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    Posts made by vodot

    • RE: Introduce or Re-Introduce Yourself (Nov. 2018)

      Hi All, I’m Nate from Detroit, MI in the US, currently living near Portland OR.
      I first played A&A in middle school when my board-flipping cousins brought a copy of classic A&A to a family retreat. We woke up when it was still dark every morning and played some sort of A&A-army-men-hybrid with the pieces (boards were flipped), which developed over the years into actually reading the rules and playing the game as intended many times. I finally bought AAR in college and drummed up a group of guys to play it with a few times every semester. I would say the real “hook” moment for me was discovering the Caspian Sub AAR strategy articles in the old yahoo group. I can’t tell you how many times I have read those papers!

      I own AAR, 41, 42, 42.2, and AA50, but my copy of AAR (with Italy as a separate power sharpied and taped on to the board) will always have a special place in my heart. These days I’m a father of two with a real job, and A&A and board gaming in general is solidly on the back burner, but I dream, and host the occasional game night. :) I think my main interest here is in tweaking and customization, and in my ongoing search for the spark of genius from those Caspian Sub articles.

      posted in Welcome
      vodotV
      vodot
    • RE: Tjoek's custom roundels and tokens

      @Tjoek these are terrific! do you have an art resource for the naval bases, airbases, and minor ICs?

      posted in Customizations
      vodotV
      vodot
    • RE: Axis & Allies Anniversary upgraded version

      @Dagon81 (et al), spitballing some Italian NA ideas:

      Italian Alps
      All Allied ground forces that invade Italy from France roll no dice for the first round of the subsequent combat there. They are still participants in the combat and may retreat at the end of the first round and be taken as casualties as normal.

      Industrial Latecomers
      If you control Rome, during the ‘Collect Income’ phase of your turn you collect additional IPCs according to the below schedule:
      Turn 1: +1 IPC
      Turn 2: +2 IPC
      Turn 3–> : +3 IPC

      ‘Bassotto’ SPG/A
      Your Artillery have M2 and may accompany Tanks on a blitz on a 1:1 basis.

      The Winter Line
      The first time Italy is the target of an Allied amphibious invasion, place three German Infantry there for free before that combat is resolved.

      Bordeaux Sub Base:
      If the Axis controlled both Rome and Paris at the start of your turn, during the ‘Mobilize Units’ phase of your turn you may choose one of the following:

      • Deploy 1 Sub in Sea Zone 7 at no cost, or
      • Move all Italian Subs in Sea Zone 7 into France (they no longer occupy SZ 7), where they behave exactly like defenseless transports at sea. Return these Subs to SZ 7 at the start of your next turn.

      Red Sea Flotilla
      If there are no Allied units in Italian East Africa, during the ‘Purchase Units’ phase of your turn, you may roll a die for each enemy Transport and Destroyer in Sea Zone 57. On a roll of 1 or less, that unit is destroyed.

      Italian Civil War
      If Italy is ever conquered by the allies, your unspent IPCs are discarded (do not give them to the conqueror).

      Eritrean Outpost
      During the ‘Mobilize Units’ phase of your turn, you may always choose to place exactly one of your purchased Infantry units in Italian East Africa (no IC required), regardless of which power controls it.

      posted in Customizations
      vodotV
      vodot
    • RE: Need advice on Germany first move

      Man, this makes me miss AAR and the 1-2 TRN Baltic buy G1. Shenanigans and misdirection are so much tougher with defenseless TRNs. Buying the Baltic Carrier is like waving a red flag (or bullseye) in London’s face especially in 41 where the UK have no real disincentive to dropping 35+ IC in the water UK1.

      posted in 1941 Scenario
      vodotV
      vodot
    • RE: Axis & Allies Anniversary upgraded version

      @Dagon81 awesome work! Thanks so much for sharing with the community.

      posted in Customizations
      vodotV
      vodot
    • RE: Tjoek's A&A Anniversary OOB Map file (Updated March 23rd)

      Thanks Tjoek! Keep up the awesome work!

      posted in Customizations
      vodotV
      vodot
    • RE: [AA50 & AA42.2] Fixed Cost Techs + Tech Expansion

      @Argothair:

      In other words, pick one pricing system and stick with it. A flat fee, or a flat fee plus a per unit premium, or a flat fee plus a one-time conversion fee…and apply that scheme for every single one of your technologies on every turn of the game.

      I think the game engine is what makes this so challenging- you’re shackled to this clunky half-simulation, half-game engine that is so setup/history reliant that it resists any tweaks that aren’t either extremely simple/specific. To add ‘medium-weight’ ideas you really are adding entire mechanics that the engine simply doesn’t have.

