies (game system) based Civil War game can work. Same for an American Revolution game.

      Also: a Napolean game?
      A game more like Shogun / Samurai Swords?

      Please add your ideas and opinions. And please also state cleary what you would like to see and what is realistically a possible new release. I would surely buy a Axis and Alllies WWIII game but I do not think the appeal of such a game is big enough (as in: set in the Cold War era). Then again: maybe I am wrong.

      posted in Axis & Allies Discussion & Older Games
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      thrasher1
    • RE: Axis and Allies on a Fictional Map / Earth-2 (idea for a new A&A game?)

      @CWO-Marc , thanks for your reply. That is a nice and inspiring story.
      However, I am not so much interested in creating such a map (or game) myself.

      I was just wondering if:

      (1) People would be interested in such an expansion. Map-only, so can be rather cheap.

      (2) If there are other wargames who are set on a fictional world with a new map depecting new continents.

      But thanks again for your reply!

      posted in Other Axis & Allies Variants
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      thrasher1
    • RE: Axis and Allies on a Fictional Map / Earth-2 (idea for a new A&A game?)

      @Midnight_Reaper

      Thank you very much, MR.
      Nice to read about the good old days… Yep. We have many Axis and Allies games now. And I like that. But back in the days when ‘we’ only had the MB version and Xeno Games’ World at War (later also Europe at War) my friends and I kept tinkering with the rules.

      Back on topic:

      Yes, I would like the see a new map for Axis and Allies. New continents, new powers, new alliancs.

      I know Eagle Games planned a ‘fictional world map’ expansion for their Attack game.

      posted in Other Axis & Allies Variants
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      thrasher1
    • Axis and Allies on a Fictional Map / Earth-2 (idea for a new A&A game?)

      First, I am not sure if this is the right location to post this message. If not: please move this message to the right subforum.

      Then…

      Axis and Allies on a Fictional Map

      Would anyone be interesting to play Axis and Allies (say, more or less the standard game) on a fictional map. Say a kind of Earth-2. So more or less our earth but then with different continents and oceans and island.

      I am not referring to a alternative history map (same earth, different powers/boundaries/alliances) though that could also be very interesing. I gathered loads and loads of scenarios for my now long defunct Axis and Allies homepage at Wargamer.com .

      Also I am not refering to any kind of ‘mythical’ map like playing an Axis and Allies-like game on the map of Middle Earth or the world of Game of Thrones.

      A related question: do you know of any more or less standards wargame that is played on a fictional map?

      posted in Other Axis & Allies Variants
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      thrasher1
    • RE: Axis & Allies and Zombies Q+A

      Zs capuring a capital

      Zs capture a territory during Phase 3 of a turn. So if enough Zs end up in an otherwise ‘empty’ capital the Zs will take over this capital.
      (See: Phase 3 / page 14 / right column)

      As far as I know this can happen:

      • When an enemy attacks your capital and only Zs are left after combat. Then during Phase 3 of the next turn the Zs will capture the capital and take the money.

      • When you yourself (or an ally) attack the Zs in your capital (which is still controlled by you at that point) and after combat only Zs are left (so they capture capital in next turn and get the money).

      • When during Phase 2 (Zs Attack) all of your units are destroyed by Zs.
        (This is pretty unlikely as the Zs in this phase only hit at 1/6)

      • When enough Zs are moved into your capital by cards or technologies.

      Anyway, the actual capture happens in Phase 3. But at page 23 (left column) under 'Step 9: Conclude Combat and Capture territory it also mentions: “If the Capital was captured by Zs…”.

      But this does not happen in that very moment of the game.

      PS: I really like the concept that a capital has a certain resistance/buffer against being taken over by Zs…

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: AAZ Rule Question: Technology and Allies

      Technology (2) : Z-4 Explosives

      If you are defending and your ally that has one or more artillery units does your units hit Zs at a 5 or 6?
      As opposed to hitting them only at a die roll of 6.

