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    Topics created by Upside-down_Turtle

    • U

      Lets Talk 2 Types of Tanks

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      U

      This is my ground unit set-up.  I’m using the FMG AA Gun (nation specific) as a second artillery piece.

      Piece              Name                   Attack         Defense        Move        Cost             Special

      Soldier 1        Infantry                   1                 2                 1             3

      Soldier 2        Commando               2                 2                 1             4              Sea or Air attack +1

      Gun 1            Artillery                    2                 2                 1             4             +1 for 1 infantry

      Gun 2            Heavy Artillery          3                 2                 1             5             +1 for 2 infantry

      Truck             Motorized Inf.           1                 2                 2             4             Can Blitz w/ artillery

      Half-Track      Mech. Infantry           2                 2                 2             4             Can Blitz

      Tank 1           Armor                      3                 3                 2             6             Can Blitz

      Tank 2           Heavy Armor             4                 4                 2             8             Can Blitz

    • U

      Lets Talk Coastal Batteries

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      U

      Yeah.  They can be captured as well.  Maybe each fort can modify defense of inf based on the level.

      Level 1 boosts i inf defense

      Level 2 two inf, and so on.

    • U

      Lets Talk Flack Towers

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      Emperor_TaikiE

      i would like all those different peices

    • U

      Lets Talk Oil

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      C

      We have introduced Oil rule la couple of years ago.
      In our 1939 game rules, Axis players doesn’t have oil so they have to fight to get some because they’re going to face a penalty after the 7th round.

      If you conquer a neutral oil territory you receive form the bank, twice of the value of the territory.
      Ex: Saudi Arabia = 2 IPC so you’ll receive 4 IPC.
      When you invade an ennemy oil territory, the player must give you twice of the value of the territory. Ex: Egypt = 2 so UK player must pay 4 IPC.

    • U

      Lets Talk Ports

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      BardolyB

      @Imperious:

      Pay 6 IPC gain one MP… heck id rather buy a sub for that or 2 infantry or half a bomber… or?

      1 extra movement point would definitely alter the game somewhat, because one would be able to affect one’s opponent’s fleet maneuvers, say if he wanted to position subs and/or destroyers.

      I think that the simple expedient of putting the ports into the game from the beginning with the +1 movement rule would be nice.  So every power would start with at least 1 port, and some would start with several.  But building a new port during wartime would have been quite difficult for most of the nations,  (I’m talking about the fully functioning ship-building, ship-repairing, aa-defended, kind of port.) so why even have a special piece for ports?  Why not just add the +1 movement point ability to any IC which can build naval units?  This would make building ICs a little more attractive for the 15 IPCs which you must spend.

    • U

      Flying Fortresses

      House Rules
      • • • Upside-down_Turtle
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      Young GrasshopperY

      In my house rules, all bombers receive a roll @1 when defending against interceptors. I would consider flying fortresses defending @2 when defending from air units during a raid.

    • U

      Lets Talk Torpedo Planes

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      Imperious LeaderI

      enough space, but not enough money from WOTC to develop both.

    • U

      Lets Talk PT Boats

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      U

      How about torpedo boats attack 2, defend 1, and cost five, otherwise the same as PT boats in terms of movement and hits.

    • U

      Lets Talk Escort Carriers

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      BardolyB

      With the above post in mind, I propose the following for both Escort Carriers AND Naval Fighters.  Also, with Naval fighters being slightly weaker than their land-based counterparts, I propose that the regular aircraft carrier’s IPC cost be slightly tweaked.

      Regular Aircraft Carrier

      1    Attack
      2    Defense
      2    Movement points
      11    IPC cost (Cost is lowered to 10 IPCs with the Advanced Shipyard technology.)
      –    May  hold up to 2 naval fighters.

      Escort Carrier

      1    Attack
      1    Defense
      2    Movement points
      7    IPC cost (Cost is lowered to 6 IPCs with the Advanced Shipyard technology.)
      -    May only hold up to 1 naval fighter.

      Naval Fighter

      2    Attack (May be upgraded to 3 Attack with the Jet Fighter technology.)
      3    Defense
      3    Movement points (May be upgraded to 5 movement points with the Long Range technology.)
      8    IPC cost (Cost is lowered to 7 IPCs with the Advanced Shipyard technology.)
      –    Only naval fighters may operate from carriers, but naval fighters MAY be used on land.

      Regular Aircraft Carrier + 2  naval fighters

      5    Combined attack value
      8    Combined defense value
      3    hits
      27  IPC cost
      –    Up to 2 naval fighters may be on the regular cv.

      Escort Carrier + 1 naval fighter

      3    Combined attack value
      4    Combined defense value
      2    hits
      15  IPC cost
      –    Up to 2 naval fighters may be on the regular cv.

      These stats seem to fit a little better into the naval chart.

    • U

      Lets Talk Transport Planes

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      Imperious LeaderI

      yes sir.