      I really appreciate your editorial voice- CUT, CUT, CUT! :) I think it would be fun to come up with a painfully streamlined version of these. Hm.

      posted in House Rules
      vodotV
      vodot
    • RE: [AA50 & AA42.2] Fixed Cost Techs + Tech Expansion

      @Imperious:

      Can you do this as a PDF and not excel?

      Just a nice sheet with larger font and some graphics

      Working on it, IL.  It won’t be any prettier than the xls, but I can definitely get a 2-sided PDF going :)

      posted in House Rules
      vodotV
      vodot
    • RE: [AA50 & AA42.2] Fixed Cost Techs + Tech Expansion

      @vodot:

      @Argothair:

      Another question I have is why some of your abilities are priced in terms of $5 up front plus $1 or $2 per unit you want to upgrade, whereas other abilities are priced as a large up-front cost of $10 plus $1 more for each unit you have. Right, like sometimes you give the user the choice of whether to upgrade, and sometimes you’re charging a variable fee upfront that essentially forces all units to be upgraded. The latter ability seems vulnerable to abuse, because I can research, e.g., Super Subs first, and then build as many subs as I like for no extra cost. The former ability seems a bit finicky, like I have to make all these little decisions about whether to pay $1 to upgrade each individual unit. I’d prefer a flat fee like $15 or $20 that doesn’t have anything to do with the number of units. Another option is to say you can have up to 3 upgraded units of each type (up to 2? up to 5?), at no extra charge, and after that the rest are normal. E.g. for $5 I can build 3 heavy tanks; the rest of my tanks are normal.

      These are valuable thoughts. I had originally conceived this as 100% flat fees; the ‘per-unit’ surcharges evolved as a balancer, and then evolved again in balance of the choice vs. auto upgrade issue- and now here we are with the “build NO subs until they’re super subs” exploit.

      Raising the ‘flat fee’ component of all of the auto-global-upgrade techs might fix this… or the whole ‘per-unit’ kicker cost idea might be a bridge too far in terms of bang-for-finnickyness.

      Revisiting this kicker or ‘instant/mandatory field upgrade’ idea, I have two responses: I think they’re actually fine as-is… but I have an idea to nerf them further if necessary.

      First, after some reflection, I think the “+$X/unit” mandatory field upgrade kickers are fine as-is. If a player tries to maximally exploit this by deferring a big mass-purchase (of, say, Super Subs) until the round he develops the Tech, he’s still not placing those units until the end of his turn- and on top of that he’s placing less of the massed units simply through the loss of the IPCs invested in the Tech itself. What would be unfair/un-gamey would be instantly upgrading a big chunk of subs (for free) that are already afield (afloat? asubmerged? :)). I think that’s what we would want to avoid, or at least require the outlay of at least some cash to do that, which is what this rule hopefully creates.

      To really kill it dead, if you’re not convinced, how about this variant: Early Prototypes:
      Purchased Units of a type that was newly upgraded via tech this turn are considered ‘Prototypes.’ To purchase prototype units, you must pay their cost plus any associated ‘field upgrade costs’ as if the units had been present on the board at the start of the turn when the tech was developed. Purchases of this unit on subsequent turns do not incur these costs.

      So if you develop Super Subs with the intention of suddenly deploying a bunch of them immediately without having to pay the kicker, you’re going to eat extra IPCs per sub, due to the nascent nature of the technology.

      For the reasons in the first paragraph above, I think this is unnecessary and perhaps even un-fun… but it should thoroughly kill any chance of this rule being exploited.

      posted in House Rules
      vodotV
      vodot
    • RE: [Anniversary] Tweak to SSK vs DD

      @Kriegmeister:

      My friends and I played the Anniversary Edition for the first time yesterday. We really like the new map and units, but we sort of agreed that the way destroyers negate the subs’ sneak attack has “nerfed” the subs somewhat. We also felt that Europe’s Soft Underbelly is a little too true, as the Allies quickly found this to be a misnomer.

      As things stand, one DD can neutralise all the subs in that sea zone. We think that in such a scenario, the DD should be treated a bit like artillery supports infantry; that is, for the defender, one DD can engage one sub, while permitting one friendly unit in that sea zone to engage (in this case, whichever has the highest defensive die roll).

      So say two German subs decide to attack in a sea zone containing one British destroyer, one CC, and one BB. The DD can defend against one sub, and permits anti-sub operations by the battleship (because it has the highest defensive roll. The second sub retains its normal sneak attack as per the usual rules (one roll at the outset of the first turn).

