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    Topics created by Young Grasshopper

    • Young GrasshopperY

      Grasshopper's Halifax Expansion

      House Rules
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      Young GrasshopperY

      @knp7765:

      I like these new NOs, especially the one for China. So instead of extra cash, they get extra artillery for keeping the Burma Road open. I want to see this one work.

      I thought you decided against removing the Japanese planes in Manchuria. Or is this something different?

      It has been removed from Halifax core rules, these are my own additions… just wanted to chalange the Axis and if it’s too strong… I’ll put them back.

      Ya… we never see China with artilley even if they have the road, this way we will see them more and it’s an additional $2.

    • Young GrasshopperY

      Imperious Leader for reinstatement

      Axis & Allies Global 1940
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      Imperious LeaderI

      I think i remember that, but you may remember you both were using the same IP address ( i forgot the name of the other account).

      You told me you both use the same computer or something. Im sorry for that, but at that time the site did have lots of problems with spam accounts. I Regrettably over reacted in defense of what seemed like a shenanigan.

    • Young GrasshopperY

      *HR: Commonwealth Question for Halifax rules

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      Young GrasshopperY

      @Baron:

      I didn’t read everything about all the Halifax rules and the VC substitute for NO.
      I think you are going in the right direction, although.
      My 2 cents:
      If Dominions needs a few more IPCs, just think about adding a VC to South Africa
      And, maybe, just gives a little more IPCs to the capitals terrritories amongst the Dominions.

      When I get around to customizing a new G40 Halifax map file, I would have no problem adding Johannesburg to South Africa… especially considering that it would bump the existing 19 VCs, to a nice rounded 20 total.

    • Young GrasshopperY

      Grasshopper @ the FMGC

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      Young GrasshopperY

      Awesome event, it just keeps getting better and better. Tons to report, many pics to post, and lots of stories to tell… Thanks to the whole FMGC staff for all their work, and congrats for a tremendously successful weekend.

    • Young GrasshopperY

      Who's going to the FMGC?

      Events
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      Young GrasshopperY

      @suprise:

      Sorry guys, I cant make it there this year.
      Maybe next year.
      Have fun and take lots of pictures.
      Kris…aka “Surprise Attack”

      Sorry to hear that Kris… hope to see you next year, we’ll miss ya.

      Cheers.

    • Young GrasshopperY

      G40 Delta questions, strategies, stories, and rule clarifications

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      Young GrasshopperY

      With G40 Delta card decks from artscow beginning to arrive at people’s door steps, I thought it was necessary to begin a thread for general discussion and strategies.

      The G40 House rules and card deck accessory can be found here…

      http://www.axisandallies.org/forums/index.php?topic=33735.0

    • Young GrasshopperY

      G40 Halifax Rules

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      Young GrasshopperY

      @Black_Elk:

      For what it’s worth I still think this HR mod is entertaining.

      Which options did you play test YG?

      Given all the input and ideas in this thread, I think its still worth kicking around.

      I would submit than any balance issues could surely be corrected through National Objectives. Perhaps your suggested NOs for UK, did not provide enough to compensate for the inclusion of the Commonwealth?

      Did you play option 2 (with South Africa)? Or just option 1?

      I also like the limited cash haul concept

      I have played both options and I have found that much of the Allied income is pushed to the outside on spawning locations far from the fighting. I now perfer a system where the UK Europe economy is it’s own nation separate from the UK Pacific economy… I also like combining ANZAC income and territories with UK Pacific (with Calcutta as it’s capital) in the same way Canadian income and territories are combined with UK Europe.

    • Young GrasshopperY

      G40 Delta 2nd Edition (under construction)

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      Young GrasshopperY

      G40 DELTA HOUSE RULES (2nd Edition)

      The Research and Development phase from the regular A&A G40 2nd Edition rules has now been removed and replaced by the Fortunes of War phase. This new phase and other new elements listed below work together to create G40 Delta:

      1. The “Fortunes of War phase” is when most of the new activity happens.
      2. “Strategic Advantages” give nations special abilities that improve their overall war effort.
      3. “Progressive Advantages” are additional abilities that must be earned over the course of a game.
      4. “Strategic Objectives” are either new or modified National objectives.
      5. “City Objectives” are bonus rewards in addition to the Strategic Objectives
      6, “Optional Rules” are a mix of rule modifications to help balance the game on different levels.

