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    Topics created by Young Grasshopper

    • Young GrasshopperY

      Can you save the Bismarck

      Axis & Allies Global 1940
      • • • Young Grasshopper
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      G

      @Cow:

      You get the middle east by buying air and attacking ground with it.

      Air force > Navy in this game

    • Young GrasshopperY

      Young Grasshopper's G40 House Rules

      House Rules
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      IchabodI

      YG,

      Could you please share with the community the Axis vs Allies win ratio when using your House Rules from your group? Obviously group dynamics effects game play, outcomes, and strategies. Currently on triplea live, it seems the allies are winning more lately and only with a small bid (being used against Japan now or no bid at all).

      J1 attacks are failing more often now. And when doing a J1 attack, I’m more prevalent to stack FIC instead of concurrently hitting Yunnan. I run out of fodder too quick. I think the game has now gone full circle. Perhaps I’m way off? Anyways, the allies just shove everything. Japan may win a battle in one spot but they get overrun in the others.

      My next table top G40 game won’t be until the 1st weekend of October (I’m jealous of you guys that have a G40 table top group). Â

      Ichabod

    • Young GrasshopperY

      IMPORTANT CHANGES TO HOUSE RULES FOR YG's INVITATIONAL

      House Rules
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      Young GrasshopperY

      GRASSHOPPER’S INVITATIONAL - HOUSE RULES

      Victory Objectives & Tokens: New Victory Condition Rule

      Once a victory objective is achieved, a victory token will be awarded, the side with the most victory tokens at the end of the day wins the game. Victory tokens are awarded immediately upon completion regardless of when, or how the objective was achieved. Also, a token can never be taken away once earned, and they may never be awarded twice for the same objective. It doesn’t matter which round the game ends, however, a win or a tie can only be declared at the end of a full game round.

      Tournament Rule: On top of any victory tokens earned during each game, teams that win their game outright will receive a bonus victory token, and teams that finish a game without allowing their opponent to claim a victory token will receive a bonus victory token. Tie breakers for declaring teams that advance to the medal round games will be total game victory tokens first, followed by any bonus victory tokens next.
      Here is a list of all victory objectives for each side…

      Axis Powers

      London -The Axis control London
      (R&D) *The nation that takes control
      Moscow -The Axis control Moscow
      (R&D) *The nation that takes control
      Calcutta
      -The Axis control Calcutta
      (R&D) *The nation that takes control
      Sydney
      -The Axis control Sydney
      (R&D) *The nation that takes control
      Africa
      -The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
      (R&D) *The nation that controls the most
      Pacific -The Axis control 6 victory cities on the Pacific map
      (R&D) *The nation that controls the most Europe
      -The Axis control 7 victory cities on the Europe map
      (R&D) *The nation that controls the most

      Economy
      -All 3 Axis powers have a combined total of 136 IPCs on the income tracker
      (R&D) *The nation that is earning the most
      Allied Powers

      Berlin
      -The Allies control Berlin
      (R&D) *The nation that takes control
      Rome
      -The Allies control Rome
      (R&D) *The nation that takes control

      Tokyo
      -The Allies control Tokyo
      (R&D) *The nation that takes control
      Africa -The Allied powers control all non-neutral territories on the continent of Africa
      (R&D) *The nation that controls the most
      Liberation
      -The Allies have liberated London, Paris, Calcutta, or Sydney
      (R&D) *The United States
      Philippines
      -The Allies have liberated the Philippines
      (R&D) *The United States

      Asia
      -The Allies control the Burma road as well as Hong Kong and Shanghai
      (R&D) *The United Kingdom

      Pacific
      -There are no Japanese Capital ships on the board
      (R&D) *The United States

      Fortunes of War: New Research & Development Rule

      Research rolls are no longer used to develop breakthroughs, instead, a system called “Fortunes of War” will be used where nations get free development rolls when victory objectives have been achieved. Once a victory token is gained, the nation with the corresponding (*) instructions listed with each objective will choose a breakthrough chart, and make a free “Fortunes of War” roll with the resulting breakthrough taking effect immediately after their turn has ended.Any breakthroughs gained by the UK regardless of which side of the map a token was achieved will effect all UK purchases and all UK units on the board.

      Modifications to oob breakthroughs are in red italics, Paratroopers have been replaced with Super Carrier Decks, and breakthroughs among the 2 charts have been re-positioned for balance.

