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    Topics created by Upside-down_Turtle

    • U

      Lets talk Bunkers/Pillboxes

      House Rules
      • • • Upside-down_Turtle
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      Tall PaulT

      Guys,

      ––I’m just ‘marking’ this very useful thread for future reference

      “Tall Paul”

    • U

      Lets talk Trucks!

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

      Maybe trucks coluld be an off board abtraction of the overall motorization of your army. Right next to your tech chips you would put the trucks you have purchased. Each truck costs 12 IPCs and allows you to make addtional attacks after your first combat phase. Each truck allows you to attack again with 3 infantry/artllery or 5 tanks/fighters/bombers even if these units have already battled. For the second attack tanks have a movement of 1 and aircraft of 3.You do not lose the trucks each time you use them and you can buy more of them each turn. You do lose one  truck for battles in the second attack phase for every 5 units the enemy kills, but only if you lose the battle.

      I think 12 IPC’s is pretty costly, but that is becasue it is a special investment and is not neccisarily purchased every game by every country.

    • U

      Happy B-Lated Anzac Day!!! ^_^

      General Discussion
      • • • Upside-down_Turtle
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      U

      Yes, it turns out yesterday, April 27th was Anzac Day in Australia.

    • U

      Patton's invasion plan for France

      World War II History
      • • • Upside-down_Turtle
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      tlogerT

      I haven’t gotten to “Day of Battle” yet, I am just finishing up “An Army at Dawn.”  With the template he uses, he gathers a lot of personal journal entries and witness accounts. So I think it would be fair to say that there will be a high probability that he will shed some light on Italian battle plans he may have had.  I know he goes in depth about Operation Husky which would be a given. Even if there is not that much substantial info about that specific topic, I would still suggest buying and reading the books.  Its probably one of the best historical war narratives I have ever read.

    • U

      What is the Axis and Allies Delux Edition?

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

      @frimmel:

      @Imperious:

      its on his site. look it up.

      Here is one of the threads on the subject.

      Thanks.  I’ve been reading the site a lot, but this thread is great.  Again, thank you.

      It’s amazing how players like Krieghund, Adlertag, and Imperious Leader got to help shape the AA50 game.  If it were me, I’d be really proud of that.  I’m really glad someone was pushing for Italy in the game.  IMO it was one of those “About Time!” decisions.

    • U

      Battleship Aircraft Carrier Hybrids?

      World War II History
      • • • Upside-down_Turtle
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      U

      Also, imagine being on the flight deck when you fired those things off.  Say good buy to sound.

      With the Russian design, you would also have to be careful not to fire the guns pointed over the flight deck, or you’d blast away the deck with just the fireballs.  :-D

    • U

      Why is Afganistan shaped like Texas?

      Axis & Allies Anniversary Edition
      • • • Upside-down_Turtle
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      U

      Hmm,  :| something about Afghans in cowboy suits…random, yet it kind of works in a finny way… :|

    • U

      Axis and Allies Guild

      House Rules
      • • • Upside-down_Turtle
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      U

      that’s one of the great things about this forum.  It practically already is a house rules “think thank”.

    • U

      Does anyone do Combat Air Patroles in Non-Pacific A&A Games?

      House Rules
      • • • Upside-down_Turtle
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      G

      I never do CAP, mostly because I don’t think about it.  The few times I do I don’t want to risk my fighters.  I’ve never seen it done in any games I’ve played.  I do think it could be useful so I’ve thought about adding it again to my house rules but I am striving for simplicity right now.

    • U

      I finally finished a concept for AA50 Nuke Tech

      House Rules
      • • • Upside-down_Turtle
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      U

      NUCLEAR BOMB

      A Nuclear Bomb is the only technology that can be targeted.  In order to research nuclear bombs, you must buy research dice, as opposed to tokens.  You buy dice in pairs, costing 10 IPCs per pair of dice.  You roll each pair of dice separately.  If you roll a 3 or less, you succeed.  Only one Nuclear Strike may be performed per tern.  There are three types of nuclear attacks that can be conducted:

      Strategic Nuclear Strike

      This attack is carried out on Industrial Complexes, and requires either Rockets or High Altitude Bombers [see my 3rd breakthrough chart].  These attacks follow the same rules for rocket attacks and strategic bombing runs, however, a successful strike results in the total destruction of the Industrial Complex, and the Industrial Complex is removed from the territory.  A new Industrial Complex may be built.  Only one bomber at a time may conduct a Strategic Nuclear Strike, and is immune to AA Gun fire.  It may be accompanied by escorts and intercepted.  An intercepted bomber that is destroyed does not trigger a Nuclear detonation.

      Tactical Nuclear Strike
      A tactical Nuclear strike is similar to a Strategic Nuclear Bombing Run in that it is done during the opening fire stage of combat, yet it is done against units as opposed to Industrial Complexes.  Only one bomber may perform a Tactical Nuclear Strike per turn.  One d6 is rolled.  The number on the die is the number of hits scored.  (example, a roll of 5 removes 5 enemy units from play).  Rockets may not conduct a Tactical Nuclear Strike.

