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    Posts made by xxstefanx

    • RE: Unrestricted Submarine Warfare

      The essential submarine change for ALL A&A games ought to be that the subs must be allowed to make an economic attack in their own turn (like a SBR!).

      Roll a dice for each sub in specific SZs of high merchant traffic! The number rolled is the damage (=sunk merchant ships) the enemy has to surrender immediately!
      The average per dice roll is 3,5 IPCs so that’s fine in my opinion.

      After all a sub is a merchant ship attacker be it WWI or WWII.
      Hoping for survival in the Allies turn when trying to inflict economical damage they are mostly just sitting ducks in the A&A games.

      posted in Axis & Allies 1914
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      xxstefanx
    • RE: Yet another 1914 game report

      @Aristokles

      You cannot loose the German fleet R1.
      It is absolutely unattackable by the 1 French DR or the Russian DR after eliminating the UK fleet (Yes, I use DR for Dreadnought!).

      G1 all ships wipe out British Fleet is MANDATORY!

      posted in Axis & Allies 1914
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      xxstefanx
    • RE: HBG WW1 Set

      Bouclier class destroyer:
      http://en.wikipedia.org/wiki/Bouclier-class_destroyer
      http://upload.wikimedia.org/wikipedia/commons/a/a9/Bouclier-Marius_Bar.jpg

      posted in Other Axis & Allies Variants
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      xxstefanx
    • RE: HBG WW1 Set

      The most important task of French transports during WWI was to ship French soldiers from the North African colonies to France, Gallipoli and Greece.

      Here is the most prominent:
      Provence II:
      http://de.wikipedia.org/wiki/La_Provence_(1906) (unfortunately the English article is really short and w/o pics)
      http://www.uboat.net/wwi/ships_hit/3447.html
      http://www.greatships.net/provence.html
      http://pages14-18.mesdiscussions.net/pages1418/Forum-Pages-d-Histoire-aviation-marine/marine-1914-1918/provence-compagnie-transatlantique-sujet_145_1.htm (pictures; article in French)

      posted in Other Axis & Allies Variants
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      xxstefanx
    • RE: HBG WW1 Set

      Hello Coach!

      Please make the set:
      1. OOB Blue for the A&A Nerds
      2. Horizon Blue for the History Nerds
      (3. whatever colours for neutrals)

      Thx in advance!

      posted in Other Axis & Allies Variants
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      xxstefanx
    • RE: The CP Playbook

      At least in reality it was not that simple!
      The peace was a very fragile thing and only their own weakness in the beginning of the RR prevented the Bolsheviks from attacking weak German garrisons.
      If the war would have lasted longer or the Bolsheviks had performed better/faster against the Whites this could plausibly have happened! It was an imminent threat causing the Germans to leave strong garrisons behind. At the core, as Russians, they were hostile to Germany.

      In a game Bolsheviks must not be a new CP faction which can operate in CPs interest or even combatting with them!

      posted in Axis & Allies 1914
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      xxstefanx
    • RE: The CP Playbook

      I won’t go that far but in a more complex game it would certainly be the best!

      posted in Axis & Allies 1914
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      xxstefanx
    • RE: World War I: Central Powers & Entente

      Episode 2: Diplomacy

      World War I was very different from World War II in terms of Diplomacy. Whereas the first was a busy time for diplomats and even some reckless diplomatic expeditions, the latter was basically 5 World powers dividing the world and fighting their worldwide conflict.

      In WWI the biggest prize to win (like in WWII) obviously was USA but this could not really be achieved by diplomats alone: USA war entry was event-based thus will be handled in a different episode. For diplomacy as a game mechanic Italy being a world power - at least still formally - is the BIG BANG! In addition there are various other powerful nations in the fray like Bulgaria and Romania with their strong armies. Therefore it was clear for us from the outset: Diplomacy must be a NEW step in the turn order!