      Breakthrough Chart #1

      Heavy Artillery
      All artillery now support up to 2 attacking infantry and/or mech infantry each

      Rockets
      Each operational airbase may launch a rocket at an enemy facility up to 4 spaces away, roll 2 dice per rocket and apply the highest result for damage.

      Jet Fighters
      All fighters now attack at 4 or less, and defend at 2 or less when escorting or intercepting.

      Long-Range Aircraft
      Maximum movement range for all air units is now increased by 1.

      War Bonds
      During the collect income phase, roll 2 dice and collect IPCs in the amount shown on the highest roll. (For UK war bonds, Calcutta will gain IPCs from the lowest roll, London will gain IPCs from the highest roll).

      Blitz Tactics
      Mech infantry now attack at 2 or less if paired with a tank as well as artillery, they may blitz without tanks, and they may tow 1 artillery unit each during the non-combat movement phase.
      Breakthrough Chart #2

      Super Submarines
      All submarines now attack at 3 or less.

      Anti-Aircraft Radar
      All ainti-aircraft fire from AA artillery, or AA guns built into facilities now defend at 2 or less.

      Improved Shipyards
      Battleships, Aircraft Carriers, and Cruisers are now 3 IPCs cheaper, and Destroyers, Submarines, and transports are now 1 IPC cheaper.

      Mass Production
      The mobilization capacity of all production facilities has been increased by 2. Also, you may remove 2 damage markers for the price of 1.

      Super Carrier Decks
      All aircraft carriers may now carry up to 3 fighters and/or tactical bombers each.

      Heavy Bombers
      When attacking during a battle or a SBR, roll 2 dice for each strategic bomber and select the best result.

      Bonus Income: New & Modified National Objectives

      Germany (in addition to all original NOs)
      -5 IPCs if an Axis power controls London

      Soviet Union (2 NOs which will replace the original National Prestige NO)
      -5 IPCs if there are no Axis warships in sea zone #125, and the Allies control Archangel as well as London
      -5 IPCs if there are no Allied units on any original Russian territories

      Japan (in addition to all original NOs)
      -5 IPCs if Japan controls all original Chinese territories

      United States (in addition to all original NOs)
      -5 IPCs if the United States are at war with the Axis powers

      UK Europe (in addition to all original NOs)

      5 IPCs if there are no German submarines anywhere on the board other than in the Baltic Sea (sea zones 113-115), the Black Sea (100), and the Caspian Sea (unnumbered)

      ANZAC (in addition to all original NOs)
      -5 IPCs if the Allies control Cairo (when at war with Germany/Italy)

      Payload & Navigation Modifiers: New SBR Rules

      The +2 damage bonus for each strategic bomber during strategic bombing raids will now be distributed like such…

      +1 Damage - if the strategic bombers rolling for damage have departed from an operational airbase.
      +1 Damage - if the strategic bombers rolling for damage did not encounter an enemy interceptor.

      Capital Purge: New Rule

      When a capital is captured the first time, all cash on hand will to the nation which takes it, however, each time the same capital is captured after the first, all cash on hand will go to the bank.

    • Young GrasshopperY

      IMPORTANT CHANGES TO HOUSE RULES FOR YG's INVITATIONAL

      Events
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      G

      Too bad this need to be done! I hate it if people spoil the fun for others!

    • Young GrasshopperY

      Axis & Allies Community Map Files

      Customizations
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      djensenD

      @militarized-milkmen said in Axis & Allies Community Map Files:

      But either way, I think you may be breaking the rules and may get a take down notice.

      Haven’t had a takedown notice in 21 years. <knock on wood>

      I’m wondering if “downloading” means a software download that allows you to download the images. Some of these companies used to use software like that for transferring large files before “the cloud” was more ubiquitous.

      IIRC, a few years back WotC sent me some image assets and I had to download some software to get them.

    • Young GrasshopperY

      A&A out of print?

      News
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      NarvikN

      @simon33:

      Maybe an update of Anniversary Edition? That would be the most popular possibility, I feel.

      I wish, but that is unlikely since Larry said his new game is not A&A. I checked the upcoming games at Hasbro, WOTC and AH, but nothing looks like the game Larry is talking about, so I guess Larry pull this off by himself and not via a big company. Larry also said this game have new features different from A&A. So it must be a new combat system. I figure this game can not be huge like the Global 40, more likely its the same size as Larrys first game, MB classic from 1984, but with LHTR rules that is designed for tournament play. This new game will be like a chess game, very balanced and playable, and with the WWII theme only as a background. It will take like 4 hoers to complete, and not a weekend like the G40. Just my guess

    • Young GrasshopperY

      A&A G40 Map Files - Archive & Library

      Customizations
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      WinterAdlerW

      @Young:

      I’m deep into trying to get my custom card decks released right now, but I will certainly look into it.