      THE FORTUNES OF WAR PHASE

      The “Fortunes of War” phase (FOW), happens once each game round just before Germany’s turn sequence. During each FOW phase, nations choose strategic advantages and make progress rolls for progressive advantages.

      STRATEGIC ADVANTAGES

      During each FOW phase up to R10, a predetermined nation will automatically gain a “Strategic Advantage”, but may only choose from the 2 advantages available at that time. Strategic advantages become effective immediately once chosen, and nations will benefit from their advantages for the remainder of the game. However, once an advantage has been passed, it will never again become available.

      For example: during R1, every nation except China will choose between Airborne Assault Troops and War Time Production, also, eligible nations will make their first progress roll. During R2 FOW phase , only Germany may choose between Enigma and Blitzkrieg, however, eligible nations will make their second progress roll… and so forth.

      Some advantages become void when that nation losses their capital city. Advantages that become lost due to their capital being captured are noted in the advantage description, and they become reinstated once the capital city is liberated, all other advantages remain unaffected when the capital is in enemy hands.

      Here are the available strategic advantages, and the game rounds (R#) they are eligible to be chosen in:

      R1 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

      1A - Airborne Assault Troops
      Up to 2 infantry units from a friendly operational airbase may attack an enemy territory up to 3 spaces away, provided that territory is also being attacked by land units coming from an adjacent territory, or sea zone.

      Airborne Assault troops may not retreat once deployed, or be supported by artillery units during the resolve combat phase. The territory under attack must contain at least 1 enemy land unit, and the attacking force must have air superiority (meaning they must have equal to, or more air units attacking than the enemy has defending).

      or

      1B - War Time Production (void with loss of capital city)
      Major ICs may now produce a maximum of 12 units, and minor ICs may now produce a maximum of 4. The maximum damage that can be applied to these facilities has not changed, however, ICs must be fully operational (zero damage) in order to produce the extra unit/s.

      R2 - Germany

      2A - Enigma
      German submarine units now attack at 3 or less, and receive 3 dice each when disrupting convoys.

      or

      2B - Blitzkrieg
      Each German mechanized infantry unit may now blitz alone, and transport an artillery unit up to 2 spaces during their combat movement, or non-combat movement phase.

      R3 - United Kingdom

      3A - Radar (void with the loss of capital city)
      All British interceptors, AA artillery units, and built in AA guns now defend @2 or less. Also, operational airbases may now scramble up to 4 fighters to defend adjacent sea zones.

      or

      3B - Commonwealth Aid
      All units (except infantry) produced by original minor ICs in Canada, and South Africa are now 1 IPC cheaper.

      R4 - United States

      4A - War Bonds Campaign (void with loss of capital city)
      America now rolls 2 dice every round during their collect income phase, and may collect that amount in additional IPCs +1.

      or

      4B - Uncle Sam Campaign (void with loss of capital city)
      America now receives 3 free infantry units every turn during their place new units phase (1 in Eastern United States, 1 in Central United States, and 1 in Western United States).

      R5 - Japan

      5A - Long Lance Torpedos
      All hits from attacking Japanese destroyers must be applied to enemy capital ships first.

      or

      5B - Tokyo Express
      Japanese destroyers may transport one infantry unit each provided they are offloaded on to Japanese controlled Islands. Also, all Japanese infantry units on Islands now defend @3 or less.

      R6 - Soviet Union

      6A - Tankograd
      All Russian ICs now have a non-combat movement value of 1, and may now produce tanks for 1 IPC less.

      Russian ICs that have made a non combat movement may still build units during their place new units phase. Also, Russian ICs must be fully operational in order to move, and two ICs may never occupy one territory at the same time.

      or

      6B - Trans-Siberian Railway (void with loss of capital city)
      Any number of Russian infantry units, artillery units, and/or AA artillery units may now move from Russia to Novosibirsk, Timguska, Yenisey, or Yakut S.S.R within a single non-combat movement, provided the line to their destination is not broken, the destination is under Russian control, and the movement originated from Moscow.

