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    Posts made by wove100

    • RE: The Flashman Report

      @DarthShizNit:

      The winner gets to make up whatever he wants, that’s kinda the point of war. And if Charlie had the balls to win the war militarily to the point where he could invade the continental United States then by all means, he can have Flordia, hell he can have it anyway.

      But then we’d have to pay international shipping when we buy from CSI. :x

      posted in Axis & Allies 1914
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      wove100
    • RE: First Impressions of Axis & Allies 1914

      From page 7 of the FAQ thread, from Krieghund:

      While the US is neutral, it is neither friend nor enemy to any other power.  Because of this, it may not move units into non-US territories, as such territories are neither friendly nor hostile to it.

      So the rulebook is in error when it mentions that the US cannot enter CP territories. It can’t enter any other territories while neutral. So that should help assuage, although not eliminate, early US entry fears.

      posted in Axis & Allies 1914
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      wove100
    • RE: Technology

      Axis and Allies techs don’t introduce units, they modify existing units.

      The French, British, and Germans all developed stormtrooper tactics, but the Germans really ran with it.

      http://en.wikipedia.org/wiki/Stormtrooper#Development_of_tactics

      Or, perhaps:

      http://www.axisandallies.org/forums/index.php?topic=29558.15

      Stormtrooper discussion starts about half way down and continues on the next page. :-D

      posted in House Rules
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      wove100
    • RE: CSI shipping

      @Imperious:

      Yea me too.

      Seconded. (Or Sixthed?)

      posted in Marketplace
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      wove100
    • RE: Technology

      First, thinking about swapping Increased Production and Aerial Photography.

      Second, here’s a write up of the tech rules.

      Research and Development
      (The Research and Development Phase takes precedes the Purchase and Repair Units Phase)

      In this phase, you may attempt to develop improved military technology. To do so, you buy dice that give you a chance for a scientific breakthrough.

      Research & Development Sequence
      1. Buy research dice
      2. Redeem researcher tokens
      3. Roll research dice
      4. Roll breakthrough dice
      5. Mark developments

      Step 1: Buy Research Dice
      Each die costs 3 IPCs. Buy as many as you wish, including none.

      Step 2: Redeem Researcher Tokens
      Discard your researcher tokens, claiming one research die for each researcher token.

      Step 3: Roll Research Dice
      Roll your research dice and assess the results.

      Failure: If you roll a “1” or “2,” your research has failed.

      Progress: If you roll a “3” or “4,” your research has progressed, but no breakthroughs have been made. Take one researcher token for each “3” or “4” you roll. Researcher tokens entitle you to roll free research dice on your next turn, one for each researcher token.

      Success: If you roll at least one “5” or “6,” you have successfully made a technological breakthrough.

      Step 4. Roll Breakthrough Dice
      If you rolled a “5” or “6” on any research die, choose one of the two breakthrough charts and roll all your successful research dice to see which technological advance you get. You can only receive one advance each turn. Once the breakthrough dice are rolled, choose one of the breakthroughs on the chart whose number matches one of the dice you rolled.

      For example, you had 2 successful research dice. You choose Breakthrough Chart 1 and reroll your successful research dice, resulting in a “1” and a “2.” You may choose between Super Submarines and Chemical Warfare.

      If you have already received the same result on a previous turn, reroll until you get a new technological advance. Once you have received all the advances on a chart, you cannot gain any more advances from that chart.

      Step 5: Mark Developments
      If your research was successful, place one of your national control markers inside the appropriate advancement box on the research & development chart. Your development becomes effective immediately.

      Any number of powers may develop the same technology, but powers cannot share their technology.

      posted in House Rules
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      wove100
    • RE: CSI shipping

      “Order Processed and Ready to Ship”  :-D

      posted in Marketplace
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      wove100
    • RE: Technology

      Here’s the opening proposal. The first chart is CP leaning, the second chart is Allied leaning. I’m surer about the placement of some techs than others.

      Chart 1

      1 - Super Submarines - During sea combat, super submarines fire before all other ships, whether on attack or defense. Casualties from a super submarine attack are destroyed before they can return fire.

      2 - Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If used against you, halve the number of immobilized infantry.

      3 - Stormtrooper Tactics - Attacking infantry with artillery support roll at 4 or less.

      4 - Increased Production - Tank and Fighter costs are reduced by 1 IPC.

      5 - Motorized Transportation - Infantry, Artillery, and Tanks that begin movement in your capital may move 2 spaces, subject to all other movement rules.