      Yeah I use your first card deck without the house roules for my games.  :-D

    • Young GrasshopperY

      Grasshopper's G40 Invitational - Toronto 2017

      Events
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      E

      Is this still a thing? I have a group of 3 who plays A&A once a month some times more.

    • Young GrasshopperY

      G40 order of play change

      House Rules
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      B

      We played Global 40 today (6 player game) with the following turn order.

      Russia non com far east forces
      All Axis go except Italy)
      All allies go except France
      All Axis go
      All Allies go
      Then switch off from then on. 
      All the normal rules applies as to who can can-opener for whom and order of non com etc.

      On the plus side, we found that it did not change the game play or balance which we wanted to avoid.  It was also fun from the standpoint of the whole team being “on” together and “off” together.   
      On the down side, however, it also did not speed up play much.  Of course, we had a couple of new players, and I think it would might have saved significant time with more experienced player.  So, it is something we might do again, but not because it saved all that much time.

    • Young GrasshopperY

      In memory of our members

      General Discussion
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      Young GrasshopperY

      I can’t seem to sticky this thread in this particular forum… would someone who can please sticky it.

    • Young GrasshopperY

      Matthew Good Concert

      General Discussion
      • • • Young Grasshopper
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      Young GrasshopperY

      My buddy and I whom I play tons of A&A with are both huge Matthew Good fans, we went to see a great show by him last night at the Danforth Music Hall in Toronto and I put some footage up on YouTube… Check it out.

      https://www.youtube.com/watch?v=CR9WZJShwvk

    • Young GrasshopperY

      Hero Token

      House Rules
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      Young GrasshopperY

      @Imperious:

      But the total tokens should be equal in quantity between axis and allies.

      Why? The Axis already have the balance advantage.

    • Young GrasshopperY

      Grasshopper's Invitational - House Rule Set

      House Rules
      • • • Young Grasshopper
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      Young GrasshopperY

      GRASSHOPPER’S INVITATIONAL - HOUSE RULE SET

      YouTube video explanation:

      coming soon

      Card deck accessory PDF files available for print:

      coming soon

      Victory Objectives & Victory Tokens

      Once a victory objective is achieved, a victory token will be awarded, the side with the most victory tokens at the end of the day wins the game. Victory tokens are awarded immediately upon completion regardless of when, or how the objective was achieved. Also, a token can never be taken away once earned, and they may never be awarded twice for the same objective. It doesn’t matter which round the game ends, however, a win or a tie can only be declared at the end of a full game round.

      Tournament Rule: On top of any victory tokens earned during each game, teams that win their game outright will receive a free victory token, and teams that finish a game without allowing a victory token will receive a free victory token.
      New Research & Development Rule:

      Research rolls are no longer used to develop breakthroughs, instead, nations are awarded development rolls when victory objectives have been achieved. Once a victory token is gained, the nation with the corresponding (*) instructions listed with each objective will choose a breakthrough chart, and make a free development roll with the resulting breakthrough taking effect immediately (may not effect units already in battle during the turn in which the breakthrough was rolled). Any breakthroughs gained by the UK regardless of which side of the map a token was achieved will effect all UK purchases and all UK units on the board.

      Here is a list of all victory objectives for each side…

      Axis Powers

      London -The Axis control London
      (R&D) *The nation that takes control
      Moscow -The Axis control Moscow
      (R&D) *The nation that takes control
      Calcutta
      -The Axis control Calcutta
      (R&D) *The nation that takes control
      Sydney
      -The Axis control Sydney
      (R&D) *The nation that takes control
      Africa
      -The Axis control Morocco, Algeria, Tunisia, Libya, Tobruk, Alexandria, and Egypt.
      (R&D) *The nation that controls the most
      Pacific -The Axis control 6 victory cities on the Pacific map
      (R&D) *The nation that controls the most Europe
      -The Axis control 7 victory cities on the Europe map
      (R&D) *The nation that controls the most

      Economy
      -All 3 Axis powers have a combined total of 136 IPCs on the income tracker
      (R&D) *The nation that is earning the most
      Allied Powers

      Berlin
      -The Allies control Berlin
      (R&D) *The nation that takes control
      Rome
      -The Allies control Rome
      (R&D) *The nation that takes control

