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    Topics created by Young Grasshopper

    • Young GrasshopperY

      New idea for deploying infantry

      House Rules
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      baron MünchhausenB

      France paratrooper can also simulate commandos  along european shore.

      Also, you can identify special infantry or Marines with a Control Marker below the sculp.
      That way, you can increase their cost without having to buy 1914 or 1941 to get different Infantry sculpt.
      I still wonder if a 3 IPCs unit can be a balanced cost for a weaker Marines unit able to move with Cruiser and BB.
      As written elsewhere:

      Marines as simply Marines and nothing more
      Cost 3
      Attack 1-2
      Defense 1
      Move 1

      Sea movement bonus:
      1 Marines unit can be carried on 1 Battleship or 1 Cruiser.
      Transport can load 2 Marines or 1 Marines plus any other 1 ground unit.
      Gets +1A on amphibious assault only.

      No combined arms with Artillery.
      No production limit number.

      That way, 2 Marines for 6 IPCs, A4 D2 on amphibious assault will be better cost ratio than regular Infantry paired with Artillery A4 D4 C7.
      But, in defense, 2 Marines Defense @2 cannot hold the ground as 2 Infantry Defense @4.

      And also 2 Marines being weaker if going inland combat by themselves because of the no pairing bonus with artillery. But they stay on par 1:1 compared to a single Infantry on offense.

      Also, in amphibious assault, Marines will be probably taken amongst first casualties compared to regular infantry because it is the same attack factor than Inf with Artillery (but have a lesser defense factor (very low 1), unless you keep them to move on a Cruiser or BB and want to spare TP to turn back home for new supply on next turn. So, such Marines unit will more often die during debarkment and regular Infantry will last longer, in anticipation of next assault going inland.

      About Infantry moving NCM only with Cruiser or Battleship, it cannot simulate the initiative and offensive role being taken by Marines such as Guadalcanal.
      As far as I understand, Marines were first almost everywhere in PTO while regular army troopers were mopping behind Marines and garrisoning conquered islands. Maybe the exception is Peleliu in Palau islands.

    • Young GrasshopperY

      Raptor's history

      General Discussion
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      Imperious LeaderI

      James will never be a Laker and actually nobody good wants to be a Laker.

    • Young GrasshopperY

      The 5000 Club

      General Discussion
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      Young GrasshopperY

      @Private:

      If I post this YG I will be up to 2622 posts. That’s over half your number of posts. But, sadly, only a tiny fraction of the value you have brought to this forum. Your contribution is widely appreciated.

      Fortunately for my sanity I do not aim so high and am here merely to enjoy myself! Objective achieved!

      Thanks Private P, although I’m sure you can reach 5000 and have fun doing it, however, I have been known to get crazy from time to time.

    • Young GrasshopperY

      Cliffside Bunker House Rules

      Axis & Allies Global 1940
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      Young GrasshopperY

      Hello everyone,

      You can find a complete set of my G40 house rules here…

      http://www.axisandallies.org/forums/index.php?topic=37848.0

      I have locked this thread, so please direct any discussions there.

      Cheers.

    • Young GrasshopperY

      OMG

      Website/Forum Discussion
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      Imperious LeaderI

      We all know you have Kurt Godel to thank.

      Never heard of him, is he your brother?

    • Young GrasshopperY

      Final house rule set for the Cliffside Bunker

      House Rules
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      NarvikN

      @Young:

      @CWO:

      I think Michelangelo (or some other famous artist) once said, “No work of art is ever finished – only abandoned.”

      If I conceive a child, and than a second child a year later… did I abandon my first born?

      8-)

      If your first child is an art of work, then yes ……

    • Young GrasshopperY

      The Cliffside Bunker House Rules

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      Young GrasshopperY

      @Ichabod:

      YG,

      1. Did you update your house rules in this thread (modify your original post), if so, what are the HR’s that are no longer being used?