      Armageddon Nuclear Strike
      This is a special attack that involves turning an entire territory into an impassable Nuclear Wasteland, and requires both Heavy Bombers and High Altitude Bombers.  A set number of bombers is required to perform this strike.  The total number of bombers in an Armageddon Strike Force must be equal to the IPC value of the territory to be nuked.  (for example, nuking Central United States requires 6 bombers).  If a bomber is shot down before it can drop its payload, the mission cannot be carried out and must be aborted, and no nukes are dropped.  When a successful Armageddon Strike is completed, remove all pieces from that territory, and place an upside-down control marker on it.  That territory is now considered impassable, and no income can be collected from it by any player.  This strike may not be done on territories with Victory Cities.  An island territory with no IPC value does not require Heavy Bombers to turn into a wasteland.

    • U

      Breakthrough Chart 3 [Updated]

      House Rules
      • • • Upside-down_Turtle
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      U

      I’ve changed my chart in accordance with the game pieces Field Marshal Games will be coming out with.

      BREAKTHROUGH CHART 3

      1. Atomic Bomb
      You may build 1 Atomic Bomb per tern for a cost of 10 IPCs.  Only 1 Atomic Bomb may exist on the board at one time.  It can be captured.  It may be carried by a bomber or rocket.  An Atomic Bomb dropped on any territory destroys all units (including factories) in that territory.  Place 1 damage counter on that territory’s IPC value.  That territory now produces 1 IPC less,(applies to factory production).  When territory damage is equal to the territory’s value, remove counters and place 1 upside-down damage counter (the side that does not say “damage”) over the National Control Symbol.  This territory is now Impassable.

      2. Super Carriers
      Your carriers may now carry up to 3 fighters.  They can now take 1 free hit that can be healed at the end of the battle.

      3. Underground Factories
      Your factories now take half the damage from Strategic Bombing Raids, rounded down.

      4. Combined Bombardment
      Your surface combat ships can now fire in the first round of an amphibious assault, in addition to the Opening Fire stage.  Ships are vulnerable to enemy fire during the first round of combat.

      5. Naval Night Fighting Skills
      Your surface combat ships now fire twice in the first round of sea combat.

      6. Stealth 
      You accidentally discover stealth technology.  Your planes are no longer effected by enemy radar upgrade.

    • U

      AA50, 1939?

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

      Hi Turtle

      Me too, i’m not familiar with media fire.

      Anyway, I’m going to send the picture of my gameboard to captain jack.
      C.Jack might be able to give his feeling.

    • U

      Nuclear Technology

      House Rules
      • • • Upside-down_Turtle
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      U

      I’ve changed my rules quite a bit:

      http://www.axisandallies.org/forums/index.php?topic=14061.0

    • U

      Japanese IC in Manchuria

      Axis & Allies Anniversary Edition
      • • • Upside-down_Turtle
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      U

      @Krieghund:

      Me, too (unless it was my mission to terminate it  :wink:).

      :cry:

    • U

      All infantry on R1: does it still apply?

      1941 Scenario
      • • • Upside-down_Turtle
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      B

      But at what cost?

      It really depends on G’s turn 1 buy as well.

    • U

      A UK IC in Egypt?

      1941 Scenario
      • • • Upside-down_Turtle
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      P

      I like a late in the game IC’c in Egypt if things are going well.
      The last game I played Germany put up an IC in France and was battled to a halt at the russian fronter. Italy did not renforce Afrika that much so in UK 4 I dumped all the forces that should have gone to France in Afrika, The IC  made it nearly impossoble to take and there were about 12 Inf 4 tanks or so and fighters. By this time the Italian fleet fled the Med and threated India leaving the rest of Afrika to be moped up by a very stong UK force. Then Gremay started to make a Navy so I need the navy back at home so to make a good defnce position I made an IC in India and Egypt in turn 6 when my Landing army got there. I really like an IC in that area so you can get what you cant fit on the trasports into the action in a hurry. Like if you lose a good bit of you fleet you dont need to wait the extra two turns to get new ships for the homeland.

    • U

      A stronger China?

      House Rules
      • • • Upside-down_Turtle
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      Dylan the CanadianD

      Think of this way China has the most people in the world, it could send more then 10 Infantry into war so yes they should make a stronger China

    • U

      Upside-down Turtle's AA50 House Rules

      House Rules
      • • • Upside-down_Turtle
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      d142D

      if i had nukes tech i would build a stack of bombers and nuke every opposing territory within range,
      for 45 - 50 I.P.C. i could build 3 -4 bombers and nuke territories with no opposition with the superfortress tech,
      getting nuke tech needs a twist because of the damage that it can do,
      simply getting lucky by rolling a tech that has nukes tech combined would be a game killer, i think that a cost for nukes that would force a player to factor the cost of nukes into the I.P.C. spend would make nukes plausable within a set of house rules,

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