      Tokyo
      -The Allies control Tokyo
      (R&D) *The nation that takes control
      Africa -The Allied powers control all non-neutral territories on the continent of Africa
      (R&D) *The nation that controls the most
      Paris
      -The Allies have liberated Paris
      (R&D) *The nation that takes control
      Philippines
      -The Allies have liberated the Philippines
      (R&D) *The United States

      Asia
      -The Allies control the Burma road as well as Hong Kong and Shanghai
      (R&D) *The United Kingdom

      Pacific
      -There are no Japanese Capital ships on the board
      (R&D) *The United States

      New & Modified Breakthrough Charts

      Modifications to oob breakthroughs are in red italics, Paratroopers have been replaced with Super Carrier Decks, and breakthroughs among the 2 charts have been re-positioned for balance.

      Breakthrough Chart #1

      Heavy Artillery
      All artillery now support up to 2 attacking infantry and/or mech infantry each

      Rockets
      Each operational airbase may launch a rocket at an enemy facility up to 4 spaces away, roll 2 dice per rocket and apply the highest result for damage.

      Jet Fighters
      All fighters now attack at 4 or less, and defend at 2 or less when escorting or intercepting.

      Long-Range Aircraft
      Maximum movement range for all air units is now increased by 1.

      War Bonds
      During the collect income phase, roll 2 dice and collect IPCs in the amount shown on the highest roll. (For UK war bonds, Calcutta will gain IPCs from the lowest roll, London will gain IPCs from the highest roll).

      Blitz Tactics
      Mech infantry now attack at 2 or less if paired with a tank as well as artillery, they may blitz without tanks, and they may tow 1 artillery unit each during the non-combat movement phase.
      Breakthrough Chart #2

      Super Submarines
      All submarines now attack at 3 or less.

      Anti-Aircraft Radar
      All ainti-aircraft fire from AA artillery, or AA guns built into facilities now defend at 2 or less.

      Improved Shipyards
      Battleships, Aircraft Carriers, and Cruisers are now 3 IPCs cheaper, and Destroyers, Submarines, and transports are now 1 IPC cheaper.

      Mass Production
      The mobilization capacity of all production facilities has been increased by 2. Also, you may remove 2 damage markers for the price of 1.

      Super Carrier Decks
      All aircraft carriers may now carry up to 3 fighters and/or tactical bombers each.

      Heavy Bombers
      When attacking during a battle or a SBR, roll 2 dice for each strategic bomber and select the best result.

      New & Modified National Objectives

      Germany (in addition to all original NOs)
      -5 IPCs if an Axis power controls London

      Soviet Union (2 NOs which replaces the original National Prestige NO)
      -5 IPCs if there are no Axis warships in sea zone #125, and the Allies control Archangel as well as London
      -5 IPCs if there are no Allied units on any original Russian territories

      Japan (in addition to all original NOs)
      -5 IPCs if Japan controls all original Chinese territories

      United States (in addition to all original NOs)
      -5 IPCs if the United States are at war with the Axis powers

      UK Europe (in addition to all original NOs)

      5 IPCs if there are no German submarines anywhere on the board other than in the Baltic Sea (sea zones 113-115), the Black Sea (100), and the Caspian Sea (unnumbered).

      New Strategic Bombing Rules

      The +2 damage bonus for each strategic bomber during strategic bombing raids will now be distributed like such…

      +1 Damage - if the strategic bombers rolling for damage have departed from an operational airbase.
      +1 Damage - if the strategic bombers rolling for damage did not encounter an enemy interceptor.

      Player Assignments:

      6 Player Games
      Player 1. Germany
      Player 2. Italy
      Player 3. Japan
      Player 4. Soviet Union / China
      Player 5. United States / ANZAC
      Player 6. United Kingdom / France

      TIME BLOCKS & TIME TOKENS

      GERMANY TIME BLOCK = 10 MIN - 5 TOKENS
      SOVIET UNION TIME BLOCK = 5 MIN - 5 TOKENS
      JAPAN TIME BLOCK = 10 MIN - 5 TOKENS
      UNITED STATES TIME BLOCK = 5 MIN - 5 TOKENS
      CHINA = 5 MIN - 2 TOKENS
      UNITED KINGDOM = 10 MIN - 5 TOKENS
      ITALY = 5 MIN - 5 TOKENS
      ANZAC = 5 MIN - 2 TOKENS
      FRANCE = 5 MIN - 2 TOKENS

    • Young GrasshopperY

      1st Edition Question

      Axis & Allies Global 1940
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      Young GrasshopperY

      Awesome, thanks Krieghund… while you’re here, any chance we can get a brief explanation why this and the London NO for Germany were dropped in 2nd Edition?