      Intermission: When developing C%E we wanted the game to be heavily based on the A&A series. As determinded A&A fans we wished to feel familiar with the rules and mechanics despite various alteration and additions. In short it should not be a totally new game. THus for most aspects we searched the A&A family applicable/suitable rules before thinking about new ones. And even then premise was as consistent as possible with the existing A&A framework. Therefore you will even find rules from the battle series (like Bulge ZOC=zone of control).
      Intermission END

      SO diplomacy was supposed to fit into the existing “Investment” area for R&D (Research & Development/Technology) and Production (Purchase Units)!
      Like in R&D you can buy Diplomatic Dice for each neutral nation you want to influence in your turn. Each costs 5 IPCs and - before Modifiers - a roll of 4,5 or 6 is successful, the lower numbers fail. As a major neutral nation Italy needs 3 steps till war entry, all other minor neutral nations need 2 on their respective diplomatic scale. Once war is declared it is permanent.

      The Modifiers were implemented to reflect the actual political circumstances of the neutral countries!

      Example 1: Bulgaria
      Tsar Ferdinand I of Bulgaria had a strong tendency to lean towards the CPs for 2 reasons:
      1. His personal background: Born in Vienna, grown up in A-H and Germany  (studied there)
      2. Serbia as THE enemy from the Balkan wars. He simply wanted the territories back Bulgaria lost in the 2nd Balcan War.
      So, that’s it: If there was a (good!) chance for the 2nd, Bulgaria might enter war on the side of the CP!

      Game: Bulgaria gets a modifier of +1 for both steps on the CP friendly side of influence.
      (Bulgaria also moves one step towards the CPs R5 for free reflecting the actual swift in the balance of military power towards the CPs on the major European fronts. Serbia’s situation thus became increasingly difficult. This period of intense diplomatic activity to win the Bulgarians was called “Bulgarian Summer”.)

      Example 2: Netherlands
      At the outbreak of war various countries declared “strict neutrality” as their policy. To get them out of it chances arent 50/50  as only 5 otr 6 are successful in this case for the first step towards each side.

      TATAA! Italy
      In addition to diplomatic rolls Italy might be influenced by some events that can occur in the game caused by the players (or not) and its diplomatic marker would automatically move one step in result!
      (like USA)
      For instance: Italy though formal member of the Triple Alliance did not feel obliged to join G and A-H in their war effort due to the defensive nature of the treaty. In their interpretation the assassination did not justify the casus belli and their participation in it. Of course this came in handy to check how things go to join the side who is likely to win later. For the game, if Germany is able to conquer Yser and/or Bourgogne-Champagne (B-CH) R1 and hold it for one round Italy will be enthused about such military strength and moves one step in favor of the CPs.On the other hand if Germany fails to conquer Yser and B-CH at all Italy would see the tide swing in favor of the Entente and the marker moves one step towards them which is what happened historically.
      Same with the famous Gallipoli Operation. The intent of such an outrageous bold manouvre let the Italians finally agree to the war entry on Entente side in the London treaty 1915. So if Uk executes the Gallipoli Operation (which is a given manourvre in the game!) and fullfills certain conditions during it again the marker moves one step towards the Entente.

      When Italy or one of certain minor neutral nations enter the war they get their own troops and units; when the other minors do so they get predetermined units of a certain woprldpower. Example: Norway (Entente) UK / (CPs) Germany.

      I hope all this gives you a brief glimpse into the ideas, historical background and of course the mechanics of the new step Diplomacy!
      Questions are welcome!

      Next: Historical Accuracy!

      posted in Other Axis & Allies Variants
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      xxstefanx
    • RE: The CP Playbook

      First, let me say that the new rule (Western Allies conquering Russian TTs) is nonsense!

      Ok, now to your questions:
      In both CP victories Russia was forced into RR R5 with 5 Russian TTs conquered by an G-AH-OT-East Strategy.
      So there ARE no massive UK troops neither in Karelia nor in Sevastopol.

      Here is the getgo:
      A-H: 5 Art, 1 Fighter
      MOVE:
      -> ALL Trieste into Serbia and take 1 additional Art (or 2) from Hungary to assure it is an immediate wipeout.
      -> Rest Hungary and ALL Galicia into Rumania for an immediate wipeout (cannot be countered by RUS next round!)
      -> Move ALL Austria units into Galicia
      -> Take 1 Art from Tyrolia, load it on transport and unload in Venice for a 2 hit/1 casualty amphinbious assault.
      -> Leave enough troops in Tyrolia for an appropiate change if Venice feels to attack. 1 Inf to Vienna.(otherwise all built Art would be lost! :evil: and the rest into Trieste!
      -> Bohemia depends on how you handle Switzerland. (but goal is to move as many units as possible into Galicia!)
      (You will see all this is an immensely powerful move!)