      In the event of a CV with embarked fighters, we argued BOTH fighters can roll for each DD defending, and that should the CV be sunk by a sneak attack, the fighters in this instance are permitted to recover on any friendly territory or CV within range. Otherwise, if a DD is not present the normal rules apply (and the planes go down with the ship, having not been alerted to the presence of subs).

      On the attack, one DD permits one other surface ship to attack one sub. In the case of aircraft, one DD can support TWO planes in any combination (2 fighters, 2 bombers, or one of each). I welcome your thoughts. We’re going to try this the next time we play.

      Hi Kriegmeister, welcome to AAE!

      Yes, DDs are the naval Super Unit! They are overly strong in the naval calculus- not only due to their “1 for all” sub-canceling craziness, but also because they destroy (ehhh??) every other naval unit (except attacking Subs) on an equal IPC basis. Very strange (from a game mechanics point of view) decisions were made regarding the naval cost structure, whether due to historical justification/railroading, personal disdain for certain units and strategies on the part of the designer, or just a lack of math.

      Per the OOB rules, the one decision you always ask when buying a non-destroyer ship is whether the special ability you’re getting out of it (e.g. amphibious bombardment) is worth what you’re losing (naval supremacy) by not simply buying destroyers instead.

      So yes, reducing DD’s sub-canceling ability to 1:1 or 1:2 is a common house rule to weaken the unit somewhat, although it does not address the other strength issues above.  It sounds like that’s essentially what your rule is doing: making DDs cancel subs at a 1(+1):2 ratio when you have another surface ship (per destroyer) in the combat, or a 1(+2):3 ratio when you have another two planes (per destroyer) in the combat.

      I would suggest simplifying it to a 1:2/1:3 ratio, straight up. I’d also take away any extra boosts for planes (which already punch above their weight in naval combat).  Note that any variation of this rule makes Subs (already the most efficient attacking naval unit) even stronger in all configurations, which may be an undesirable outcome. The usefulness of all house rules depends on the proclivities of the players using them.

      My preference for my (mostly solo) games is to leave the DD’s universal sub-canceling abilities alone (or fix it at 1:3) while re-balancing the cost structure to remove them from the ‘Outright Naval Supremacy’ throne, which I think should belong to BBs and 2-ftr CVs while leaving a budget-option niche for CAs. But that’s just me.

      raises glass
      “To the elusive ideal of balanced fleets and a balanced game!”

      Good thoughts, keep the ideas coming! Welcome to the Forums!

      posted in House Rules
      vodotV
      vodot
    • RE: Please Read Before Opening your Anniversary Box 2017!

      @TheAandAClassicDude:

      I sent them an e-mail with all the pictures I took of my defects, will this work or not?

      Go through the WotC/Avalon Hill customer service dialog found here: http://wizards.custhelp.com/app/answers/detail/a_id/2300/session/L3RpbWUvMTUxMzcwNTYxOC9zaWQvZlUlN0Vzd2d6SnVYZDM3cDFMVGdVTk81Qm5QZG1rWVglN0VjVVJJdnBqaHVQdXVPRXIxYWlqcm9ReEEzejFDM1pDX0xMYnFFS0cycm9OdVZEVkhka3VVYWZlWUt0NXAwSTNnTkJmd2FjQnBmb0RxVkRIZ1BoSHpIMGVwdyUyMSUyMQ%3D%3D

      posted in Axis & Allies Anniversary Edition
      vodotV
      vodot
    • RE: Please Read Before Opening your Anniversary Box 2017!

      Updates: WotC has been responsive and great. They asked for a full list of defective pieces and now say replacements are coming. Still proud to support the game and to get a copy, but these really were some serious issues, considering the $100 price tag.

      posted in Axis & Allies Anniversary Edition
      vodotV
      vodot
    • RE: First Game

      Yeah, a math error like leaving a Capital open is obviously fatal, balance be damned, unless Japan in in position to take a capital of it’s own the same round or next. Which is not impossible. :)

      RE: Bids, You’ve got lots of options!  I believe that the going tournament bid for the allies is 13, but I have seen a range here from 11-20+. The rules for placing bid units usually specify that:
      1. At max one unit can be placed per territory/SZ, and
      2. Bid units may only be placed where there were already other units belonging to that power.

      Destroyers in the Atlantic and Russian Infantry/Fighter are popular choices.

