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    Topics created by yesno789

    • Y

      Anyone up for a Global 1940 2nd edtion game? Play by forum

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      • • • yesno789
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      A

      Got em, will get this party started!

    • Y

      Is this on TripleA?

      TripleA Support
      • • • yesno789
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      Black_ElkB

      I recall Veq saying that the 1914 rules presented a number of near insurmountable problems for TripleA in its present state. Frankly reading the rulebook for that game made me want to bang my head against the wall.
      :-D

      It departs in significant ways from previous Axis and Allies games, and adds several elements that just have no real comparison with the earlier boards. The combat rules (single combat round attacking), the unit interactions, air supremacy, the rules for movement or occupation, the colonies, the neutrals, ports, Russian revolution, income collection, placement etc, are all so different from the WW2 games, that its hard to draw any direct parallels.

      Basically, having played any of the World War II Axis and Allies games, doesn’t do you a whole lot of good in learning how to play 1914. In some ways it might even confuse the situation further, because you come into it with so many expectations, that are immediately upset at every conceivable point.

      I don’t like to be a downer on 1914, since it does introduce some novel ideas into A&A, but on the whole I was kind of disappointed with this game. The only experience I can compare it to, was trying to learn Guadalcanal, which was pretty headache inducing. For me the main bummer, was that 1914 attempted all these really radical rules revisions in order simulate the world war 1 feel, but I think you could have accomplished a similar feel, just focusing more on the unit roster and the map design.

      I appreciate how hard it is though to attempt WW1 in the A&A framework. The Great War game I made for tripleA with Surtur presented all sorts of frustrations. And that Great War game made no core revisions to the ruleset (since obviously that wasn’t possible in tripleA at the time.) It was tricky enough just depicting “free graphics” and things like that in TripleA, since at the time most stuff was still drawn directly on the baseline maps. But in a way, I think that was helpful, because it forced us to consider what a World War 1 game might look like, using the same essential rules that all the other Axis and Allies games used up until that point.

      At that point the engine could handle Classic, Revised, and the two theater games then in print, Europe 1999 and Pacific 2001. For our Great War game we could change simple stuff, like unit attack/defense values, or how far they moved, or how much they cost, but we couldn’t just up and create an entirely new combat system for them! Because the TripleA engine didn’t work like that! heheh. We could change the way territories were drawn or distributed across the gamemap, but not how they were contested, or how placement of units within them worked. Instead we had to build within the confines of rules that already existed on other A&A gameboards. So in my mind, that Great War game, still felt a lot like Axis and Allies, even if it was ridiculously large and sprawling and kind of annoying with some of the insets and whatnot. At least you could say something like “hey, you’ve played Classic or A&A Europe? Well this game works basically the same way.” And then you go on trying to fit the square peg into the round hole, and make a WW1 game that vaguely fits with the familiar ruleset.

      1914 is a totally different beast though, and took a very different approach, by introducing a whole host of new rules and mechanics. Each phase in the sequence of play involved a core change of one sort or another. And even using my most diehard A&A buddy as a test subject, trying to teach it was nearly impossible. It made the 1940 game look like a cake-walk by comparison, despite having like half the unit types and half the game tiles, and after a few sessions, he was like “dude, this is frustrating, lets just play Global.”

      Not to knock it, since I like many of the discrete elements and ideas it introduces, but as a cohesive whole, 1914 just felt like a completely different game to me. I’m not sure why it has Axis and Allies in the title, beyond branding purposes.

      I’m not holding my breath on this one. Even though I think it would be hugely helpful to have a tripleA version of this game, just for teaching/learning purposes. Unfortunately I just don’t see the critical mass of enthusiasm for it, from either the devs or the player base, that is usually required to get a tripleA simulation up and running. But who knows? Maybe Frogg and Blumb can get a groundswell going. It would be cool to see some of the 1914 features included in TripleA, just to expand the options with the engine, and allow more customization for mods and such.

    • Y

      Dregonoid (Axis) vs. yesno789 and KAPPLOCZ. GLOBAL 1940 2ND EDITION

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      • • • yesno789
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      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 5

      Purchase Units - Chinese
                  Trigger Chinese Loses Burma Road: Chinese has their production frontier changed to: productionChinese_Burma_Road_Closed
                  Chinese buy 2 infantry; Remaining resources: 1 PUs;

      Combat Move - Chinese
                  1 infantry moved from Szechwan to Kweichow
                        Chinese take Kweichow from Japanese
                  1 infantry moved from Szechwan to Shensi

      Combat - Chinese

      Non Combat Move - Chinese

      Place Units - Chinese
                  1 infantry placed in Suiyuyan
                  1 infantry placed in Szechwan

      Turn Complete - Chinese
                  Chinese collect 7 PUs; end with 8 PUs total

      Territory Summary for Chinese :