      R7 - United States

      7A - Super Fortresses
      When American strategic bombers attack (weather in a battle or SBR), they now receive 2 dice each and the attacker may select the best result. Also, American strategic bombers now hit at 2 or less when defending against interceptors, and are now immune to built in AA guns during SBRs.

      or

      7B - Essex Class Carriers
      All American aircraft carriers now have an attack value @2, and their maximum capacity has now increased to 3 air units.

      R8 - Germany

      8A - Dora
      Germany may bombard an enemy territory or hostile sea zone during each combat round @3 or less, provided the battle contains at least 1 German unit, and is adjacent to a German controlled territory in Europe.

      or

      8B - V-Rockets
      Germany may launch a rocket attack from each operational airbase under German control, towards an enemy facility up to 4 spaces away. Germany rolls 1 die per rocket causing that amount of damage to the targeted facility +1, provided it can survive all SBR defences (interceptors and built in AA guns).

      R9 - Japan

      9A - Banzai Attack
      For the 1st combat round only, all Japanese Infantry units attack @2 or less, and @3 or less when supported by artillery (mechanized infantry units non applicable).

      or

      9B - Super Submarines
      Japanese Submarines perform as normal, however, they may now carry 1 fighter each (all aircraft carrier rules apply, however, tactical bombers may not be used, and super submarines do not block enemy naval movements).

      R10 - Germany / UK / Russia / Japan / USA / Italy / ANZAC / France

      10A - Long Range Aircraft
      The movement value of all air units has now increased by 1.

      or

      10B - Modernized Shipyards (void with loss of capital city)
      Sea units are now cheaper to build:

      Battleship = $17
      Aircraft Carrier = $13
      Cruiser = $9
      Destroyer = $7
      Transport = $6
      Submarine = $5

      PROGRESSIVE ADVANTAGES

      During each Fortunes of War Phase, all eligible nations will make a progress roll using 1 die. Each nation will add the results from their progress rolls during each FOW phase throughout the game until they reach a total of 25 progress points. Once a nation has accumulated 25 progress points, their designated “Progressive Advantage” will immediately become available (or effective).

      To track this progress, players shall place their progressive advantage card face up on the table, and than stack chips on it in the amount of progress points achieved throughout the game rounds. Nations may not make progressive rolls during FOW phases in which their capital is under enemy control.

      The progressive advantages “Russian Winter”, “Manhattan Project”, “Flying Tigers” and “Kamikaze Honor” are advantages that have a special one time effect, therefore, they will become effective again if the Soviet Union, United States, China, and Japan can reach 25 progress points a second time (progress points gained from one roll exceeding 25 will carry over and count towards the next 25).

      Here are the Progressive Advantages available, and the eligible nations assigned to them:

      Germany

      Jet Fighters
      All German fighters now attack at 4 or less, they also intercept and escort @2 or less.

      Soviet Union

      Russian Winter
      Russia rolls 2 dice, and Germany must remove from original Russian territories that many infantry units +1.

      Japan

      Kamikaze Honor
      All Kamikaze tokens are reloaded to 6, and now hit @3 or less. Also, Japan may now use kamikazes to attack in designated kamikaze sea zones as well as defend.

      United States

      Manhattan Project
      America chooses an enemy capital and may then roll 3 dice to damage the IC, 2 dice to remove IPCs, and 1 dice to destroy units on that territory (enemy chooses which casualties to remove).

      China

      Flying Tigers
      China will receive one free fighter during their next place new units phase, but only if they control at least 1 of their original territories.

      United Kingdom

      Around the Clock Bombing
      All British strategic bombers departing from an operational airbase may now conduct SBRs on America’s turn as well as their own.

      Italy

      Self-Propelled Guns
      Each Italian artillery unit may now support up to 2 attacking infantry and/or Mechanized infantry units

      France

      Viva La France (control of Paris is not required to gain this advantage)
      During each place new units phase, France may build 2 free infantry units on any original French territory or territories they still control, or original French territory or territories occupied by their Allies.