      G1: 3 Inf, 5 Art, 1 Fighter (alternative: 1 CR if you cannot resist! :wink:)
      Obligatory: ALL German ships wipe out the British Fleet!
      -> You will get 1 mine hit, most likely a sub and then 2 hits which results in Germany remaining with 1 damaged DR (can we say dreadnoughts?), 2 CR, 2 Subs
      (maybe if the opponent is lucky only 1 Sub).
      -> Most important thing: Fleet is unattackable by the 1 French DR or RUS DR and at least a temporary threat even as is!
      -> MOVE ALL from Prussia and Silesia and the fighter into Poland! (wipe out what is left there by the Russians)
      -> In the West depending on Switzerland again attack either Holland, Belgium and Lorraine or Holland, Belgium and Switzerland!
      (Switzerland from Alsace and Munich with enough units that it is uncounterable. Leave enough that Alsace is not interesting for France to attack.)

      After those 2 turns you stand KILLER!
      So you can figure out the rest.

      Note 1: Don’t play bungee jumping here and there with the Ottomans! Be focused on the main objective! Build ground units solely to kill Russians and Brits who could reinforce Russia!! One exception: Attack the 2 Russian CRs R1. If you survive or both killed think about a transport - AND ONLY THEN!

      Note:2 Germany builds 2 (maybe 3) transports R2!

      Good luck!

      posted in Axis & Allies 1914
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      xxstefanx
    • RE: The CP Playbook

      @kraftwrk_5
      You are correct!  8-)

      @Flashman
      Don’t think about the tempo for your beloved railways.
      Allies have 118 IPCs starrting income (including US), whereas CPs only get 77 IPCs.
      The best way for victory for CP is to clink Russia out of the game as soon as possible to eliminate the income disadvantag or even more likely get the upper hand economically yourself. If you force it by pushing agressively east and play as best with what you have west (with marginal builds) then RR will most likely happen R4-6. Germany and/or A-H should have conquered Poland, the adjacent TTs and one other north of Moscow by transport. (ca. 14 IPCs). Germany is supposed to gain about 50 IPCs at that time, A-H 30 IPCs and the Ottomans might have hold their ground or get a little less. Overall it should be between 90 and 100 IPCs. In this case Allies would earn about 5 IPCs less. AND: Geographically they are on a disadvantage as much of their spending must have been gone on transports to bring troops. CPs just need to build them.

      So you can oppose the allies by just building the units. YOu simply wait ti,ll the reinforcements of the east arrive for the decisive battle(s).

      This IS the way for winning the game with the CPS!
      Question is: Is there an equally viable STRAT B? Clink out Italy?

      P.S.: For this STRAT A you (only) build 1 Surface Warship G1 if you have the feeling you need one. In R2 you build 2 transports (for Baltic Sea!)
            Besides that, don’t spend any German production on Navy!

      posted in Axis & Allies 1914
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      xxstefanx
    • RE: HBG WW1 Set

      @De:

      @coachofmany:

      What would be a good choice for a WW1 French Destroyer?

      I did a little research around the web and found that the ARQUEBUSE Class Destroyers were the most numerous in the French Navy. Right around 20 ships at the outset of the war. Although they are not the most visually exciting ships.

      Correct.
      They were the most numerous BUT already “old” at the start of the war.
      So the French used their modern destroyers of the Bouclier class (except 3) with their main fleet in the Mediterranean.
      3 of them were used in Atlantic/Channel as leaders of the respective destroyer flotillas there.
      Tbh the 12 Bouclier class destroyers would make piecemeal of the 20 Arquebuse destroyers (speed, armament)

      As a French player I would definately prefer the Bouclier class (looks better, too)

      P.S.: 100% historically correct would be an Arquebuse class destroyer in the Channel and a Bouclier class destroyer in the Mediterranean in a 1914 start setup!  :wink:

      posted in Other Axis & Allies Variants
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      xxstefanx
    • RE: HBG WW1 Set

      I strongly vote for different sculpts for each nation!!! [Axis&Allies LIVES and BREATHES with this!]
      I very much agree with your list of basic units plus the destroyer! Keep it straight!