      Personally, I think my option (posted in this thread) is fun: instead of a bid, give the allies a free ‘colonial’ Industrial Complex + AA Gun to be placed together anywhere they like before the game starts, then permanently boost the value of that Territory by +1 IPC (but not above 3). So a 1 IPC territory is now worth 2; a 2 IPC territory would now be worth 3; and anything 3 and up keeps it’s OOB value.  I think it makes the whole mega-Japan much less inevitable… or at least gives mega-Japan something else to kill besides/before Moscow.

      India, Australia, and Sudan make really interesting choices for this sort of ‘fixed’ bid.

      Beyond that, consider two other popular options that fix issues that should probably not survived playtesting (in my opinion):
      1. Move the DOA China fighter towards Russia a TT or two (or just let its placement within China be determined by the US player), and
      2. Close the Turkish Straits to the Italian Caucasus Kamikaze. At least, close UKR and CAUC to sea invasions.

      posted in 1941 Scenario
      vodotV
      vodot
    • RE: [AA50 & AA42.2] Fixed Cost Techs + Tech Expansion

      @Rank:

      Nicely done, we may tryout the buy technology.

      This is similar to the way we play our HBG1936 game. We bought  tokens/chips of a yellow colour to denote any upgaded/heavy units under the pieces. They interlock with oob chips, Blue marine, etc.  Better to experiment with these instead of buying new sculpts you may not use, and rather simple/cost effective to implement. Available at HBG or some boardgame stores, mini poker chips by Kaplow games.

      Hey, thanks! yeah, chips that interlock with (and sit atop) any QTY chip stacks are what I use. I just use sharpies on some of the excess gray chips I have lying around, but colors would, of course, be awesome. :)

      @Rank:

      For the political situation.
      Example: If both sides pay for Turkey’s interest? How do you decide a 50/50 die roll, Bidding war, Something else?

      Turkish Pact is first come, first serve. Probably need to clarify that.  Other players can always just invade Turkey later to take control of the straits, but only the active player can ‘buy’ the technology.

      But an Auction… what a fantastic idea! I could really see that working as well in some form, if perhaps not as a “Technology” like this.

      @Rank:

      Recommend looking at HBG1936 rules and expansions, they include variations for most of your ideas. This may give you some other angles to look at your technology changes or methods to implement them. They are not perfect but different and play tested.

      I will totally do that.

      posted in House Rules
      vodotV
      vodot
    • RE: [AA50 & AA42.2] Fixed Cost Techs + Tech Expansion

      @Argothair:

      Interesting ideas.

      I thought that you would be one of the aforementioned "people who would want to geek out on something like this :)

      @Argothair:

      You provide an entertaining and thoughtful mix of special abilities. My main concern is just wondering how you plan to keep track of all of the various “modifier” chips. We already use chips under the pieces to show how many units are in a territory, so adding additional chips (of many different varieties) could easily get confusing. Is that 2 marines, or 3 paratroopers, or was it 4 infantry plus 1 heavy tank? If somebody knocks over a stack, it could be really hard to put the stack back together again from memory.

      Yes, true. Of course there are those with the actual units to represent these pieces, solving one problem; I personally have sharpies (GASP!) for that :) hopefully as I continue to play these out I’ll know more about how to contain these sorts of issues.

      @Argothair:

      Another question I have is why some of your abilities are priced in terms of $5 up front plus $1 or $2 per unit you want to upgrade, whereas other abilities are priced as a large up-front cost of $10 plus $1 more for each unit you have. Right, like sometimes you give the user the choice of whether to upgrade, and sometimes you’re charging a variable fee upfront that essentially forces all units to be upgraded. The latter ability seems vulnerable to abuse, because I can research, e.g., Super Subs first, and then build as many subs as I like for no extra cost. The former ability seems a bit finicky, like I have to make all these little decisions about whether to pay $1 to upgrade each individual unit. I’d prefer a flat fee like $15 or $20 that doesn’t have anything to do with the number of units. Another option is to say you can have up to 3 upgraded units of each type (up to 2? up to 5?), at no extra charge, and after that the rest are normal. E.g. for $5 I can build 3 heavy tanks; the rest of my tanks are normal.

      These are valuable thoughts. I had originally conceived this as 100% flat fees; the ‘per-unit’ surcharges evolved as a balancer, and then evolved again in balance of the choice vs. auto upgrade issue- and now here we are with the “build NO subs until they’re super subs” exploit.

      Raising the ‘flat fee’ component of all of the auto-global-upgrade techs might fix this… or the whole ‘per-unit’ kicker cost idea might be a bridge too far in terms of bang-for-finnickyness.