      STRATEGIC OBJECTIVES

      Strategic Objectives are a modification, or a replacement of the original national objectives in the regular rules. Strategic objectives rewarding nations for owning all their original territories, are specific to the roundels printed on each territory. Also, the Japan strategic objective “Trade With America” is the only objective that is collected during a nation’s peace time.

      Germany

      Deutschland
      $5 - Germany controls all their original territories

      Caucasus Oil Fields
      $5 - An Axis power controls Caucasus

      Africa Korps
      $5 - Germany has 3 or more land units in Africa.

      Soviet Union (When at war with Germany)

      Motherland
      $5 - Russia controls all their original territories

      Lend Lease Act
      $5 - The Allied powers control Archangel and there are no axis warships is sea zone #125

      Communist Pride
      $5 - There are no Allied units on original Russian territories

      United States

      The Far North
      $5 - US controls Alaska and the Aleutian Islands

      North America
      $5 - US controls Western United States, Central United States, and Eastern United States

      Central America
      $5 - US controls Mexico, Southeast Mexico, Central America, and West Indies

      The Outer Perimeter
      $5 - US controls Midway, Wake Island, Hawaiian Islands, Johnston Island, and Line Island

      The South Pacific
      $5 - The Allied powers control The Philippines, Borneo, Sumatra, Java, and Celebes

      Japan

      Trade With USA
      $5 - Japan has not attacked FIC, and is not at war with the Pacific Allies

      Chinese Capitulation
      $5 - Japan controls all Chinese original territories

      The South Pacific
      $5 - Japan controls the Philippines, Borneo, Sumatra, Java, and Celebes

      China

      Chinese Domination
      $5 - China controls all their original territories
      (China may now attack Korea, and may also liberate FIC)

      The Burma Road
      $5 - The Allied powers control the Burma road
      (China may now produce artillery units and tanks)

      United Kingdom

      British Empire
      $5 - The United Kingdom controls London, Calcutta, Quebec, and South Africa

      The Burma Road
      $5 - The Allied powers control the Burma road

      Operation Ultra
      $5 - There are no Axis submarine units in the Atlantic

      Italy

      The Mediterranean Coast
      $5 - The Axis powers control 3 of the 4 following territories, Gibraltar, Southern France, Greece, and/or Egypt

      The Mediterranean Sea
      $5 - There are no Allied warships in the Mediterranean

      The Middle East
      $5 - Italy controls Iraq, northwest Persia, and Persia

      North Africa
      $5 - The Axis powers control 6 of the 7 following territiries: Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and/or Egypt

      ANZAC

      Pacific Gateway
      $5 - ANZAC controls all their original territories

      The South Pacific
      $5 - The Allied powers control the Philippines, Borneo, Sumatra, Java, and Celebes

      Expeditionary Force
      $5 - The Allied powers control Malaya, and Egypt

      CITY OBJECTIVES

      A city is considered active once it has been captured for the first time, and will remain active for the rest of the game no matter which nation controls it. Once activated, capital cities are each worth a $5 city objective bonus, and non-capital cities are each worth a $2 city objective bonus. Shanghai is the only city that begins the game active, which will give Japan a city objective bonus of $2 to start the game. Capital cities, and non-capital cities that have never been captured at least once, are inactive and have zero city objective value.

      Axis Capital Cities

      Berlin
      Rome
      Tokyo

      Axis Non-Capital Cities

      Warsaw

      Allied Capital Cities

      Washington
      London
      Paris
      Moscow
      Sydney

      Allied Non-Capital Cities

      Ottawa
      Cairo
      Leningrad
      Stalingrad
      Shanghai
      Hong Kong
      Calcutta
      Manila
      Honolulu
      San Francisco

      OPTIONAL RULES

      Base Command
      Strategic Bombers conducting SBRs only receive a +2 damage bonus if they have departed from an operational airbase.

      Deep Decent
      Air units may fire upon submarines during the 1st combat round only. Attacking or defending warships may continue to target enemy submarines, however, submarines may not be used as casualties from hits by air units after round 1.

      Limited Action
      Damaged battleships may no longer bombard during an amphibious assault.

      BCATP “The Plan”
      A British fighter has been added to the initial set up in Ontario.

