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    zawodowiec777

    @zawodowiec777

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    Best posts made by zawodowiec777

    • RE: Technology tree

      Its my proposal tech which I make.

      Tech land

      1. Paratroopers - standard
      2. AMI - Mechnized Infantry atack value +1 and may blitz
      3. Tank destroyes - when tank roll 1 you may choose enemy tank to destroy
      4. Prepared defense - in first round of attack artillery defends +1, in origininal territory and amphibius assalut all rounds
      5. Anti-tank weapons - For each 2 tanks, your infantry defends +2
      6. Heavy tanks - tank roll on attack +1 and defense +1
      7. Better armor - for each tank in first cyckle of combat one unit doesnt have a defend roll
      8. Assalut rifles - MI and Infantry atak +1 and defence +1
      9. Bunkers - reroll defence for infantry
      10. Advanced artillery - Your artillery can support up to 2 infantry or Mech infantry in an Attack.
      11. Panzer Assalut - If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving tanks in the attack may move 1 territory during the noncombat move phase that turn.

      Naval tech

      1. Crusier ASW - crusier like a destroyer
      2. AAA for ships - AAA strike on ship
      3. Super Sub - standard
      4. Destroyer borbarment - destroyers can make a shore bombardment
      5. Super Battelship - attack 5 defence 5 cost 22 IPC
      6. Heavy Carriers - carrier can take3 planes
      7. Armored carriers - carrier have 3 hits to destroy
      8. Atomic reactor - capital ship move +1, repair out od naval base
      9. Immproved Naval bases - +1 move for all naval units
      10. Improved Transport - +1 capacility
      11. Save convoys - when attacking convoy defence is 1 destoryer and crusier

      Air tech

      1. Drop fuel tanks - fighter when escorting + 2 move for fighters
      2. LRA - paratropers +1 move, all air units +1 move
      3. Rockets - standard
      4. Advance dive bombers - when roll 1 you chose unit to destroy
      5. Heavy bombers - standard
      6. Jet power- standard
      7. Airborne rockets - tactical bombers attack +1
      8. Guided missiles - when rolls of 1 in fighters you can chose air unit to destroy
      9. Armored bombers - strategic bomber defence +1 only AAA hits 1
      10. Improved Air bases - +1 move for air units
      11. Carpet bombing - two attacks in tactical and strategic

      Eco Tech

      1. War bonds - standard
      2. Radar - standard
      3. Fift column - you may choose neutral country once per tur, and try to make coup on roll 1. If succeeded country becaome pro to your allience country
      4. Atomic bomb - you can do atomic bomb
      5. Grants - reroll resarch
      6. Mass production - third unit for half price
      7. Undergrund facilites - 2 hits for one hit point
      8. Improve shipyards -standard
        10.Code Breakers - Roll to see which code was broken:
        Allied Code Broken: 1-2 Russian/France, 3-4 British/Anzac, 5-6 USA/China
        Axis Code Broken: 1-2 Japanese, 3-4 Italian, 5-6 German
        defence +1
      9. Poison Gas cost 7 IPC roll how many ground unit cannot defence
      10. Mobilization - reduce cost by 1
      posted in House Rules
      Z
      zawodowiec777
    • RE: Axis & Brollies : Action Cards and Event Cards

      Where can I get link to the Event and Action Cards ?

      posted in Customizations
      Z
      zawodowiec777

    Latest posts made by zawodowiec777

    • RE: Technology tree

      Its my proposal tech which I make.

      Tech land

      1. Paratroopers - standard
      2. AMI - Mechnized Infantry atack value +1 and may blitz
      3. Tank destroyes - when tank roll 1 you may choose enemy tank to destroy
      4. Prepared defense - in first round of attack artillery defends +1, in origininal territory and amphibius assalut all rounds
      5. Anti-tank weapons - For each 2 tanks, your infantry defends +2
      6. Heavy tanks - tank roll on attack +1 and defense +1
      7. Better armor - for each tank in first cyckle of combat one unit doesnt have a defend roll
      8. Assalut rifles - MI and Infantry atak +1 and defence +1
      9. Bunkers - reroll defence for infantry
      10. Advanced artillery - Your artillery can support up to 2 infantry or Mech infantry in an Attack.
      11. Panzer Assalut - If your attacking forces destroy all defending units in a territory in one cycle of combat, any of your surviving tanks in the attack may move 1 territory during the noncombat move phase that turn.

      Naval tech

      1. Crusier ASW - crusier like a destroyer
      2. AAA for ships - AAA strike on ship
      3. Super Sub - standard
      4. Destroyer borbarment - destroyers can make a shore bombardment
      5. Super Battelship - attack 5 defence 5 cost 22 IPC
      6. Heavy Carriers - carrier can take3 planes
      7. Armored carriers - carrier have 3 hits to destroy
      8. Atomic reactor - capital ship move +1, repair out od naval base
      9. Immproved Naval bases - +1 move for all naval units
      10. Improved Transport - +1 capacility
      11. Save convoys - when attacking convoy defence is 1 destoryer and crusier

      Air tech

      1. Drop fuel tanks - fighter when escorting + 2 move for fighters
      2. LRA - paratropers +1 move, all air units +1 move
      3. Rockets - standard
      4. Advance dive bombers - when roll 1 you chose unit to destroy
      5. Heavy bombers - standard
      6. Jet power- standard
      7. Airborne rockets - tactical bombers attack +1
      8. Guided missiles - when rolls of 1 in fighters you can chose air unit to destroy
      9. Armored bombers - strategic bomber defence +1 only AAA hits 1
      10. Improved Air bases - +1 move for air units
      11. Carpet bombing - two attacks in tactical and strategic

      Eco Tech

      1. War bonds - standard
      2. Radar - standard
      3. Fift column - you may choose neutral country once per tur, and try to make coup on roll 1. If succeeded country becaome pro to your allience country
      4. Atomic bomb - you can do atomic bomb
      5. Grants - reroll resarch
      6. Mass production - third unit for half price
      7. Undergrund facilites - 2 hits for one hit point
      8. Improve shipyards -standard
        10.Code Breakers - Roll to see which code was broken:
        Allied Code Broken: 1-2 Russian/France, 3-4 British/Anzac, 5-6 USA/China
        Axis Code Broken: 1-2 Japanese, 3-4 Italian, 5-6 German
        defence +1
      9. Poison Gas cost 7 IPC roll how many ground unit cannot defence
      10. Mobilization - reduce cost by 1
      posted in House Rules
      Z
      zawodowiec777
    • RE: Technology tree

      About A&A global 1940 and Global War 1936

      posted in House Rules
      Z
      zawodowiec777
    • Technology tree

      Hi all.
      Has anybody have a house rule technology tree?
      I trying to build that tree. Any suggestions ?

      posted in House Rules
      Z
      zawodowiec777
    • RE: Looking for event card system

      A&A 1940 Global

      posted in House Rules
      Z
      zawodowiec777
    • Looking for event card system

      I am looking for good event card system. Can someone help ?

      posted in House Rules
      Z
      zawodowiec777
    • RE: Event Cards - Weather, Tech, Tactical, etc.

      Can I get your mechanics ?

      posted in House Rules
      Z
      zawodowiec777
    • RE: Axis & Brollies : Action Cards and Event Cards

      Where can I get link to the Event and Action Cards ?

      posted in Customizations
      Z
      zawodowiec777