    • U

      Leats talk Navel Fighters

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      U

      Actually, it refers to the type of bathing suit worn by the girls painted on the plane.

    • U

      Lets Talk Dive Bombers

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      Imperious LeaderI

      cost 7, if VS land targets:

      these are 3-3 units moving 2 and each plane boosts the tank +1 at 1:1 basis

      if VS Sea targets:

      3-3 units moving 2 ( carrier based)…also possible modifier for attacks on surface ships ( not sure)

      They cant move from land or from sea to attack the other on the same turn. So carrier planes cant attack land targets unless they fly first to land on the turn before and vice versa.

      this will result is fighters staying on land where they belong with a few on carriers as escorts

    • U

      Lets Talk Yamato Class Battleships

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      U

      the 5-5 comes from the Revised Most Powerful Battleships National Advantage for Japan.

      The firing twice in the first round comes from a Revised Larry Harris Tournament Rule revision.  The NA was titled Naval Night Fighting Skills, yet only applied to the battleships.  Personally, I don’t think it was named well.  I simply fuse the two.

      Also, I think most house rules I’ve seen give SBBs 3 hits.  I considered keeping it at 2 hits, but after I gave my supper carriers 2 hits, SBBs needed 3.

    • U

      Lets Talk Mobile Artillery

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      Emperor_TaikiE

      What are we considering as SPA, becasue if you include tank destoyers i would say they should be good on the defensive, but if you are including rocket artillery they would be good on the offensive.

      What if you didn’t have SPA, just a tank destoyer unita and a rocket artillery unit

    • U

      Lets Talk 2 Types of Infantry

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      Emperor_TaikiE

      my problem with German or Russian shock troops as infantry is that those units had alot of tanks, so why not just represent them with tanks.

      For special  infantry they should be able to fall into one of the four catagories i already listed.

    • U

      Linking Radar w/ Fighter Interception

      House Rules
      • • • Upside-down_Turtle
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      U

      I was thinking of allowing fighters to intercept w/ radar along w/ the bonus to AA.

      Correct me if I’m wrong, but before British radar stations were fully operational, the Germans could achieve relative surprise, as they would constantly change their attack routs, thus RAF interception was rare, and almost required an unlucky running into a patrol.  It was not until radar stations were fully operational that fighters could be directed directly to intercept the Luftwaffe.

      Also, it wasn’t long after the Germans discovery of Britain’s advantage that they established their own radar defenses, which considerably contributed to the high casualty rate among allied bombers.

      Thus, I think adding fighter interception to the radar tech effectively demonstrates it’s historical key role in the development of a defensive air combat command and control.

      Finally, I’ve heard some say that radar is too weak, since “AA never hits anything anyway”.  Besides, the enemy can always counter w/ fighter escorts.

    • U

      New Dogfight and Air Superiortiy Rules

      House Rules
      • • • Upside-down_Turtle
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      allboxcarsA

      @Upside-down_Turtle:

      Dog Fights
      When conducting combat, and two sides have aircraft, the aircraft conduct a dogfight in the opening fire stage of combat.

      opening fire stage? maybe over water. But on ground??? naaah, have 'em duke it out until only one side has ftrs. No zoomie is going to do ground attack until the skies are clear.

    • U

      Raillroads

      House Rules
      • • • Upside-down_Turtle
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      FlashmanF

      To clarify the rule:

      All land units are limited to one movement point in combat movement, including tanks (unless they’re using my tank breakthrough rule). After cm but BEFORE combat, all other land units can use unlimited rail movement through friendly territories, but cannot rail into combat zones.  I abolish the ncm phase altogether.

      This simulates the build-up of materials at railheads just behind the front lines, a more realistic depiction of military logistics.  A by-product is that it makes it much easier to keep track of which units have moved (i.e they are still in combat zones), while ncm is unlimited and therefore needs no remembering.

      It also creates the dynamic of forces being kept in supply, or of supply being cut off as a deliberate tactic.

    • U

      FMG Pieces Project Wish List

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      U

      FMG is developing a brand new set of high quality plastic pieces for A&A games, and they include some new units as well.

      This is basically a thread to discuss ideas in pieces that either didn’t make the cut, and/or you’d like to see if at all possible in any future FMG Product.

      For example, a cargo plane unit, 5 IPCs, carries 1 infantry.

      Tech specific units, like jets, nukes, rockets, heavy bombers?

    • U

      Lets Talk Commander Units!

      Other Axis & Allies Variants
      • • • Upside-down_Turtle
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      Emperor_TaikiE

      @Bardoly:

      0   Defense - This unit can stop tanks from blitzing the same as an aa gun can.

      thats kind of a crazy rule, i dont c the point in it or the historical backing.

      Otherwise my main concern is that i dont think these rules add a lot of stratagy except making three of each players land armies super strong.

      Why cant you have naval or air commanders?

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