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    Topics created by Young Grasshopper

    • Young GrasshopperY

      The Spanish Beachhead: American Strategy

      Axis & Allies Global 1940
      • • • Young Grasshopper
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      T

      Well, he could blow up Russia, THEN blow up Turkey at his leisure, but its more obvious for Germany just to take his 4 factories north of you and his 4 objectives and pour units into your last bastion.

      I’m not a fan of KGF (at all or anymore), it does nothing to slow Germany down, reduce its income, or tie up more than 1-2 turns of troops.    Pouring all your resources into the Atlantic US1-4 is a recipe for getting VCd in the Pacific or, barring that, an overwhelming Japan that backdoors Persia and Russia.  Add to that handing 3-4 neutrals to the Axis that they can use to bulk their troop stacks, and its a more difficult…perhaps tenable KGF plan, not sure.

      Even if Germany is totally snoozing in France, he has to be totally asleep to miss the USA buildup, still his mobile units can travel through Normandy or S-France without blitzing and blow up whatever lands…the geometry of Europe is far too favorable to the Axis (all defense areas are 2 spaces from build areas).

    • Young GrasshopperY

      War Plan Orange

      Axis & Allies Global 1940
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      Charles de GaulleC

      @ShadowHAwk:

      @Charles:

      Ok, so a while ago Italy became upsetting for me after Taranto…now Japan is upsetting me.  I tried this strategy as the US and succeeded. My opponents got wise. Now whenever I play as Japan I get mowed over by this strategy :cry:  now we need a “How to beat Plan Orange” guide.  Seriously.

      P.S. The key to this strategy as the U.S. is to simply place a submarine or more in each Japanese convoy zone (in a standard game there will be 10); just work out the details of getting there and Japan is going to be losing ground in Asia very soon because they either have to build a ton of destroyers, or build a few destroyers(only taking out your subs in big zones like 6 and 19), or totally ignore which is admitting defeat. Good luck Japan.

      Maby play the standard 2nd edition rules without a bid so the allies need to devide their attention a bit more.
      Good to see that the allies are becomming better at dealing with the axis.

      But I never use bids!
      @simon33:

      @Charles:

      Ok, so a while ago Italy became upsetting for me after Taranto…now Japan is upsetting me.  I tried this strategy as the US and succeeded. My opponents got wise. Now whenever I play as Japan I get mowed over by this strategy :cry:  now we need a “How to beat Plan Orange” guide.  Seriously.

      Here’s what I might try:

      Take Guam.
      Base one DD + scrambling fighters off Philippines, Guam and Japan. That only leaves two holes for the Asian coast, SZ18 + SZ36. The latter is a long way around for the US to go. Basing a fleet in SZ18 can plug the other hole. You need to pick off the UK and/or ANZACs if they come through the bottom though.

      The above won’t work if Japan is already being pushed back significantly.

      If I’m the U.S. and Japan does this, first thing I’m going to do is say “Yay! My subs forced 3 destroyers and 9 fighters to sit around and do nothing!” Now that’s before I even get a chance to counter it…

    • Young GrasshopperY

      Game Report

      Axis & Allies Global 1940
      • • • Young Grasshopper
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      Tamer of BeastsT

      I wish I could play like that! :)

    • Young GrasshopperY

      Buying and using submarines

      Axis & Allies Global 1940
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      T

      @weddingsinger All I was trying to say is that parking your US fleet in SZ 6 is a recipe for disaster, when it can be in every space around SZ 6 and be much safer. You can however, park as many subs there as you want because 1) once you control that area, you can screen out destroyers who could come 2) he cant build ships in SZ 6 unless you threaten that build, so any destroyers that are built can be blown up before Japan’s next turn 3) the subs can’t be hit by either kamis or planes, whereas your surface fleet can usually be mopped up by Japan’s abundant air force returning home plus some kamis on the carriers to defeat the air support

    • Young GrasshopperY

      Plastic piece trays

      Customizations
      • • • Young Grasshopper
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      Young GrasshopperY

      @Wolfshanze:

      They look fine, but that’s an English website… you couldn’t find something like that closer to home?  Surely there has to be plastic bins like that offered in Canada or the US?

      Just did a google images search on plastic containers one day and found it, I didn’t really look that hard for other options.

    • Young GrasshopperY

      G40 free for all idea

      House Rules
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      Young GrasshopperY

      How many players do you have? 3,4,5,6?

      -Each player chooses a color and takes those units, roundels and tray.

      -Everyone then rolls a die to determine order of play with highest going first etc…

      -The first player to act will place a roundel on any territory or sea zone knowing that the G40 starting units for that space will belong to his faction.

      -A player may choose any territory or sea zone in their turn during this process, and this will continue until all territories and sea zones with a G40 starting unit are claimed.

      -Once all are claimed, each player will setup the board according to the G40 starting setup for the territories and sea zones they control.

      -During their collect income phase including starting income, players will receive 5 IPCs per territory they control, and 2 IPCs per sea zone in which they have at least 1 sea unit.

      -During the place new units phase, every controlled territory will be considered as having 1 minor IC on it.