      My guess: Yes. As the artillery units of your ally take also part in this combat.

      If you are attacking Zs in an area where your ally has artillery units do you still get this Z-4 bonus?

      My guess: No. As the artillery units of your ally do not take part in the very combat.

      @Krieghund ,

      Is this correct?

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: AAZ: Clearing an area from all Zs - while not gaining control of the area

      @thrasher1 said in AAZ: Clearing an area from all Zs - while not gaining control of the area:

      Imagine there is an area controlled by Zs (a Z control marker is there) and contains Zs.
      You can during the course of a turn clear this territory from all Zs. While still not getting control of the very area.

      I try to list all instances in which this can happen. If I missed some: please let us know and post them here. Thanks in advance of course.

      Anyone can up with any new situations in which you get rid of all Zs but still wil not take control of the area after combat?
      If you run into situations like this: please post. This is:

      (1) Very interesting

      (2) Can maybe point us towards situations in which there are rules issues

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: Sacrifice a Unit and Trigger Zs gambit move and the Z Camouflage Card: must you play?

      @Krieghund said in Sacrifice a Unit and Trigger Zs gambit move and the Z Camouflage Card: must you play?:

      Are there more cards that can have an unintented negative effect?

      I’m sure there are. Any card can do so if it gets in the way of your plans.

      That’s why I tried to cover all the cards here: https://www.axisandallies.org/forums/topic/35217/negative-effects-of-aaz-cards-for-the-active-player

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: Tech 4, planes

      @Krieghund

      Thanks for clarifying this. I know this was not 100 % clear to many players. I hope this will be added to the FAQ eventually.

      (thanks for fast reply BTW)

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: Negative effects of AAZ cards for the active player?

      @Krieghund ,

      Can you please reply to these issues? Thanks in advance.

      In general: must you play a card? Answer: Yes.
      But are there any ‘buts’ here? Any gray areas in the rules?

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: Tech 4, planes

      @Krieghund

      Air DOTS:

      Additional round …

      So this implies that if you start an attack with air units only you may attack for two rounds if you have this Tech-4?

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: Axis & Allies and Zombies Q+A

      @gregkamp

      Regarding Tech 6: ZMCR

      As far as I know the following is the case:

      • You must have at least one unit in that area
      • But you do not have to control it. If you have a unit in an area controlled by your ally you can use this technology.
      • Only controlling the area is not enough. You must have at least one unit in that very territory.
      • But that unit can be a factory. So yes, a factory is enough.

      This is based on answers by @DoManMacgee and @Krieghund here: https://www.axisandallies.org/forums/topic/32927/aaz-rule-question-technology-6

      I hope I summarized this correctly.

      One last question: if you play a version of Axis and Allies with Anti Aircraft guns does an AA gun qualify as a unit here so you can use this tech?
      My guess is: yes, it is.

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: Axis & Allies and Zombies Q+A

      @gregkamp

      Regarding Tech 5: Deadnapper Convoys:

      As I asked here:
      https://www.axisandallies.org/forums/topic/33676/aaz-rule-question-technology-5-deadnapper-convoys

      “Must these Zs be dropped off immediatelly? Or may you keep them on board? And maybe move to a location further away next turn and drop these Zs of there?”

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: Axis & Allies and Zombies Q+A

      @Krieghund

      Regarding TECH-2 Z-4 Explosives:

      I have to admit ‘we’ interpreted this wrongly then: only your artillery units will hit on a 5 or 6 when you have this tech.
      This seems to be a very powerful technology then…

      I will respond to the other questions and answers later.
      Thanks for asking the questtisn (@gregkamp) and answering them (@Krieghund).

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: Merging A&A Classic with AAZ

      BTW:

      I asked if people used AAZ with some of the older Axis and Allies games and the ‘theatre-specific’ games like AA-DDay, Bulge, Guad…

      If you ever give one of these the AAZ treatment please let us know:

      https://www.axisandallies.org/forums/topic/35202/aaz-with-one-of-these-older-games

      (Axis and Allies Classic (classic, duh!) of course has its own subforum: https://www.axisandallies.org/forums/category/6/axis-allies-classic )

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: Merging A&A Classic with AAZ

      @Midnight_Reaper

      Thanks for reply.