      Shensi : 1 infantry
          Suiyuyan : 1 infantry
          Kweichow : 1 infantry
          Szechwan : 4 infantry

      Production/PUs Summary :

      Germans : 39 / 69
          Russians : 42 / 48
          Japanese : 36 / 40
          Americans : 55 / 80
          Chinese : 7 / 8
          British : 26 / 0
          UK_Pacific : 19 / 22
          Italians : 15 / 25
          ANZAC : 15 / 26
          French : 7 / 0
          Dutch : 0 / 0
          Mongolians : 0 / 0
          Neutral_Axis : 2 / 0
          Neutral_Allies : 2 / 0
          Neutral_True : 18 / 0

      Dice Statistics:

      Total
                  1 was rolled 1 times
                  2 was rolled 7 times
                  3 was rolled 3 times
                  4 was rolled 3 times
                  5 was rolled 5 times
                  6 was rolled 2 times
              Average roll : 3.476
              Median : 3.000
              Variance : 1.250
              Standard Deviation : 1.118
              Total rolls : 21

      Null / Other
                  1 was rolled 1 times
                  2 was rolled 6 times
                  3 was rolled 1 times
                  4 was rolled 3 times
                  5 was rolled 2 times
                  6 was rolled 1 times
              Average roll : 3.143
              Median : 2.500
              Variance : 1.538
              Standard Deviation : 1.240
              Total rolls : 14

      Italians Combat
                  3 was rolled 1 times
                  6 was rolled 1 times
              Average roll : 4.500
              Median : 4.500
              Variance : 2.000
              Standard Deviation : 1.414
              Total rolls : 2

      Americans Combat
                  2 was rolled 1 times
                  3 was rolled 1 times
                  5 was rolled 3 times
              Average roll : 4.000
              Median : 5.000
              Variance : 2.750
              Standard Deviation : 1.658
              Total rolls : 5

    • Y

      A Game of Pacific 1940 (2nd Edition), Play by forum or email

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      • • • yesno789
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      GargantuaG

      yesno lol

    • Y

      Testing

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      • • • yesno789
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      TripleA Turn Summary for game: World War II v4, version: 2.8

      Game History

      Round: 1

      Purchase Units - Germans
                  Germans buy 2 armour, 2 artilleries, 1 fighter and 4 infantry; Remaining resources: 0 PUs;

      Combat Move - Germans
                  1 submarine moved from 8 Sea Zone to 1 Sea Zone
                  1 armour and 1 infantry moved from Germany to 5 Sea Zone
                  1 armour and 1 infantry moved from 5 Sea Zone to Karelia S.S.R.
                  1 armour, 1 fighter and 2 infantry moved from Balkans to Ukraine S.S.R.
                  1 armour and 1 infantry moved from Eastern Europe to Karelia S.S.R.
                  1 fighter moved from Eastern Europe to Karelia S.S.R.
                  1 infantry moved from Eastern Europe to Ukraine S.S.R.
                  1 armour moved from Germany to Eastern Europe
                  2 infantry moved from Germany to Eastern Europe
                  1 fighter moved from Western Europe to 13 Sea Zone
                  1 battleship moved from 14 Sea Zone to 13 Sea Zone
                  1 armour moved from Southern Europe to Balkans
                  1 infantry moved from Southern Europe to Balkans
                  1 armour moved from Eastern Europe to Karelia S.S.R.
                  1 fighter moved from Norway to Karelia S.S.R.
                  1 fighter moved from Germany to Ukraine S.S.R.
                  1 bomber moved from Germany to Karelia S.S.R.