      -Once all players have placed all their units on the board according to the G40 starting setup and the territories and sea zones each player controls, they must place 4 factories each on 4 different territories they control.

      -These factories must be spaced 1 per map board, meaning 1 on any territory you control on each of the four boards dividing the map. If you have no territory on the last Pacific board for example, you may place your factory on any territory you control regardless of location.

      -These factories act as flags, if you capture 1 flag from each of your opponents… you have won the game.

      -All other aspects of A&A G40 combat and turn sequence still apply.

      Looking to try something different at the FMGCON this year, any thoughts on this idea?

      Thanks �
      �

    • Young GrasshopperY

      New naval base defence ability

      House Rules
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      T

      Also,  I’ve been toying with the idea to allow a player to build MULTIPLE Naval Bases / Sea Defense Fortifications in the same territory.

      This would hence compound their effects.  So lets say in Gibraltar, 2 or even 3 NBs could be stacked.  This would allow the defender to make rolls for each operational base.  Defender could apply damage from bombing raids as desired among the bases present.

      Any thoughts regarding this?

    • Young GrasshopperY

      Shore Bombardments

      House Rules
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      NarvikN

      IMHO shore bombardment are way too strong even with the OOB rules. In the real war shelling from warships would never inflict any significant damage on land units, they would just soften the beach defense before the landings. But in one case, shelling from a battleship outside Normandy did in fact flip a Tiger tank that was two miles in land, but this rare incident do not justify a common A&A rule to let shelling from light cruisers ruin great million men strong armies that are dug in far away from any beach. This rule is more for fun, not historical accuracy

    • Young GrasshopperY

      AA capabilities for big ships

      House Rules
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      baron MünchhausenB

      @Ichabod:

      Baron,
      Good point. So also let fighters hit other planes EVERY time they roll a 1 during a battle.

      To Wild Bill and Ichabod,
      Not so long ago I put this on one of my thread, with Word file Doc to print a summary of a full roster with many HRs, as player’s help :

      FIGHTER A3 D4 M4, SBR A2 D2 Cost 8
      Air combat unit, Fighter as an Air Superiority aircraft: All “1” and “2” rolls are allocated to aircraft units first, if any available, then AAA, and finally other kind of units (owner’s choice).
      Fighter as part of an extended Air Defense System:
      1942.2, 1 Fg can scramble from an Air Base/Victory City.
      SBR/TcBR Attack @2, Defend @2.

      Can hit unsubmerged submarines without Anti-Sub Vessel.

      TACTICAL BOMBER A4 D3 M4 Cost 10
      All “1” rolls are allocated to any aircraft OR ground units of your choice,
      All “2” rolls are allocated to any ground units of your choice.
      This can makes for Tactical Bomber as a “Dive Bomber” and “Tank Buster”:

      1942.2, 1 TcB can scramble from an Air Base/Victory City.

      SBR/TcBR Attack @1 first strike,
      TcBR damage: 1D6.

      Can hit unsubmerged submarines without Anti-Sub Vessel.

    • Young GrasshopperY

      New Battleship Ability

      House Rules
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      NarvikN

      @Baron:

      @Narvik:

      ….in that case I will choose loadet Trannies…

      You may just say that BB and CA can only target surface warships, this excludes TPs and Subs.

      Yes, of course you can, and this will model the WWI battleships duel in a beautiful way, but the problem is that on a complex A&A Battleboard with land based Bombers, carrier fighters and Tacs, surface warships and submarines, all different types of units that would never face each other in the real war, need to be resolved in a hurry because after 20 hours of gaming your buddies need to go to work tomorrow or your wife is angry or something, or in worst case, you are out of mountain dew or something. And the Battleship on Battleship duel is not the only issue here, do remember that surface warships can only hit aircrafts on a roll of 1. And Submarines should no way be taken as fodder in a naval battle like this, since they were not designed for this but to raid unarmed Trannies and Convoys.

    • Young GrasshopperY

      Naval Base Protection

      House Rules
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      Tamer of BeastsT

      This sounds like an interesting idea, but why just BBs and cruisers?

    • Young GrasshopperY

      Cruiser and Battleship Upgrades

      House Rules
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      baron MünchhausenB

      @Young:

      Well, I tried… really wish I could create a mechanic that will boost both naval bases as well as cruisers and battleships. Seems like AA capabilities is the only accurate solution but I doubt I would ever want that considering how much it changes the odds of opening strategies.

      YG, you should make a list of potential SZ affected by opening round strategy.

      You can have a special first turn suspended rule, such as no AA gun for BB or CA in first round.
      On second round, additional rule start.

    • Young GrasshopperY

      New Production Facilities

      House Rules
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      Imperious LeaderI

      Not convinced.