      6 - Advanced Aviation - Fighters attack and defend at 3 or less.

      Chart 2

      1 - Improved Shipyards - Naval units cost 1 IPC less.

      2 - Battle Cruisers - Cruisers attack at 4 or less, but still defend at 3 or less. Additionally, cruisers may perform offshore bombardment at 3.

      3 - Anti-Submarine Warfare - Your cruisers prevent enemy subs from submerging in combat or moving through them at a 1:1 ratio.

      4 - Anti-Aircraft Guns - Artillery may target fighters before combat begins, hitting at 1, limited to the number of artillery available or the number of fighters present, whichever is smaller.

      5 - Aerial Photography - If you have air supremacy, your artillery can support 2 units instead of one.

      6 - Wireless Communications - During combats where friendly forces are also in the contested zone, roll a die. Up to that many friendly artillery are used to boost your attacking forces on a 1:1 ratio, but may not participate in combat.

      posted in House Rules
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      wove100
    • RE: Technology

      OK. How are we dividing the 12 techs?

      posted in House Rules
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      wove100
    • RE: Pimp Central

      OK, here’s my modified and expanded Risk railroad rules.

      During the movement phase of your turn, move as many of your units as you would like from one friendly, uncontested territory into another friendly, uncontested territory. The two territories (the one you are moving from and the one you are moving to) need not be adjacent but there must be a safe �path� between them. This means that you must be able to travel from the first territory to the last territory through territories that you or an ally control. If you have to pass through an enemy controlled territory, a contested territory, or a neutral territory then you cannot use rail movement between the two territories.

      Rail movement is possible throughout Europe (including Kazakhstan and its portion of the Trans-Siberian Railroad), Constantinople, and Smyrna (where the Berlin-Baghdad Railway comes to a screeching halt).

      Rail movement is not possible in/through Ankara, Mesopotamia, Syrian Desert, Trans-Jordan, Arabia, Persia, Afghanistan, India, or any territory in Africa.

      Edit: This isn’t meant to restrict rail movement to one rail move per power. Powers may perform multiple rail movements as long as each movement begins and ends in a friendly, uncontested territory. Units may not participate in combat on the same turn that they are moved by rail.

      Principal Railway and Steamship Routes in Central Europe and the Mediterranean, 1910

      http://etc.usf.edu/maps/pages/1700/1799/1799.htm

      Russia in Europe and Caucasia, 1909 (the lines that look like roads are railroads)

      http://etc.usf.edu/maps/pages/2500/2537/2537.htm

      posted in Axis & Allies 1914
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      wove100
    • RE: Pimp Central

      @Flashman:

      For enhancing the AA WWI 1914 experience.

      A pretty good Production/ Turn Record chart here:

      http://www.boardgamegeek.com/filepage/88812/aa-1914-national-production-chart-and-turn-order-t

      Definitely check this one out, Texas. It’s got A&A1914 graphics!

      posted in Axis & Allies 1914
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      wove100
    • RE: Technology

      Perhaps, for those who like more historical flavor to their optional rules, the number of free dice depends on the power rolling.

      Greater Major Powers roll 2 free dice a turn.

      Lesser Major Powers roll 1 free dice a turn.

      UK, France, Germany are definitely Greater Major Powers.

      Italy, Ottomans are definitely Lesser Major Powers.

      Now, how about USA, A-H, and Russia.

      Or, just give everyone 1 or 2 free tech rolls every turn, with more rolls being available at 3 IPC each.

      Although, again, do we prefer tech tokens to tech rolls?

      posted in House Rules
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      wove100
    • RE: Technology

      Perhaps a blending of tech tokens at 3 IPC with an automatic, free die roll every turn. So, even if you don’t buy any tech tokens, you still get a shot at a breakthrough.

      posted in House Rules
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      wove100
    • RE: First Impressions of Axis & Allies 1914

      These WWI tanks can only move 1.

      posted in Axis & Allies 1914
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      wove100
    • RE: France question

      FRANCE

      Paris          6
      Picardy      2
      Brest          2
      Lorraine      2
      Burgundy    2
      Bordeaux    2
      Marseilles  2
      Corsica      0
      Morocco      1
      Algeria        1
      Tunisia        1
      Fr W Africa  1
      Fr Eq AFrica 1
      Madagascar  1

      Total          24

      Belgium (French Aligned Minor Power)
      Belgium      2
      Bel Congo    1

      Portugal (French Aligned Minor Power)
      Portugal      2
      Angola        1
      P E Africa    1

      Total “French Blue” Territories  31

      France can only acquire the additional 7 IPCs by having uncontested control of those territories.

      posted in Axis & Allies 1914
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      wove100
    • RE: Preview 5: A Turn by Turn Game of 1914

      Several times the read more button seemed to disappear for me too, but if I hit the browser’s back button and then clicked the link for Preview 5, it always reappeared where I expected it to be.

      posted in Axis & Allies 1914
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      wove100
    • RE: Is Africa Relevant?