      Combat - Germans
                  Battle in 1 Sea Zone
                      Germans attack with 1 submarine
                      British defend with 1 transport
                          1 transport owned by the British lost in 1 Sea Zone
                          Germans roll dice for 1 submarine in 1 Sea Zone, round 2 :  1/1 hits
                      Germans win with 1 submarine remaining. Battle score for attacker is 7
                      Casualties for British: 1 transport
                  Battle in 13 Sea Zone
                      Germans attack with 1 battleship and 1 fighter
                      British defend with 1 cruiser
                          Germans roll dice for 1 battleship and 1 fighter in 13 Sea Zone, round 2 :  1/2 hits
                          British roll dice for 1 cruiser in 13 Sea Zone, round 2 :  1/1 hits
                      Units damaged: 1 battleship owned by the Germans
                          1 cruiser owned by the British lost in 13 Sea Zone
                      Germans win with 1 battleship and 1 fighter remaining. Battle score for attacker is 12
                      Casualties for British: 1 cruiser
                  Battle in Ukraine S.S.R.
                      Germans attack with 1 armour, 2 fighters and 3 infantry
                      Russians defend with 2 armour
                          Germans roll dice for 1 armour, 2 fighters and 3 infantry in Ukraine S.S.R., round 2 :  1/6 hits
                          Russians roll dice for 2 armour in Ukraine S.S.R., round 2 :  2/2 hits
                          1 armour owned by the Russians and 2 infantry owned by the Germans lost in Ukraine S.S.R.
                          Germans roll dice for 1 armour, 2 fighters and 1 infantry in Ukraine S.S.R., round 3 :  3/4 hits
                          Russians roll dice for 1 armour in Ukraine S.S.R., round 3 :  0/1 hits
                          1 armour owned by the Russians lost in Ukraine S.S.R.
                      Germans win, taking Ukraine S.S.R. from Russians with 1 armour, 2 fighters and 1 infantry remaining. Battle score for attacker is 4
                      Casualties for Germans: 2 infantry
                      Casualties for Russians: 2 armour
                  Battle in Karelia S.S.R.
                      Germans attack with 3 armour, 1 bomber, 2 fighters and 2 infantry
                      Russians defend with 1 fighter and 4 infantry
                          Germans roll dice for 3 armour, 1 bomber, 2 fighters and 2 infantry in Karelia S.S.R., round 2 :  3/8 hits
                          Russians roll dice for 1 fighter and 4 infantry in Karelia S.S.R., round 2 :  3/5 hits
                          3 infantry owned by the Russians, 2 infantry owned by the Germans and 1 armour owned by the Germans lost in Karelia S.S.R.
                          Germans roll dice for 2 armour, 1 bomber and 2 fighters in Karelia S.S.R., round 3 :  2/5 hits
                          Russians roll dice for 1 fighter and 1 infantry in Karelia S.S.R., round 3 :  2/2 hits
                          1 infantry owned by the Russians, 1 fighter owned by the Russians and 2 armour owned by the Germans lost in Karelia S.S.R.
                      Germans win with 1 bomber and 2 fighters remaining. Battle score for attacker is 1
                      Casualties for Germans: 3 armour and 2 infantry
                      Casualties for Russians: 1 fighter and 4 infantry

      Non Combat Move - Germans
                  1 bomber moved from Karelia S.S.R. to Germany
                  1 fighter moved from Karelia S.S.R. to Eastern Europe
                  1 artillery and 1 infantry moved from Southern Europe to 14 Sea Zone
                  1 artillery, 1 infantry and 1 transport moved from 14 Sea Zone to 13 Sea Zone
                  1 infantry moved from 13 Sea Zone to Algeria
                  1 artillery moved from 13 Sea Zone to Algeria
                  1 artillery and 1 infantry moved from Algeria to Libya
                  1 fighter moved from 13 Sea Zone to Western Europe
                  1 fighter moved from Karelia S.S.R. to Norway
                  1 fighter moved from Ukraine S.S.R. to Germany
                  1 fighter moved from Ukraine S.S.R. to Eastern Europe

      Place Units - Germans
                  2 armour, 2 artilleries, 1 fighter and 3 infantry placed in Germany
                  1 infantry placed in Southern Europe

      Turn Complete - Germans
                  Germans collect 38 PUs; end with 38 PUs total
                  1 unit repaired.

      Production/PUs Summary :

      Russians : 26 / 29
          Germans : 38 / 38
          British : 30 / 30
          Japanese : 30 / 30
          Americans : 42 / 42

      Dice Statistics:

      Total
                  1 was rolled 15 times
                  2 was rolled 15 times
                  3 was rolled 19 times
                  4 was rolled 13 times
                  5 was rolled 12 times
                  6 was rolled 12 times
              Average roll : 3.326
              Median : 3.000
              Variance : 0.424
              Standard Deviation : 0.651
              Total rolls : 86

      Germans Combat
                  1 was rolled 6 times
                  2 was rolled 6 times
                  3 was rolled 9 times
                  4 was rolled 9 times
                  5 was rolled 7 times
                  6 was rolled 5 times
              Average roll : 3.476
              Median : 3.500
              Variance : 0.341
              Standard Deviation : 0.584
              Total rolls : 42

      British Combat
                  1 was rolled 1 times
              Average roll : 1.000
              Median : 1.000
              Variance : ?
              Standard Deviation : ?
              Total rolls : 1

      Russians Combat
                  1 was rolled 8 times
                  2 was rolled 9 times
                  3 was rolled 10 times
                  4 was rolled 4 times
                  5 was rolled 5 times
                  6 was rolled 7 times
              Average roll : 3.233
              Median : 3.000
              Variance : 0.643
              Standard Deviation : 0.802
              Total rolls : 43

    • Y

      Is this game still in print?

      Axis & Allies: D-Day
      • • • yesno789
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      FieldMarshalGamesF

      I still have ONE COPY in stock!

      http://www.fieldmarshalgames.com/product/axis-allies-d-day/

      Thanks

    • Y

      The Board

      Axis & Allies Anniversary Edition
      • • • yesno789
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      Wow, you will always have my back man. Thank you! :)

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