      Rather Tankograd in URALS should be represented  ( large IC). Possibly as second choice a small IC in Archangel (wherever Murmansk is on the map)

    • Young GrasshopperY

      1940 Global custom map files

      Customizations
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      Young GrasshopperY

      This sticky thread has been replaced by… http://www.axisandallies.org/forums/index.php?topic=39633.0

    • Young GrasshopperY

      Grasshopper's Cards now available at Artscow

      Axis & Allies Global 1940
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      Young GrasshopperY

      A video review has been added…

      https://www.youtube.com/watch?v=pNjEQzW4On8

    • Young GrasshopperY

      Grasshopper's G40 Card Deck (video added)

      Axis & Allies Global 1940
      • • • Young Grasshopper
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      J

      @Young:

      GRASSHOPPER’S G40 CARD DECK

      YouTube video review…

      https://www.youtube.com/watch?v=pNjEQzW4On8

      Hello everyone,

      I would like to share with you my card deck customization in hopes that it improves your G40 gaming experience. It’s a professionally made deck of 54 cards which are now available through artscow and can be accessed by clicking the following link…

      http://www.artscow.com/gallery/playing-cards/grasshopper-n15lei8zzj4y

      It includes all 37 oob national objectives, all 12 oob research & development breakthroughs, 2 reference info cards, and 3 blowup space cards for large fleets.

      Cheers,

      YG

      All,

      Is this deck the original rules for A&A Global 1940?

      It looks really cool but I don’t want to order something that is a variant.

      Also, do you suggest 1 deck per power so people can peruse during the games.

      Thx
      jonpfl

    • Young GrasshopperY

      The importance of victory cities

      House Rules
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      Black_ElkB

      Ps. I would submit that there is already a relative scale of forces represented in the OOB starting unit distribution, such that 1 inf in one territory (or one region of the map) doesn’t necessarily equate to 1 inf in another territory (somewhere else on the map) in terms of how many actual men that sculpt is supposed to represent.

      The game is intentionally vague about this stuff, and if you try to force a one-size-fits-all analogy onto every sculpt on the board, such that 1 sculpt = X number of actual historical forces, the game immediately breaks down with a number of wild inconsistencies all over the place.

      This is not just the case for infantry, but for all unit types. A fighter sculpt in Russia or Germany might represent thousands of more individual aircraft than one in China would. Likewise a starting ship in one part of the world might represent a force that is much larger than a starting ship in some other part of the world. Even Ipcs on the map are like this, where the value of one territory tile vs another, can only be really be understood/accepted as anything even remotely accurate if you evaluate it in relative terms on a more localized scale.

      For the purposes of a historical gameplay narrative, 1 infantry unit on the map represents whatever it needs to, for the game to make sense. And we are basically already suspending disbelief, when we accept the OOB set up. This rule would just build on that by adding the 1 inf per VC thing into the equation, leaving the player free to imagine that the unit scales in whatever way makes the most sense for a given VC.

    • Young GrasshopperY

      Increasing convoy disruptions

      House Rules
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      baron MünchhausenB

      I really  like having some feedback.
      :-)

    • Young GrasshopperY

      Adding value to naval bases

      House Rules
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      LHoffmanL

      @Tamer:

      I like your original idea, but what about carriers?  They were the most important ships to keep afloat during the war, and a great deal of repair was done for them as well.

      I do not recall any instance off-hand during the war in which a carrier was re-floated after having been sunk and then returned to active service.

      The Amagi and Graf Zeppelin were both sunk and re-floated, but neither saw active service during the war and Graf Zeppelin wasn’t even complete.

      The re-floating idea is kind of cool, but it may need to be reduced somehow to make it a more rare occurrence. As Marc said, it was a long and expensive process and not every ship that was sunk qualified for such a salvage operation. Unfortunately with A&A, we do not have the granularity in gameplay to determine how badly ships are damaged.

      I suppose that you could modify the rule so that after combat you need to roll for each ship lost to determine IF it can be salvaged. Say you need a 2 or less to float a given ship. If you roll that, then you can decide to pay half to re-float.

      It complicates things, but definitely makes it so you can’t just regenerate 2 battleships and 3 cruisers if you want.

      I will offer another limitation that sounds logical to me, but you can consider:

      Ships may only be raised on the following turn and to do so, there may not be any hostile warships in the sea zone where the ships were sunk. This implies that any ships not raised the following turn will be lost forever, as you said, and that the territory with your naval base cannot be taken by the enemy in that time.

      Example:    Gibraltar is amphib assaulted by Italy. All UK warships are destroyed. Italy has no warships present in sea zone, only transports. Italy takes Gibraltar. US player lands and liberates Gibraltar on their turn, returning it to UK control. The UK player cannot then re-float ships lost in previous turn combat with Italy because they did not retain full control of Gibraltar.

      Somewhat complicated perhaps, but I think some of these limitations need to be placed, otherwise I see this as being a huge advantage for the Axis. Germany and Italy in particular, because they tend to hole up their navies in home water areas and can potentially get double the naval power at half the cost. It will further incentivize them to stock up and stay in port knowing they can effectively respawn capital ships on the cheap. An element of chance and tactical consideration should be added so that it isn’t just automatic.

    • Young GrasshopperY

      New & Modified G40 Production facilities

      House Rules
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      NarvikN

      @Black_Elk:

      Japan’s starting IC violates the island prohibition, even in the OOB game, which always struck me as inconsistent.

      Japan is not an island, its a continent like Europe, Africa, Greenland or Australia.

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