      War Economy
      The British economy is no longer split between London and Calcutta, instead, the United Kingdom will now collect one income for all territories owned on the map with London as it’s capital. All IPCs must be relinquished each time an enemy power captures London, however, Calcutta is no longer a capital city, and the major IC on India has been downgraded to a minor. This optional rule is highly suggested due to the strategic objective card “British Empire”.

      Political Sovereignty
      A change in the neutrality status of Strict Neutral territories in South America has no influence over Strict Neutral territories anywhere else, and vise versa.

      Global Victory
      The following victory condition has been added to the regular rules: The first side to claim a combined 12 victory cities including 1 enemy capital city will win the game.

      Mutual Allies
      In the event of a 6 player game, the Soviet Union will play China, the United States will play ANZAC, and the United Kingdom will play France.

    • Young GrasshopperY

      Favorite Robin Williams performance?

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      ABWorsham4A

      My wife commented on this subject with her answer, What Dreams May Come.

      I loved Robin Williams as a bad guy in One Hour Photo.

    • Young GrasshopperY

      The case for a single UK economy

      Axis & Allies Global 1940
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      @Young:

      @wittmann:

      I do think you need a Minor YG.

      We will playtest this Sunday with the minor in India of course, but if this game mechanic proves to powerful… a small tweak like removing the Calcutta factory altogether would be an option.

      How about introducing the “Medium Factory”. The rules would read

      “Cost 15. Upgrades a Minor Factory to a Medium factory. Medium Factories can build up to 6 units. Medium Factories can only be built on an originally controlled starting territory that has an IPC value of 3 or more.”

    • Young GrasshopperY

      Allied setup additions for balance (new poll)

      Axis & Allies Global 1940
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      Imperious LeaderI

      Bomber in Moscow, possible 1 more fighter or Fighter-Bomber but near manchuria
      Remove some Japanese planes, but replace them with another ship(s), probably combination of transport ( AP) and more infantry
      Add BB in Hawaii
      Combine the Italian fleet so it cant be wiped out
      Possible add 1-2 infantry in or near Egypt for UK

    • Young GrasshopperY

      G40 Delta

      Axis & Allies Global 1940
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      Young GrasshopperY

      Hello everyone,

      I’m not going to hijack this forum with a house rule thread, I just want to make you all aware of a fun new G40 variant that is now complete with a customized card deck accessory. You can find the available file to download along with a document outlining all Delta house rules by following the link provided:

      http://www.axisandallies.org/forums/index.php?topic=33735.0

      Cheers.

      YG

    • Young GrasshopperY

      G40 Delta Card Deck

      Customizations
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      Young GrasshopperY

      Had to bump this thread for research.

    • Young GrasshopperY

      Delta Deck: cards for playing G40 Delta house rules

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      Young GrasshopperY

      Sorry everyone, I will need to push my deadline to another week, there is a lot involved in preparing the illustrator file to work in artscow. I will do everything I can to make these cards available to everyone here as soon as possible.

    • Young GrasshopperY

      Knp7765 needs an avatar

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      LHoffmanL

      The Turtle with the Torpedo is cool.

    • Young GrasshopperY

      G40 Delta 1st Edition

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      @Young:

      So, if people want me to design them custom house rule card decks, I will have to charge a fee for my time or risk divorce.

      Divorces are expensive, so charging a fee one way or the other is probably a good idea.  :-D  But all kidding aside, I sympathize with the time issue – there’s never enough of it available in life, especially when an abosrbing hobby like A&A gets added to the equation.

    • Young GrasshopperY

      G40 Strategic Objectives - Delta

      House Rules
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      Young GrasshopperY

      @CWO:

      @Young:

      The problem as it is right now (if it actually is a problem) is that the Axis powers (Japan in particular) will absolutely profit the most for capturing enemy cities (Japan will essentially claim up to $9 for cities that are easy to take and hold), so to add a Chinese capital city for no reason but to give Japan yet another target to profit from may unbalance the game.