      2. Heavy Bombers Tech…I think you and your team got the right happy medium there! The classic edit. of 3 dice was over kill. Even 2 dice is overkill. But rolling 2 dice, but only selecting the “1” dice with the best results ensures the concept of the “heavy bombers” tech as an almost more than likely good hit, but still not overkill.

      I’m going to be playing in a table top tournament (42 setup) soon that’s a 3 day event. But for a side table game with no time rush where we can leave the table setup over night…ect, I’d like to try to get a G40 game with your house rules (if I can get people to go along with it). Anything really out of the ordinary that I should expect? Also, are your house rules designed to make it a balanced game, as in no bid for the allies?

      Cheers!
      Ichabod

      Hey Ichabod,

      I decided to unstick the thread with just my ideas, and leave up the thread which have my ideas that our group actually plays with. Here it is… http://www.axisandallies.org/forums/index.php?topic=38351.0

      BTW… the R&D Heavy Bomber rule is an oob rule, and I agree that it’s better than the past editions. In the link I provided, all my changes to R&D breakthroughs are highlighted in red.

      There are many things to talk about when it comes to how my rules change the game… but balance was the main driving force so yes, no bid required. The VOs give clear ways to win the game, the NOs just make sense, and the modified facilities clearly favor the Allies.

      If you are planning a game, you can email me cliffsidebunker@outlook.com and we can find a way to talk over the phone.

    • Young GrasshopperY

      Elite Infantry

      House Rules
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      Young GrasshopperY

      @regularkid:

      not to nitpick, but to maintain consistency with the OOB rules, I would keep it so that sAirbases and Navalbases are considered fully operational if they have 2 or less damage. Making it different amounts of damage for different functions introduces needless complexity. Just my two cents.

      You’re right, why add complexity if not needed…

      **-Cruisers and Battleships may pick up and drop off 1 infantry unit each during the non-combat movement phase only.

      -Operational naval bases may mobilize 1 transport unit each during the mobilize new units phase.

      -Operational airbases may launch 1 infantry unit each into a hostile territory 3 spaces away during the combat movement phase.**

    • Young GrasshopperY

      New files for cards

      Axis & Allies Global 1940
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      Young GrasshopperY

      There are new files available for my custom card deck accessory. They’re strictly oob national objectives, research & development, and reference materials void of all house rule cards.

      You can find them here…

      http://www.axisandallies.org/forums/index.php?topic=37660.0

    • Young GrasshopperY

      Around the clock bombing

      House Rules
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      Young GrasshopperY

      Germany - Major IC,
      West Germany - Major IC, Port, Airbase
      Normandy/Bordeux - Minor IC, Port,
      France - Minor IC, Airbase,
      Southern France - Minor IC, Port,
      Russia - Major IC, Airbase
      Novgorod - Minor IC, Port, Airbase
      Ukraine -  Minor IC,
      Volgograd - Minor IC,
      Japan - Major IC, Port, Airbase
      Kiangsu - Port
      OKINAWA 1 Airbase
      Caroline Islands - Port, Airbase
      Eastern United States - Minor IC, Port, Airbase
      Central United States - Minor IC
      Western United States - Minor IC, Port, Airbase
      Hawaiian Islands -  Port, Airbase
      Midway -  1 Airbase
      Wake Island - Airbase
      Guam - Airbase
      United Kingdom - Major IC (10 Damage), Port (3 Damage), Airbase (3 Damage)
      Scotland -  Airbase
      Iceland - Airbase
      Gibraltar - Port
      Malta -  Airbase (5 Damage) Egypt - Port
      Union of South Africa -  Minor IC, Port
      New Brunswick/Nova Scotia - Port
      Quebec -  Minor IC
      India - Major IC,  Port, Airbase
      Malaya - Port
      Kwangtung -  Port
      Southern Italy -  ??? Port (5 Points of Damage), Airbase
      Northern Italy - Major IC,
      Sicily -  Airbase
      New South Wales - Minor IC, Port
      Queensland - Port, Airbase
      Western Australia -  Airbase
      New Zealand - Minor IC,  Port, Airbase

    • Young GrasshopperY

      Grasshopper's modified National Objectives

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      baron MünchhausenB

      About Pacific islands NO.
      Why not require 3 amongst 4 or 4 amongst 5 Island TTs?
      That way this can be an incentive to fight for one more to get some buffer TT before loosing the NO.

