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    Topics created by Young Grasshopper

    • Young GrasshopperY

      U.K airforce for Russia

      1942 Scenario
      • • • Young Grasshopper
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      Young GrasshopperY

      Ok, so the Brits couldn’t roll to save their lives but I wouldn’t learn anything if I just kept blaming loses on my dice. Anyway, I built an IC in India first round, very effective for a KJF strategy (which I got caught up in). US did very well to liberate the UK IPCs in the south Pacific and during the post game talk Japan felt that losing that money hurt a lot. However, I am constantly reminded of how much the game board changes by the time America gets a turn and even at the end of the second round. I am convinced that the US above all must begin the game without a plan and be the most adaptable player. I had a small Uk fleet after G1, but I was very slow building it up as I became focused in India as the push on Japan with the entire US resources was going very well. The only problem was that Germany was free to roll on Russia. With support of around 9 allied fighters Russia was holding on and although UK landed troops in France during round 5, Germany destroyed my fleet with her air force (a battle in which I rolled very badly). With Germany at Russia’s door and no allied help coming from the west. my only chance was to capture Japan whom I had pushed back to Manchuria and Tokyo. Thats when I made a mistake and took the Philippines 1 round to early and in a desperate counter attack from her fleet and the fighters I failed to notice on the main land, the Japs wiped out my southern fleet without loosing large boats (he piled up on subs when he saw me coming). so with Russia surrounded and the American north fleet to small to take Tokyo. I had no choice but to surrender (I figured the Japs would have had more than enough time to recover before I could challenge again). Oh well, win some lose some. Other factors in the outcome was 1. Italy took Egypt without losing a single unit 2. Russia tried a small push back that only exposed them in the buffer zones 3. Japan built a factory in each of the first two rounds attracting all the allied focus 4. the US miscalculated some naval defense odds and finally Germany was collecting $43 by round 6. Some positives of the game was when two US bombers from England wiped out the German navy without a loss, and I rolled a 5 or a 6 for every UK bomber that raided for damage (which sounds about right considering thats what they were rolling all gmae) thanks for all the advice, I learned a lot. My next game is a complete 6 player war on March 5th, I will be playing the Japanese imperial forces. I will be here looking for help.

    • Young GrasshopperY

      Critical Strikes

      House Rules
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      Young GrasshopperY

      Critical Strikes-An attack or defence in which the enemy dose not receive a casualty roll. Critical strikes are rolled before all general combat and last for one round only. Critical strike rolls are made on an 8 sided dice.

      -Submarines each receive a critical strike roll when attacking and must roll 3 or under to hit, submarines may choose their enemy’s casualty per critical hit scored.

      -Anti-aircraft guns receive a critical strike roll per/enemy air unit entering their territory and must roll 1 to hit, anti-aircraft guns may only defend during the critical strike phase and never during general combat.

      -Coastal guns receive a critical strike per/enemy surface ship invading (transports included) from an adjacent sea zone and must roll 1 to hit, coastal guns may only defend during the critical strike phase and never during general combat.

      -Paratroopers each receive a critical strike roll when attacking and must roll 2 or under to hit.

      -Tanks each receive a critical strike roll when beginning a battle (defending or attacking) in which they are engaging only infantry units. They must roll a 3 or under to hit.

      -Battleships each receive a critical strike roll when bombarding an enemy territory during an invasion. They must roll 4 or under to hit.

      -Cruisers each receive a critical strike roll when bombarding an enemy territory during an invasion. They must roll 3 or under to hit.

      -Fighters each receive a critical strike roll when beginning a battle (defending or attacking) in which they are engaging only infantry units. They must roll a 3 or under to hit.

      -Destroyers each receive a critical strike roll only when engaging enemy submarines (defending or attacking). They must roll 3 or under to hit and may only apply casualties toward enemy submarines.

      *Bombers that successfully drop their bombs during a Strategic Bombing Raid, may each roll 1 critical strike dice (1d8) to damage enemy factories.

      Dose anyone have any critical strikes, that should be added to the list?

    • Young GrasshopperY

      Automatic hit for SBRs?

      House Rules
      • • • Young Grasshopper
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      Imperious LeaderI

      I have never played a game where 1 power sent 4 bombers in a single turn but I understand your system and its not bad.

      We sometimes play with a guy called HB because he only want to play USA and he only like to focus on buying ridiculous numbers of bombers. His knowledge of various bomber statistics is amazing. In games i usually see him attacking Germany with 6-8 bombers. He also hates the fact that the game has no A-bombs because he loves to build them even more!

    • Young GrasshopperY

      Trisdin's A&A50 House Rules

      House Rules
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      Young GrasshopperY

      Thanks for your imput.

      I included the critical strike on grounded aircraft to give the attacker reason to get involved in a dogfight seeing how deffending aircraft hit @4. The critical strike is @1 and for the first round only, I believe attackers shouldn’t get a disadvantage for being agressive. Without the critical strike, players ask themselves why should I attack with my valuable aircraft and get all the odds against me.

      I don’t enjoy changing the attack and defend capabilities of any units, I believe the game is difficult enough without trying to calculate all the different changes for any given senerio. for example: Fighters attack @3 except when escorting and except in dogfights and except on carriers and except….ect.ect.ect. (you get my point).

      I am still tweeking the merchant convoy rules when transporting supply chips however, this is a major aspect of my rules and it must be handled with care to balance the game. On one hand, the allies have enough to do, what with keeping up with with the axis agression during the first 4 rounds and on the other hand it is too much of a factor to just ignore the importance of the merchant shipping lanes. For example: if I were the supreame commander for Germany during the war, I would never have shiffted towards bombing London or even think about opperation Sea Lion when they were so close to starving the little Island. Non the less the rule is still a work in progress… any Ideas?

      I might think about a rule for the Gibralter however, I don’t want to limit the Italian fleet entering the Black Sea. That would only limit them to Africa and I want the Italian player to have options.

      As for my Tech charts, I believe that if your going to have the kind of game ender like a nuke just for historic reasons, I would prefer to limit it to one Nation (U.S) and still leave it to chance of getting that advantage. As for Nations limited to thier own charts, I have found in my games that players really think hard about what Nation they wish to play at the begining of the game because they want to play with some charts but don’t want to be up against others. One aspect that I have found very important is giving each nation one free chance per turn to get a tech, this way techs are always a factor in the game while still rewarding others for buying extra chances.

      I have a book where I have cut and pasted the Axis and Allies rules into a word document and have added my own rules to make everything more compleate to the newbies I play with. It took alot of work and I think it looks nice, I could e-mail you a copy if you like and that way you can edit it to your own house rules, the good thing is that most of the work is done for you. Just send me a personal message with your email address… I think you would like it.

    • Young GrasshopperY

      A&A50 Alternative Set-Up

      House Rules
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      B

      @Trisdin:

      @Imperious:

      A factory is france is worse for Germany, while the others listed are clearly in favor to benefit those players.

      Perhaps Romania is best actually. Then Germany can build ships for Medd. Yes i like this better

      Romania is a good idea, it gives Germany a second sea zone to build ships in and it allows germany to build land units closer to Russia, but is it historicaly accurate or viable.

      yeah, it’s viable: didn’t antonescu aide the germans allot?

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