      Fair enough.  As I said, it was just an idea that I tossed in for fun in case it it turned out to be worth considering.  It arose from the discussion of the player capitals versus the cities, and I didn’t scrutinize it in any detail because I wanted to leave it up to you to decide if it worked or not in the context of your house rules.  So I have no problem with the idea turning out to be problematic.

      No problem, I greatly appreciate all your suggestions and there have been some great modifications because of them, I guess my problem is that I have played over in my head a lot of angles to these objectives, and it’s very easy to tip the scales of balance when restructuring an entire game mechanic like this.

    • Young GrasshopperY

      G40 Fortunes of War - Delta

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      Young GrasshopperY

      Today I removed the “Beach Head” rule and added this…

      Enola Gay
      During the SBR step in the combat phase of America’s 12th turn, they may use 1 American strategic bomber (including a Boeing Fortress) to drop an atomic bomb on 1 enemy territory within range of the chosen air unit. If the strategic bomber passes all air defenses (using same rules as SBRs) than that bomber will have successfully dropped it’s payload with the following damage: All facilities on the targeted enemy territory immediately sustain maximum damage, and the IPC value of the territory has now been reduced to zero.

      Hello,

      Recently a few A&A.org members collaborated on a simple house rule variant called “Halifax Rules” in order to balance 1940 Global 2nd Edition in a way that is both fun and fair. These rules are based on 3 game mechanics which are a single economy for the United Kingdom, the creation of a small Commonwealth nation, and a 3rd production unit that may build up to 5 units. You can view the thread here…

      http://www.axisandallies.org/forums/index.php?topic=34111.0

      For a long time the G40 community has been looking for something universal to balance the game between the two sides. However, Larry Harris does not seem interested in addressing the problem, and the forum members can’t agree on which house rules to implement, so we always fall back and use the boring bid system.

      Halifax rules offers something that players have been wanting for a long time, like freedom to spend the UK income where they wish, and with less restrictions. The idea of a Commonwealth nation has been around since to conception of the 1939 Variant Global War. Halifax is particularly special because Krieghund himself has called the project “interesting” and has even offered his own ideas to improve the set.

      All I’m asking is to visit the thread, read the house rule, and give it a +1 rating if you like it. If you can find time to play test it and share your results with the rest of the community… that would be fantastic. However, all we need right now is your vote. If we can unite the G40 community around this, we could get sticky thread status, and hopefully an endorsement from Krieghund… this is our goal.

      Thank you

      YG

    • Young GrasshopperY

      Kamikaze tokens

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      Der KuenstlerD

      Not attacking transports as a philosophy and not having the ability to attack transports are two different things. I prefer the option of using as few artificial rules as possible, in order to give commanders the most freedom with the game. The Japanese also practiced suicidal “bonzai” attacks against impossible odds, but there are no rules in the game requiring the Japanese player to do that. There is no rule that all Japanese infantry must go fall on a grenade when they realize they are losing. The Japanese had the ability to attack loaded transports and unarmed ships during WWII - they just chose not to most of the time. I favor leaving that choice in there for players to decide.

    • Young GrasshopperY

      G40 Strategic Advantages - Delta

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      Young GrasshopperY

      @Imperious:

      Tanks could go to 5$ not less, or game imbalanced. Heck for $4 id only buy tanks.

      Done

      actually perhaps you get discount of 1ipc but you must buy in two’s

      complimented it with mobile industry instead, makes for a tough choice against “Trans-Siberian Railway”

      Id rather you go with “Rasputita” and create a winter rule in Russia twice per game that effects Axis units in some manner.

      There’s a Russian Winter rules in the “Alternative Rules” portion of Delta found here…

      http://www.axisandallies.org/forums/index.php?topic=33730.0

      All the discount units creates imbalanced games, certainly because we got 5 allies and 3 axis, so allies have a +2 advantage just in these rules.

      Perhaps, but the Axis have the slight advantage when it comes to the “Strategic Objectives” portion of Delta found here…

      http://www.axisandallies.org/forums/index.php?topic=33734.0

      I think only Russia and USA should have any advantage that effects prices. The other nations didn’t have capability to build cheaper units.  Colonial troops should only be something that allows placement in some area w/o having a factory ( just one unit per turn).

      Perhaps, we’ll find out more when some play test reports get posted.

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