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    Topics created by Tralis

    • TralisT

      Preferred variant of 1940 family

      Axis & Allies Global 1940
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      Captain-Mitchell 0C

      hello Trails.My favorite map is Global 1940 and my second favorite map is Pacific 1940.

    • TralisT

      Strategic Non-Combat Moves

      House Rules
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      TralisT

      So, A&A takes place in an era where the locomotive is a mature and widely-implemented technology, even in remote regions like Africa. Why can infantry only move one space? For combat movement, this makes complete sense. The troops are moving in a hostile situation in which every mile can be a struggle. But, why couldn’t the USSR move troops from Vladivostok to Leningrad in a single turn? Turns represent a lot of time, plenty of time to shift all the resources that go along with an infantry unit. Trains are fast, when its simply a matter of moving men and equipment through friendly land.

      Now, A&A is a game and is not always realistic. But, being able to move troops more fluidly within friendly territory could open up the game’s strategies somewhat. I think it makes an interesting thought experiment. I’m using AA40G to think this through - but it could be applied to other versions as well. Its particularly important for the AA40 series though because of the larger map size that can mean some land units move entirely through friendly land can sometimes take 5-6 turns to get where they are going - far too long. 4 Turns to shift infantry from Normandy to Poland. 6 turns from Korea to Burma. Russia’s Eastern Front to the west… etc. This unnecessarily ties game resources up.

      Suggested rule:
      All powers in possession of their capital may move land or units that have not moved in combat at all and are on a land friendly space (not on a transport) to any other friendly land space, as long as a path can be traced that only involves land spaces that started the turn under your control. Air units may then make an additional non-combat move as per regular rules.

      Can you guys help me think this one through?

      Problems:
      The game is not designed around this, which means assured problems with the setup.  Is there any potential leapfrogging abuse? Say, my ally takes over a space, and then during my turn this paves the way for me to take some abusive path.
      It also means the extra price of Mech and Armor is not as worth it. They are much more flexible on the front, since they can attack two spaces away, but it does boost the effectiveness of Infantry and Artillery which decreases Armor and Mech by comparison.

      How it would affect powers:
      Germany: I actually think this would add a lot to the game, since Germany’s troop deployment is more liquid. You still have to keep troops on the Atlantic coast to resist allied landings, but Germany can also react to these landings effectively. This also means that getting air units to Norway is easier.

      The USSR has 18 infantry on its eastern front. If they are more easily able to send things between east and west, those 18 become a bit much. This seems solvable though - reduce infantry that start there and then add some in case of Japanese attack or some such. I think the change will make their front with Germany more interesting.

      Japan is able to funnel troops into SE Asia much more easily. It presents an interesting dynamic where Japan could keep lots of transports in the sea of Japan to funnel troops into Manchuria, then from Manchuria to their destination the next turn. I like this dynamic, but this rule change seems like it could break an already troubled India.  Perhaps a reduction in starting units could offset the advantage that increased mobility gives them - they benefit from it more than any other Pacific power.

      UK is now able to move troops from South Africa to Egypt very easily. This makes stopping Italy very hard. Other than that, so much of the UK is overseas that they benefit very little.

      Anzac can move troops to Western Australia with ease. I think this is a good thing - it means if Japan invades they don’t invade lightly.

      Italy is able to help Germany out on the eastern front more easily. They also are able to shuffle troops plunging into Africa back to defend Morocco.

      United States: This makes it easier to shuffle troops between the east and west coasts. A plane built in Eastern US can make it to Hawaii. Which actually makes a lot of sense. I don’t view the decreased need to commit builds to one front or another as a major problem for the game - naval builds are still committed and other builds are committed the second they leave the continental US.

      France doesn’t have their capital and can’t take advantage of this. This stops them from stockpiling their African troops in Egypt.

      China doesn’t have a capital, can’t ever use this.

      Anything I am missing? Thoughts?

    • TralisT

      Tech Preview?

      Axis & Allies Global 1940
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      TralisT

      Anyone here or Jensen willing to list the techs for Global? Jensen has only a few days until the game releases to get his final preview up. Anyone here want to beat him to the punch?

    • TralisT

      I love this game

      Axis & Allies Pacific 1940
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      Proud AmericanP

      @LHoffman:

      @Proud:

      @LHoffman:

      @Proud:

      I have 2 of every AA global game except AA50 since it was bloody expensive.

      It’s bloody expensive now… $799.99 USD.

      Guess what……NOT ON EBAY. I got my AA50 about a month ago for $300 from ebay. IF you go with amazon then ya its that big.

      NEW? at $300 … I would still call that bloody expensive, for a boardgame, but not as bad as $800.

      YEs its new and yes its expensive. But its better than Amazon.

    • TralisT

      UK Flag

      Axis & Allies Europe 1940
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      LHoffmanL

      @Tralis:

      Nah, not advocating boycott. What’s inside’s more important than what’s outside. Just kinda funny though.