      @Argothair:

      It’s hard to tell without playtesting, but I think you are probably charging too much for targeted strikes. Like, I’m almost never going to give up 3 submarine hits to generate 1 hit on a specific target. What am I going to aim for, your carrier? To prevent your planes from landing? You could just take the planes as casualties; it’s not going to be notably more expensive than, e.g., suffering 3 hits on destroyers. I guess if I’m attacking your mixed fleet of BBs and CVs with nothing but subs, then the targeted hits could be useful, but then I’m throwing away my fancy upgraded equipment just to get in one spite shot. Doesn’t seem that attractive. Similarly, if I have a trio of bombers that hit on 4 or less, I’m not excited about downgrading that to 2 or less just to target my shot. Killing 2 infantry is roughly as good as killing 1 tank.

      This could definitely be true. I love the targeted strike idea, need to spend some more time testing things out. Not sure I can get it to work in A&A, given that nothing else in the whole system is designed for it.  In my dreams, we get a complete “All units target other units individually”  system with armor/defensive modifiers adjusting attacking dierolls, but that entails not tweaking but overhauling the cost structure, dice, setup, build restrictions, etc.

      posted in House Rules
      vodotV
      vodot
    • RE: [AA50 & AA42.2] Fixed Cost Techs + Tech Expansion

      @SS:

      Nice ideas but your going away from KISS

      I will 100% cop to that, SS.  I try to keep the rules descriptions themselves as KISS-y as possible while behing cohesive… but KISS overall is not really my aim with these. There is definitely room for a far simpler set of flat fee technologies- it would be funny if that is what I ended up with after starting with all this complexity. :p

      @SS:

      As for the tech if you want it you can buy it with rolling 4 D6s and add up the 4 dice. Or try with having a 2 D6. 3 D6 4 D6 per tree level. Or just pay 10 icps + 2 D6 rolls. Play around with it.

      I love this idea! I had this thought a week ago, and I totally forgot about it until reading your comment!

      posted in House Rules
      vodotV
      vodot
    • RE: House rule this.

      @SS:

      Nope

      Led Zeppelin

      BAHAHAHAHA  :lol: :lol:

      posted in House Rules
      vodotV
      vodot
    • [AA50 & AA42.2] Fixed Cost Techs + Tech Expansion

      This is a work in progress, but I’m putting it out here for ideas and feedback if anyone is interested in geeking out on something like this.

      This is an expanded list of techs with fixed costs (no more die rolls) that would simply come into effect immediately (unless otherwise specified) for the cost shown. Some of these have a cost of 5 IPCs, with the intention of simply enabling what are essentially house rules/new units (Mechanized Infantry, Cheaper Naval units, rudimentary dogfight rules, etc.) while allowing players with no interest/need for them to ‘opt out’ and save the 5 IPCs. I’ll be using this list for my next solo game and will be making adjustments.

      Note: The ‘Turkish Pact’ tech is designed for games where the Turkish Straits begin the game closed (via house rule), but also works for games where the straits start open as per OOB rules (in which case, upon the development of ‘Turkish Pact’ they would cease to be a special case of “Always Open” straits and revert to the normal OOB straits rules (closed to units unfriendly to the controller of Turkey).

      Fixed_cost_Tech_v2.xls

      posted in House Rules anniversary 1942 2nd ed
      vodotV
      vodot
    • [AA50 & AA42.2] Redeploy non-capital starting ICs

      _Here’s a rule with two aims:

      1. Safeguard Russian production (with some historical precedent) from relatively easy/early/immediate German poaching
      2. More setup variety and more interesting potential play at the periphery of the map._
      3. Enable/strengthen KJF and bilateral games.

      The Rule:
      During setup, do not automatically place any ICs in non-capital territories.  Instead, those ICs (and up to one AA unit/gun that accompanies it) may be placed in any territory controlled by their owner. The choice of where to place any starting ICs can be discussed openly, but should be made in secret and revealed simultaneously by all players.
      Optional: If the UK does not start with at least one non-capital IC, allow it to place an IC+AA unit as well.

      I think this works best with some of kind of mild incentive to encourage creative placements, so here are two versions of a bonus (pick one):

      Bonus version A: Wherever a starting, non-capital IC is placed, permanently increase the IPC value of that territory by one (but not above 3).

      Bonus version B: Whenever ANY non-capital IC is built or placed (for the duration of the game), permanently increase the IPC value of that territory by one (but not above 3).

      posted in House Rules
      vodotV
      vodot
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