      Check out this thread:

      http://www.axisandallies.org/forums/index.php?topic=30407.0

      7th & 8th post for Jensen’s answer.

      posted in Axis & Allies 1914
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      wove100
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      Thanks for your help with the movement questions, Krieghund! And thanks for the pre-US release clarifications.  :-)

      posted in Axis & Allies 1914
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      wove100
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      Rulebook, page 15:

      “Land units that begin the turn in contested territories can only be moved to territories that are controlled by your power, or to territories that are also contested and already contain units belonging to your power.  If they are moved by transport, they may also remain at sea.”

      1. Austria-Hungary invaded Venice on turn 1, making it contested. On its turn, Italy pulls back to Tuscany, leaving 1 infantry unit in a still contested Venice. On Turn 2, can the Austro-Hungarian army leave some units in contested Venice and march the rest into Tuscany to be supported by an amphibious assault on Tuscany that does not require sea combat?

      2. Lorraine is contested and contains French and German troops. Picardy is contested and contains British, French, and German troops. On its turn could Britain move troops directly from Picardy to Lorraine?

      3. Romania is contested and contains Ottoman and Russian troops. Galicia is contested and contains German, Austro-Hungarian and Russian troops. Budapest is uncontested and contains Austro-Hungarian troops. Could Austria-Hungary move troops from Budapest into Romania and then move troops from Galicia to Romania on the same turn?

      posted in Axis & Allies 1914
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      wove100
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      Thanks Kreighund! :-)

      posted in Axis & Allies 1914
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      wove100
    • RE: Technology

      Here’s what we’ve got so far. The remit for this board has been A&A style technology - techs that improve or modify existing rules and units without increasing the overall complexity too much. Most of them are based off A&A techs from previous games (Aerial Photography is just Advanced Artillery under another name, although Aerial Photography requires Air Supremacy).

      E1 - Motorized Transportation - Infantry, Artillery, and Tanks that begin movement in your capital may move 2 spaces, subject to all other movement rules.

      E2 - Improved Shipyards - Naval units cost 1 IPC less.

      E3 - Increased Production - Tank and Fighter costs are reduced by 1 IPC.

      N1 - Super Submarines - During sea combat, super submarines fire before all other ships, whether on attack or defense. Casualties from a super submarine attack are destroyed before they can return fire.

      N2 - Battle Cruisers - Cruisers attack at 4 or less, but still defend at 3 or less. Additionally, cruisers may perform offshore bombardment at 3.

      N3 - Anti-Submarine Warfare - Your cruisers prevent enemy subs from submerging in combat or moving through them at a 1:1 ratio.

      A1 - Anti-Aircraft Guns - Artillery may target fighters before combat begins, hitting at 1, limited to the number of artillery available or the number of fighters present, whichever is smaller.

      A2 - Advanced Aviation   - Fighters attack and defend at 3 or less.

      A3 - Aerial Photography - If you have air supremacy, your artillery can support 2 units instead of one.

      L1 - Wireless Communications - During combats where friendly forces are also in the contested zone, roll a die. Up to that many friendly artillery are used to boost your attacking forces on a 1:1 ratio, but may not participate in combat.

      L2 - Chemical Warfare - In one attack this turn, roll a die: 1-4 that many infantry do not roll defensively; 5-6: No effect. If used against you, halve the number of immobilized infantry.

      L3 - Stormtrooper Tactics - Attacking infantry with artillery support roll at 4 or less.

      The current sticking point: Should Anti-Submarine Warfare negate Super Submarines’ first strike capability? Perhaps it should only modify it. Perhaps Anti-Submarine Warfare should read:

      Anti-Submarine Warfare - Your cruisers prevent enemy subs from submerging in combat or moving through them at a 1:1 ratio. Super Submarine casualties may return fire before being removed.

      posted in House Rules
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      wove100
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