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    Posts made by Tigerman77

    • RE: 7.0 turn 1 pics and report

      The group we had testing the rules always complained thats the 6.1v rules allowed the Axis to win 100% of the time.  In our games it was usually 50/50.  But they insisted that it was very lopsided. The official 7.1v will address the needed changes in 7.0.

      Any other clarifications that were not addressed from 6.1 to 7.0 let me know.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 turn 1 pics and report

      If 3 infantry and a fortification are defending against 5 infantry and 2 armor.

      3 of the attacking infantry fire at a 1 and the other 2 fire at normal along with armor.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 turn 1 pics and report

      What is the issue with the fortification rule?  Maybe it should be all land units attack at a -2 and no affect on air units.  Or -2 on naval units.  The reason it was changed is the idea that fortifications make it harder for the attacking units.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 turn 1 pics and report

      What dont you like about the fortification rules?

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      If ANZAC and DEC upgrade their IC’s to major then they would ho from 6 units per turn, first 3 being infantty, and no capitol ships to 10 units per turn, first 3 being infantry, and can produce capital ships.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Rockets

      1 d12.  Any roll is a d12 unless specified otherwise.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Major Industrial Complexes

      Nice.  I like the pen rule.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      @SS:

      @Tigerman77:

      Im wotking on the discrepancies right now.  This is what im changing for the 7.1v

      1 Russia starting cash will be 15. Russia will receive full production income every turn but still have to roll to get to 48 for a declaration of war.

      So what Tigermans saying is 48 icp’s Russia gets after turn 1 and every turn  and roll 2d12’s and the die roll is a 6 , 10. So that 16 goes toward the declaration of war total? Why not just have Russia roll 2 die for income until they get to 48 instead of gettin 48 icp’s every turn.

      If it is too much income for Russia ill have to balance it another way.

      Maybe starting cash 48 instead of 15. Then Russia tolls 2d12 for production and war entry.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      I made a mistake.  This would only happen to Naval units. If a Legionnare is in a Vichy zone and there is no adjacent FF territory then the unit is destroyed.

      Sorry for any confusion. I was trying to help without actually looking at the rules.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: Development of Alternate Version of Rules

      I live in Savannah, TN.

      Do you guys realize this game would not take hours but days to play?  Cool ideas though!

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      Usually not every Territory in africa goes Vichy.  But if it does the rule shiuld be go to the nearest friendlytterritory. …you are probably right.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      Its up to the german player what territory to roll for. By the rules if all units in africa are Vichy then place the Legionnare in the closest free French zone. If there is no FF the place in the nearest friendly zone……I will change this to read if there is a closer friendly zone than FF zone place them there.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      Ben_D.  I understand what you are saying. We have had games where Germany failed to take out France and France w as s a big player in the game.  We had one game where France never fell and Germany was beaten. We had a game wheee France never fell but the Axis still won because they took a few other victory cities….fun both times.  That being said, most of the time France will fall in turn 1 or 2.  Just the nature of the beast.

      Glad you like the game.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      All special units can be purchased at the beginning of any turn unless restricted by rules.

      Minor Axis cannot build Tigers or any German special units.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      Im wotking on the discrepancies right now.  This is what im changing for the 7.1v

      1 Russia starting cash will be 15. Russia will receive full production income every turn but still have to roll to get to 48 for a declaration of war.

      2 Japan sneak attack has to be done before the start of turn 7….so turns 1-6

      3. German navy can be used on second impulse.

      Any other clarifications or discrepancies please post or PM me. Ill be looking all weekend!!

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      @koba:

      It definitely will be a tough go for Japan. The beauty of the old sneak attack rules was that the Allies knew it might be coming but there were a few turns of drama beforehand. Now (if it remains the case), the “sneak” has been taken out of the sneak attack. Maybe it would have been better to give Japan a two impulse like Germany which she had to use by the end of turn three or something.

      When I get home I’ll be setting up the map right away and getting the lay of the land. I’m sure SS will be giving us some more info as seeing is believing.  :-o

      Past that, we’ll see what Tigerman sends us.

      The original 1.0 rules had Japan’s sneak attack exactly the same as Germany. I may put this back into play and tone it down just a bit to see what happens….playtest of course.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      All these were play tested. The group that tested had issues with the Axis being way too strong. I now know that I cant please everyone.  Lol.  Ill make necessary corrections and clarifications and will have a 7.1 by sat morning.  It wont be perfect and im sure we will have a 10.0 in a few years but I think thats what makes this game and forum really cool.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 6.1 RULE CLARIFICATIONS DATABASE

      Koba- no. I might be in November

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 6.1 RULE CLARIFICATIONS DATABASE

      Ill have something by friday for you guys.

      posted in Global War
      Tigerman77T
      Tigerman77
    • RE: 7.0 Clarification

      Hey guys. Ive been out of commission the past week with some medical issues and just got on to catch up.

      Sorry for the typos from the rules to the setups.

      Also alot of these changes came from a test group other than HBG. So please play with the 7.0 rules and see how your game goes.  I will have a 7.1ready with fixed typos and more clarifications too.

      I have been swamped with other projects and did rush these out, but thats no excuse. Help me make this an even better game by sending me errors and a little feedback from your games.

      posted in Global War
      Tigerman77T
      Tigerman77
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