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    Topics created by WILD BILL

    • W

      US can enter war before Rusia?

      Axis & Allies Global 1940
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      SilverAngelSurferS

      Thanks.  Kinda disappointing however…  :cry:

    • W

      Iceland

      Axis & Allies Europe 1940
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      special forcesS

      @UN:

      @The:

      @idk_iam_swiss:

      I thought the Dutch were from Denmark. Where are the Dutch from?

      WOW  :lol:. You know, that probably would have been a good thing to google before posting your cluelessness to the world. The dutch are from the netherlands.

      You know, you probably should have sensed sarc––

      oh forget it the Dutch are from Poland

      North-Poland to be exact  :-D

    • W

      UK starts w/4 IC's in the global game (2 of them are capitals)

      Axis & Allies Europe 1940
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      D

      As I said, the only time this would be good is if Russia holds all its territories and is about to attack Germany, and so Japan captures 1 territory to stop them.

    • W

      Air Bases-Do they create super stacks?

      Axis & Allies Pacific 1940
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      X

      Oh damn, I’m gonna hafta use that one the next time my Allied friends are wondering just how the heck they should win.

      “Um, Jeff. Did you roll for the A-Bomber weapons upgrade yet?”

    • W

      Is there a tiny loop hole in Larry's capture the flag (capital) rule.

      Axis & Allies Europe 1940
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      W

      You your self (Flash) have said many times that the US had control of the Pacific Theater and should be allowed joint ventures. W/Anzac it opens up the door to combined attacks, w/o involving two major (overpowering) countries. I still think its a step in the right direction, with some tweaks you could get more of what you want.

    • W

      AA 40 Pacific Setup Pictures

      Axis & Allies Pacific 1940
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      Y

      Attached are 6 PDF screen shots - my setup in pictures.
      Luck,
      Vince

    • W

      Will the Atlantic and Pacific in AA40 Global be balanced

      Axis & Allies Pacific 1940
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      M

      I second that, very good post.

    • W

      Blockhouse Talk 101

      Axis & Allies Pacific 1940
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      ?

      Blolckhouse defends at 3, fires before attacking pieces, but after shore bombardment in amphibious assault, all casulties are removed immediately w/o attack roll. In an amphibious assault w/ shore bombardment blockhouses can choose before rolling if it wants to target naval pieces which participated in shore bombardment or attacking ground forces. No special rules for aircraft, in other words can hit or be hit by aircraft if either is selected as a casulty by owning player. Only takes one hit to destroy.Attack 0, Move 0, Cost 6. There is no limit to how many blockhouses that can be built in any territory. If you want a 2-hit piece then simply increase the cost to 12. Test this piece out.

    • W

      DD spotting subs

      House Rules
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      C

      When you say escort do you mean cruisers?

      escort = different kind of destroyer.
      In our rule we have…
      Escort =
      move 2
      att 1
      def 2
      cost 8

      destoyer =
      move = 2
      att = 2
      def 2
      cost 10

      Only escort and destroyer can attack sub.

    • W

      Long Range Air (LRA)

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      W

      I know this tech goes way back. Has any one made changes to it. I was thinking +1 for movement and -1 for cost. You could call it imp air. With +1 movement you can still do quite a bit, but ftrs couldn’t fly out 3 spaces and return to the same tt. You would need to be more creative or use an AC. I know this isn’t going to win me a popularity contest but I really hate counting out all the possibilities of an enemy LR HB. Any thoughts or is this one for the trash bin.

    • W

      Russia- AA 50 tech trees and a roll of 3 bad joke!

      House Rules
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      JenniferJ

      The game linked in my signature is a game in which Russia lucked out and got paratroopers!  I think there were only a few rounds Russia ended up NOT getting the +10 IPC NO!

      It was also, probably, the longest game in history.

      PS: Russia won the game, despite England falling early!

    • W

      Improved Ship Yards(IPS)

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      W

      I don’t think I would like doubling a tt production 1/2 for ground/air & 1/2 for sea. This is a step backwards when IC’s had no limits. Uk being able to drop an entire fleet in the med is bad for game play, as the axis already have a hard time keeping its ships in the Med & Atlantic. If you were to do it maybe only at capitols & W US or original IC’s. If you want more units/ships build more IC’s. As it is they have already nerfed imp fact tech because it raises production on these smaller IC’s 100%-200% or you can’t damage them enough to shut them down. Although I think these 2 ipc tt should get a boost (+1 overall w/imp fact tech) I think a 400% increase is way to much.

      I agree BB & AC should have AA ability. The AA50 game I’m in right now we house ruled it in from the beginning (you don’t need a tech). Only one can fire in any given sz, but with both having the ability it allows you to split your fleet. I would be ok with just BB’s having it.
      As for DD bomb/trans 1 inf, it would like to keep as well. Its useful getting inf around.

    • W

      Subs-should you be able to pass over them with out consequences

      House Rules
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      W

      My son and I are setting up an AA50 game to play tonight. I’m allies he’s axis. We went over some house rules for the match. The oob rule for subs is a fleet can ignore just subs and pass over to the next sz, or if you have a dd you can engage them as an option but that would stop your movement. He wants to also give an engage battle option to the subs below. Subs would roll an attack dice @ 2 (3w/ss) or def dice @1(we have also talked about subs def @2) not sure which at this point. He says that it would not stop movement because subs would only get 1 shot each then you could continue on. I of coarse said that if your taking pot shots at me I’m firing at you. His reasoning is subs would make such an attack, they wouldn’t just sit idle. I can see his point, but pointed out that each sz is 100’s of miles and they could pass and never know it. He says yea but not every time. Again we don’t want these subs to be able to block movement, but a 1 rd battle might be ok with the surface fleet getting its licks in. A destroyer in the fleet would also negate a surprise first strike. Who knows it might back fire on him and rid me of those pesky German subs.
      **I’m not sure if this is allowed to happen who would get attack dice and who should get def dice.
      **I was thinking maybe the subs would get a dice roll to determine if they can engage?
      Any quick feed back would be great. Thanks WB

    • W

      Dardanelles Straight open/closed I

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      W

      I thought buying a dice was a little over the top when I wrote it. The dice should be free if you want to roll for passage once you have 3 or more surrounding countries. You could skip the dice altogether and treat it more like a canal . Control of 3 boarder countries gives your side free passage (as Cobert said). I know the straight was closed to war ships during WWII, and it was to shallow for subs. If Germany/Italy would have conquered  N. Africa, controlled Egypt, Trans-Jordan & Persia (more oil), isn’t it possible Turkey may have buckled. If given the choice of  invasion or open up the Black Sea Turkey very well may have give up control of the Dardanelles. They may have even joined the axis if things had gone better for Germany. In a lot of games I’ve played the axis gets control of N Africa & The Middle East. When this happens they should be able to attack or reinforce through the Dardanelles. I am just trying come up with a simple option to always open (oob) or always closed. Whats happening in the region should have some effect on the straight.

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