      If France is a success then proceed with the next one:Germany of course!
      And maybe add expansion packs later with a wider unit focus or even some more special units!
      (recon plane, more than one fighter, heavy artillery, railway artillery, …armoured car…trench would be so cool!)

      No “combined sets” please!

      P.S.: It would be great if you could offer a choice for French colour: Royal or Horizon Blue.

      posted in Other Axis & Allies Variants
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      xxstefanx
    • RE: HBG WW1 Set

      This is awesome news!

      Regarding the fighters: WWI fighters were a fierce step-by-step arms race: Air superiority shifted back and forth between sides. Research & Development was an essential aspect (in other areas as well like Anti-Submarine-Warfare, Tanks, Chemical Warfare,…).
      So if proper captured there should be more than one fighter (in the long run)
      Moraine-Saulnier N -> Nieuport 17 -> Spad XIII
      The bomber ought to be Bleguet 14 B2!

      The ship models are excellent, representative choices!
      Let me add an important additional ship type: Destroyers!
      Those played a decisive role in taming the “submarine menace”!
      Destroyer: Bouclier class!

      Last but not least, it would be outstanding if the pieces came in historical “Horizon Blue”!

      posted in Other Axis & Allies Variants
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      xxstefanx
    • RE: How often are the Central Powers winning?

      I do not know where you get your knowledge from, but I extensively researched Industrial Production for creating my WWI game using the university library in Hamburg.

      USA was the No1 economy in terms of production already. The outcome of WWI just multiplied the margin. UK was ruined financially and USA hadn’t invested much before the war was over already.

      A-H: check!
      1. USA; 2. Germany; 3. UK, 4. France, 5. Russia, 6. A-H (finally), 7. Italy, 8. Ottoman Turkey

      As noone in their right mind would ever declare USW due to the ridiculously low damage chance and potential of the subs it does not matter anyway, but you are right: Rules must be consisten!

      posted in Axis & Allies 1914
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      xxstefanx
    • RE: How often are the Central Powers winning?

      It all depends what you intend with the game in various areas.
      1. Balancing
      2. When doing 1. how much are you interested in:
      -> Rule simplicity
      -> Historical Accuracy

      In my opinion USA should have 40 IPCs production capacity
      (it already was world’s No1 economy!)
      BUT lbesides haviing the 3rd largest fleet in the world land forces were virtually nonexistent! The 6Inf/2Art are ridiculously exaggerated!

      1. USA 40 IPCs (as above)
      2. No production Rounds 1 to 3/as long as not at war.
      Easy fix.

      posted in Axis & Allies 1914
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      xxstefanx
    • RE: Mobilization: ACs and Fighters

      THX !!! +

      posted in Axis & Allies Anniversary Edition
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      xxstefanx
    • RE: Mobilization: ACs and Fighters

      Thx, but I thought there was another case specifically answered by Krieghund for the following situation:

      You already own the fighter in the territory adjacent to the SZ the AC is in - or will be mobilized.
      Is it possible to put the fighter “on board” in the mobilization phase?

      Krieghund, official statement?

      posted in Axis & Allies Anniversary Edition
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      xxstefanx
    • Mobilization: ACs and Fighters

      I think this has been asnswered already but I desperately cannot find it.

      In which cases can fighters directly be put onto a just mobilized carrier?

      • if they are built with the carrier?
      • if they are in an adjacent territory to the SZ the carrier is mobilized?

      Thx for the help!

      posted in Axis & Allies Anniversary Edition
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      xxstefanx
    • RE: How often are the Central Powers winning?

      Subs should be far more powerful against convoys so that the Allies loose more income!
      That’s primarily what they were used for.

      posted in Axis & Allies 1914
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      xxstefanx
    • RE: The Great War 1914-1918: Clash of Empires

      If both sides just have recon planes simply let them boost their respective artillery.
      IF you do not want the opponent to do so, develop fighters (as in the real war!)
      If at least one side has fighters dogfight takes over!

      posted in Other Axis & Allies Variants
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      xxstefanx
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