    • Young GrasshopperY

      My modified G40 units

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      baron MünchhausenB

      @Young:

      @Baron:

      @Young:

      Cruisers
      receive 1@1 before each combat round begins to hit attacking and defending air units

      Aircraft Carriers
      receive 1@1 before each combat round begins to hit attacking and defending air units

      Battleships
      receive 2@1 before each combat round begins to hit attacking and defending air units

      Do you realize that these warships are made better at destroying directly planes than planes themselves?

      Sorry… I don’t understand your question.

      According to usual casualty order, when planes will roll a hit in naval combat, the owner usually choose a Submarine or a Destroyer before 10 IPCs Fighters.
      With your suggested rule, CA, CV and BB will take down aircrafts with more regularity than planes’ hit rolled.  To me it seem paradoxical.

    • Young GrasshopperY

      America at War

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      Young GrasshopperY

      @nicbizz:

      YG, what happens after all units have been rolled for, does it just restart over, or is that bonus expended? Like, on turn 7 after a J1 attack for instance.

      I would say yes… the list would reset after all units are taken.

    • Young GrasshopperY

      High Luck: 1940 Global

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      T

      @Transports - I did some test battles.  I think it is better to leave transports on the OOB system where they have to be chosen last.  Otherwise, they will just become meat-shields to protect BB’s (when empty).  Or, they will become too high-value targets when full.

      For my personal playing system and House Rules set, I’m just going to have transports be able to be targeted when a TAC rolls a “1”, otherwise they must still be targeted until last.

      Also, @Baron.  I accidentally hit -1 instead of +1 on one of your posts on this topic thread!  Sorry about that!  It has been corrected.  :-D

    • Young GrasshopperY

      G40 Idea

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      T

      I’ve been considering giving a try to the following in my next game:  (Someone posted this before, not sure who or where though)
      -  Each destroyer can expose and negate the effects of one sub per sea-zone.
      -  Destroyers now cost 6.

      This would encourage the purchase of more destroyers rather than subs in fleets to be used as meat-shields since they also defend at 2.  Subs would be used more exclusively in their traditional roles as convoy raiders and opportunity hits rather than fleet screens as they are with the current rules.

    • Young GrasshopperY

      Questions about varient

      Global War
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      Jinx1527J

      @WILD:

      I agree with you.

      It does seem that the Germans purposely delay the strike on Poland, because they want to use the one time double move on both Poland and France at the same time (messes up the time line IMO). I can see the problem at the French border as well, and circumventing through Switzerland just seems wrong.

      It’s always a risk, if Germany wants to take out both France and Poland in a single turn (6 month time frame), they stretch themselves on both fronts to the point where victory can not be completely assured. But if Germany takes out Poland first without managing to secure France on the same turn, then a U.K who focuses on Army buildup could theoretically throw everything they have into France on its subsequent turn, making it just as hard as the initial German two front attack.

      If Germany takes out France first, Poland becomes controlled by the U.K, they can pull everything into Warsaw with its +1 bonus, fly in air support, build three units there, and that is only T1 (after DOW), the German Forces in France would be out of position to attack until T3(DOW). Of course Germany may have built a spare force by then to attack, but it might not be enough.

      I think Germany must attack on both fronts on its first wartime move, it shouldn’t be hard, but against a skillful Allies player, it could lose you the war if played wrong.