      Yes, @gregkamp , the naming conventions for that I call the Axis and Allies ‘World Map’ games are rather confusing. As MR mentions Axis and Allies 1942 first and second editons. Actually, these two are different games. Different boards. So the second edition is not just an updated version of the ‘first edition’.

      But MR explained this already.

      Regarding Axis and Allies Classic meets AAZ: looking forward to seeing your rules. Keep this thread or create a new thread in the Axis and Allies Classic forum (house rules section?).
      I leave this up to the powers that be :)

      Again: looking forward to trying your house rules.

      posted in Axis & Allies & Zombies
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      thrasher1
    • RE: Merging A&A Classic with AAZ

      Madam or Sir,

      You refer to Axis and Allies 1942 first edition? Or the second edition for which there is a specific deck of cards included in the AAZ game?

      Or… Axis and Allies Classic from the 2
      1980s? Or Axis and Allies Reversed from 2004? https://boardgamegeek.com/boardgame/10093/axis-allies

      posted in Axis & Allies & Zombies
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      thrasher1
    • Negative effects of AAZ cards for the active player?

      Dear all,

      Inspired by @Krieghund 's answer in this thread:

      https://www.axisandallies.org/forums/topic/35212/sacrifice-a-unit-and-trigger-zs-gambit-move-and-the-z-camouflage-card-must-you-play/4

      … I deceided to check all AAZ cards and see if playing them could potentially have negative effects for the player playing that very card. Of course this card is ‘meant’ to be positive for the active player.

      I see (minor) issues with these AAZ cards (Z Camouflage card already covered by Krieghund):

      Decoy Team:

      Choose one territory and move half of the Zs to an adjacent territory.

      There is a small chance that all the Zs on the map are in the position you want them. Or actually more like: moving some of these Zs into another area will not an improvement for you or your allies.

      This can more easily happen in the first turn. There are only a few Zs on the map then. And you simply might be OK with their current location.

      Additional question about Decoy Team card: What happens if the only Zs on the map are on islands and thus cannot be moved? Anyone came up with this situation already?

      My idea for a ‘fix’: if you also have Deadnapper Transports technology then you must use that ability if you can to ‘forfill’ this card.
      More ideas on this are welcome…
      Talking about Deadnapper Transports technology: if you have this tech you might have plans for certain Zs: to move them to a certain area by transport. Possibly to move them into enemy held areas. And now you suddenly have to move some of these Zs…
      Same is true for the ZMCR technology: your plan possibly was to use this tech to move a Z. And now you have to move it because of the card…

      Hidden Supply Cache & Z Conscription cards:

      Both give you an ‘free’ unit in a specific area.
      OK, fine…
      But then again: If (and this is a big IF) you play with the rule that was at least there in Axis and Allies Classic (1980s game) then there can be a problem. There then is a rule that says that the number of units of each type is unlimited but the number of groups of a specific unit is limited to the number of plastic playing pieces. So the famous/infamous two carriers / three battleship groups rule…

      If you play with this you can get in the rather weird situation that these cards give you a free unit but that you actually want to build such a unit (or several) at one of your factories.
      In practice almost no one seems to play with this rule but still…
      Again: ideas are welcome on this one too…

      Z Conscription: another issue

      Same issue was Decoy Team card: you might want to use Deadnapper Transports or ZMCR to move a Z (or more in case of Deadnapper tech) and now this card forces you to move a Z… while you had other plans for this Z…

      Z Domestication card

      Same as above. You must covert a Z into 3 IPCs. Still you might have had other plans for this Z.

      Again: did anyone actually see such a situation happening while playing? Please post :)

      posted in Axis & Allies & Zombies
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      thrasher1
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