      Sad more than funny in my opinion. I didn’t think you were advocating a boycott… but some in the past have been upset enough to seem to want to.

    • TralisT

      Pacific 1940 Strategies 1/4: ANZAC and UK

      Blogs
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      Imperious LeaderI

      bump to get rid of spam post

    • TralisT

      Strat Articles

      Website/Forum Discussion
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      calvinhobbeslikerC

      You can upload on the “articles” forum.

      PS: Write allied strats for a J1 attack 1st.

    • TralisT

      Pacific as an expansion of Europe

      Axis & Allies Europe 1940
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      Imperious LeaderI

      The latter.

    • TralisT

      J1 Attack Prohibition

      Axis & Allies Pacific 1940
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      kaufschtickK

      @calvinhobbesliker:

      If the Jap fleet is at Singapore, what stops the US from taking Truk, which threatans all VC’s except Calcutta and San Francisco? What stops the US from landing in Korea? You need quite a few planes in japan to stop the capture of Korea, and those planes are needed in the CBI theater.

      x4 fighters and x4 dive bombers.

      At least by US2, and maybe even on US3, depending on where the US fleet is based out of.

    • TralisT

      Battleship Costs

      Axis & Allies Pacific 1940
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      Dylan the CanadianD

      So your saying the battleship was bullied and forced to kill, but was set free and decides to sit back and lose his incredible strengh, and now only fights for money and is only for rich bastards that can buy whatever they want

      okay thats good  :-D

    • TralisT

      Bombarding

      Axis & Allies Anniversary Edition
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      KrieghundK

      You have the choice of sinking the transport or bombarding.  You can’t do both.

    • TralisT

      Release Date

      Axis & Allies Europe 1940
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      ?

      @idk_iam_swiss:

      Thank heaven 43, and 44 set up would be terribly boring. And All that happened in 39 was the invasion of Poland.
      He picked the best time to do it (Post Dunkirk) It would be waaaay to crazy to have it pre Dunkrirk

      I want waaaay to crazy so I can conduct the war the way I think it should be fought.

    • TralisT

      Why are boosters worth it

      War at Sea
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      A

      boosters keep stores interested
      then that keeps the supplier interested
      that keeps the creator interested

      A store near me lets us open up the boosters

      I got the three big carriers for 14.00 each

      so why not
      the store sells 6 a week

      and we keep each other happy

      so they might be

      alex

    • TralisT

      Tac Bombers

      Axis & Allies Pacific 1940
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      K

      And remember, mech inf + tank + tac. bomber = great mobility and firepower on the ground. A great improvement on the classical Inf, art, tank.

    • TralisT

      Why Pacific first?

      Axis & Allies Pacific 1940
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      ?

      Yeah the 68th anniversary of the sneak attack

    • TralisT

      The Dutch, Canadians, & French

      Axis & Allies Pacific 1940
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      Canuck12C

      I’m pretty sure BILL is right. Japan will be able to take the Dutch colonies without consequence. Otherwise there would be nothing neutral (except China) for Japan to attack and no need to keep the US out of the war for the first few turns.

    • TralisT

      AAR or AA50 tweaks to AAE/AAP

      House Rules
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      TralisT

      I remember right after AAR came out, almost five years ago, playing a game of AAE with tanks that defend on 3. It was horrible, horrible idea. Germany just got too much out of that one. But reduced prices on fighters and carriers didn’t seem to break the game as much. Germany builds lots of fighters, but so do the UK and US. Nobody builds carriers in AAE unless something unusual has happened anyway.

      At any rate for both AAE and AAP besides the reduced price on fighters and carriers to match AAR (and 24 VPs for AAP) my group plays with the rules as is. Transports are any land or one tank, tanks defend on 2, etc.
      But now with AA50 there’s a lot of change. The problem with wholesale just changing the unit stats is that setups were designed for the original stats.

      So I have a few questions:
      Do you think fighters that cost 10 and carriers at 16 ruins or damages gameplay in either AAE or AAP? Especially considering escorts for SBRs it might be a concern.

      Any consider going through and tweaking the setups for E and P to make them fair for the new unit stats? It might do good to freshen them up a bit. I think if well done it could further enhance the Pacfic especially. Convoy values, of course, are a concern.

      What about tweaking setups to Europe to add Italy? Without Sub-Saharan Africa this might be pointless, but maybe the oil money alone would be enough.

    • TralisT

      Best A&A Game for Beginners

      Player Help
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      losttribe04L

      Hey,

      I agree with you guys revised is the way to go; however, I had one buddy who just didn’t grasp the concepts until he started DDay. So I would have to say it depends on the person also.

      The only thing I can think of that made DDay easy to start with is all the idiot cards tell you what to do in order. But for the most part I stick with revised

      Lost Tribe 04

    • TralisT

      Using Revised rules in A&A:E and A&A:P

      House Rules
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      A

      You forgot to mention the difference in sub mechanics. By the way, we still keep the house rule of not having planes strafe subs without the presence of destroyers in our game of AAR with my group.

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