      @WILD:

      Can’t the Germans defeat the Polish w/o using the double move though?

      Yep I think so, Warsaw is only two territories away, into it with a few Tanks, Mechs and a couple Cavalry to absorb hits on the first territory would work fine.
      If I remember the rules correctly, those units can use the second phase of the lightning war to rail some units to the West Front, to participate in a T2W (Turn 2 Wartime) attack into France if the German forces there where just too weak to do the job.
      The issue there that I found, is that the railways go from West Germany to Netherlands to Belgium, there are no railways between West Germany to Belgium, so Germany has to take out Netherlands to get the Polish forces all the way to Belgium. I wanted to avoid this so that the Far East Command couldn’t get the DEI (I really exploited all that I could in my game, several house rules came into play after that).

      So that would have left my German Forces faced off against everything the French had in Picardy, and it was too much of a risk to lose my precious tanks to them. Hence I exploited the Switzerland plan.

      @WILD:

      Maybe the Germans should be able to buy mech and medium tanks a turn earlier?

      Mmm, I just saved my IPP’s for a couple pre-war turns, and then when I was able to purchase my Mech and M-Arm I maxed out my factories producing them for one round, and then in the last pre-war round I built a few more in West Germany to be ready for the Jump Off.

      @WILD:

      Haven’t played enough to come up with a real solution, but maybe expanding the double move?

      It seems to me that the Germans used a blitzing technique more then just one time lol. Maybe allow for another double move or “precursor double move” to be used only on Poland. That way you could take down Poland in say beginning 39, then rail those units to the Western front second half of 39. Then you’re ready to hit the French in 1940.

      Perhaps they could, but I found that the French get strong very quickly.

      I can’t remember what the rules say about it, but was it that the Lightning War allowed for either a Combat move or a Strategic move but not both? As in, the German East Force takes out Poland in phase one, then rails to the west in phase two. The alternative is the German East Force takes out Poland, rails, and joins for a phase two assault on France.
      I think it was the former.

      Either way I like it where its at, it presents a nice challenge and a risk, if the dice are against Germany in its initial French assaults, the war could very well be over before it ever began.

      @WILD:

      I also think that the Swiss should get a blockhouse w/o question to bolster their defense. I also think that the Germans maybe should get an economic incentive for not attacking the Swiss. Say 1 IPCs every round that the Swiss stay neutral starting in 1939, call it a trading partner NO or something.

      That’s actually a fantastic idea, make it not worth the costs of invading. Sort of like the situation with Sweden.
      There is a tiny bit of historical evidence for economic trading.

      @Wikipedia:

      Financial relationships with Nazi Germany
      Switzerland’s trade was blockaded by both the Allies and by the Axis. Each side openly exerted pressure on Switzerland not to trade with the other. Economic cooperation and extension of credit to the Third Reich varied according to the perceived likelihood of invasion, and the availability of other trading partners. Concessions reached their zenith after a crucial rail link through Vichy France was severed in 1942, leaving Switzerland completely surrounded by the Axis. Switzerland relied on trade for half of its food and essentially all of its fuel, but controlled vital trans-alpine rail tunnels between Germany and Italy. Switzerland’s most important exports during the war were precision machine tools, watches, jewel bearings (used in bomb sights), electricity, and dairy products. Until 1936, the Swiss franc was the only remaining major freely convertible currency in the world,[31] and both the Allies and the Germans sold large amounts of gold to the Swiss National Bank. Between 1940 and 1945, the German Reichsbank sold 1.3 billion francs worth of gold to Swiss Banks in exchange for Swiss francs and other foreign currency, which were used to buy strategically important raw materials like tungsten and oil from neutral countries.[26] Hundreds of millions of francs worth of this gold was monetary gold plundered from the central banks of occupied countries. A total of 581,000 francs’ worth of “Melmer” gold taken from Holocaust victims in eastern Europe was sold to Swiss banks.[26] In total, trade between Germany and Switzerland contributed about 0.5% to the German war effort and did not significantly lengthen the war.