      Thanks again.

    • Young GrasshopperY

      MOVED: DK's Hybrid Axis and Allies Map and Rules

      Customizations
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      Young GrasshopperY

      Moved to the House Rules forum as a sticky thread

    • Young GrasshopperY

      Air and Naval base damage

      House Rules
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      baron MünchhausenB

      @SS:

      Ya I agree
      Didn’t mean there was a cap neither just throwing up some numbers

      So how much you need to repair before you can use it ? 4 - 6 ? Down to 3 ?

      If increasing to 8 or 10, I rather keep 3 to make unoperational.
      Thinking about the OOB rules, probably make it 3 and more to be unoperational was due to get Bases fix with only 4 IPCs or less, Minor IC cost 4 or less to be able to produce 1 unit at least.
      Both have similar requirements.

    • Young GrasshopperY

      Grasshopper's G40 Invitational (OLD THREAD)

      Events
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      BravehartB

      Four down…Four to go!

    • Young GrasshopperY

      Why no voting in Customizations?

      Website/Forum Discussion
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      baron MünchhausenB

      @Young:

      Why can’t we give a thumbs up for posts we like in the customizations forum? This is the forum where we like to give the most praise for customizers and we can’t do it the same way other forums allow.

      Real words make people prouder, no?
      Just a + say too little, maybe.
      And any unkind - can be hurting.

    • Young GrasshopperY

      A TERRIFIC VIDEO FOR A&A ENTHUSIASTS

      News
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      Young GrasshopperY

      @Gargantua:

      hands down Anniversary was the greatest stand alone print version of the game ever to released

      100% agree

    • Young GrasshopperY

      Naval Base improvement

      House Rules
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      IchabodI

      @GeneralHandGrenade:

      All it takes is a commitment to attack by Germany.

      Germany buys 2 transports on turn one and 5 on turn 2. Turn 3 they put 16 infantry and 8 tanks plus the air power on London. They will already have that many tanks without having to purchase any so they still have money left over to commit to the eastern border. They take UK’s income and drop the ground units in the east that they didn’t on turn 2 or reinforce London with the transports they already have and infantry they purchase with UK’s money.

      If they don’t get it turn 3 they can hit them again turn 4.� � Every single game.

      GHC, just friendly debate here :) Buying 7 transports is a lot of IPCs in the critical 1st few turns.

      If London has to be hit again on turn 4, I really don’t know how the Axis could win at all. The US will have to be kept of the war through Japan’s turn 3 which means India and ANZAC have enough time to build sufficiently to take care of themselves for a long time. Maybe only China is destroyed during this time, which I believe very critical. The US can fully concentrate on liberating London.

      Yes, GHC, don’t get me wrong. Just saying…I like pulling off Sea Lion, even if I lose the game :)

      It’s fun to sack London! I know how to execute a Sea Lion. I’ve done it successfully in 2 games (taken London a total of 4 times). In the 2 games London was taken, but not successfully, Germany could barely hold Russia back in both of them; planes had to be taken as hits just to get 1 tank on London. In the successful games, Moscow eventually fell, but in all 4 games London was liberated. The US can easily liberate London regardless.

      I agree and already wrote in a previous post that no matter what, London can be taken. Have you ever experienced sacking London against a fully defending UK? If the UK player is able to put 16 infantry on London plus a fighter (UK 1 and UK2). Germany can still take it like you said. But Germany having to drop lots of ground while losing a whole turns worth of purchases is very taxing. The sacked treasury is often barely enough to stabilize and push Russia back. I go for Sea Lion only if everything goes right G1 and then the UK player gets too aggressive. Some people less experienced think a G1 purchase of 1 bomber and 6 infantry signals Barbarossa.

      In the situation you describe, an experienced Russian player is going to get bonuses in Hungary and Romania, maybe Russia gets pushed back to their original borders, but Germany won’t be going much further for a very long time. A smart Russian player will have more tanks on the board than Germany and stacked on E. Poland.

      Therefore I’m arguing that the HR idea of this thread is still not overkill for the Axis or at least in the situation of Sea Lion as you describe. This will mean though that a smart UK player will have to place 6 infantry/1 fighter on London UK1.

      “Germany could spend every penny on executing Sea Lion and still successfully do it, even if the UK is putting everything on London, but at that point it’s too expensive; especially if Germany has to take plane hits to conquer London…”

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