      Unfortunately not quite enough evidence I think. Perhaps the bonus would only come into play if the whole of Switzerland is surrounded by Axis and Vichy.
      At the very least, like you say, the Swiss should have a bunker. How do you employ bunker systems? What bonuses do they give?

      @WILD:

      I’m hoping that the 1939 set-up will address these issues. I would imagine that the Germans will be set to squash the Poles on the first (maybe second) turn, then shift focus to France a couple turns later.

      Yeah that would be great! Its better if the Company makes the rules rather then House rules patching things up, it makes it easier to play with random people.

      I personally will still want to play with the 1936 set up, I really like the versatility and the ability to fight out the Sino-Japanese War, sometimes it gets botched up China just keeps getting stronger and Japan has to finally give up taking ground. Or the Spanish Civil War, sometimes the players lend-lease everything into it to win it, other times it stagnates, its a fantastic diversion of resources and the Allied player really takes a secret glee whenever the Comintern and the Axis players lose units in those mountains.

      Also, I should state that in my circle of players, we do have a few major house rules that change the game, so the issues we have may not be the same for other players.
      The biggest one being the Air-force, we didn’t like how the Air-force was always seemed like the most powerful unit in the game, so we majorly tweaked it. Air-force can only roll once per battle, fighters can only hit aircraft in a pre-battle dogfight, and the Air-force generally has become cheaper. Aircraft can also scramble to adjacent territories. We found this works really well. The Air War is vicious and bloody, Boots and Tanks matter more, and it allows more of historical feel to the game. Its great.  :-)

      Anyways! Your suggestion for Switzerland was awesome, I’m going to look into it further, it still might not be enough to stop a Schlieffen via Switzerland, that Nation is worth at least 1 IPP, and it presents Germany with a third option of attack. I think it needs something a little stronger. Like…the Swiss where talking about avalanches and rock slides and locking up the whole nation, perhaps any forces in Switzerland get stuck there for an additional turn?

      At the very least, when moving out of mountains moves should be reduced to one. The current rule is that when crossing into mountains or across a mountain border, move must end. Perhaps by extending this rule so that units must end their turn AFTER leaving a mountain area would prevent an attack on Paris. On thinking about this, it seems so obvious that perhaps its implied in the rules without stating it.

    • Young GrasshopperY

      G40 Resolve combat phase

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      Young GrasshopperY

      There are some benifiets, such as units in their initial group would get a certain attack or defence value, but it would change once they moved to a new group designated for stronger or just different units. For Example: Strategic Bombers would fight air units at a lesser value than land units, and destroyers would fight submarines at a greater value than battleships, cruisers, or carriers.

      There are some disadvantages… like a few defending air units getting killed fast just to have a lot of attacking bombers facing just land units who wouldn’t get the high defence rolls of the defending fighters past the first combat round.

      More thoughts to come… is this a valid path to take? it’s a complete revamp of how battle takes place.

    • Young GrasshopperY

      Grasshopper's G40 Card Deck (with house rule accessories)

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      S

      I don’t see an option to share the deck publicly on there site. I have the images saved. I could upload them or send them to you if you want them.

    • Young GrasshopperY

      Grasshopper's G40 Card Deck

      Customizations
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      Young GrasshopperY

      GRASSHOPPER’S G40 CARD DECK

      Currently under construction

      YG

    • Young GrasshopperY

      Grasshopper's G40 Card Deck

      Customizations
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      L

      Just had your G40 deck from ArtsCow delivered to Wales. They look great and will be very useful for our group as we’ve only played G40 once before and AA50 a handful of times. Thanks for making them available 😊

      I did have one question, what are the numbered naval cards for? I’m assuming it’s either something to do with damage to capital ships or for easier tracking of big fleets but I could be wrong on both counts!

      Cheers

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