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5341  Axis & Allies / House Rules / Re: Imperious Leader Pimps your AA50 game in two pages or less: on: August 29, 2009, 01:10:26 pm
Replace Land Technology #1 with the following:
1. Heavy Tanks. You may now build Heavy Tanks which are 4-4-2-8 units and these can boost up to 2 infantry +1 in attack.

This replaces Improved Artillery Tech with something that is an actual technology.
5342  Other Forums / General Discussion / Giant planet orbits very close to sun on: August 28, 2009, 01:59:35 pm
http://www.skyandtelescope.com/news/55066637.html

This huge planet gets within 1.4 million miles of its sun. Our moon is about 235,000 miles, so figure just 5.5 times the distance of earth to moon, but the tidal bulge of each object should bring it closer not to mention the heat of the star.
5343  Axis & Allies / House Rules / Re: Various house rule pieces ( and where to find them) on: August 28, 2009, 01:44:43 pm
I can tell you they are in AA scale. The U-boat pen is 2 inch long x 1.5 inch wide, the flak tower is smaller, perhaps .5 inch round.

I have panzerpainter making some flak towers. I will post these pictures.
5344  Axis & Allies / Other Axis & Allies Variants / Re: Lets Talk 2 Types of Tanks on: August 28, 2009, 01:42:36 pm
What are trying to say? Increasing the cost does what?, you said it yourself, the 8 will most likely beat the 5.  So you want to handicap this unit more by making it more expensive?  And you want to restrict it even more by limiting build limits?


I like each unit to have some unique ability in AA. To overcome the math of 8 beats 5, you give some flavor to the new unit, but to balance in this case i need to raise the price +1, If you keep it at 4-4-2-8 and include the "roll 1 choose loss" thing its a bit in the other direction. If you feel its now balanced than make your case.  The other thing is 4 is the crossing of the threshold for AA land units because this is D6 system and 4 out of 6 can be exploited by buying about 6 of them and surrounding them with infantry.

Wait: i have a new idea!  Heavy tanks boost the attack of Infantry +1...like artillery, because the gun is a larger caliber. THis is a good rule and i modify it to that:

New rules:

4-4-2-8, and boost 1 matching infantry in attack +1....ok?
5345  Axis & Allies / Axis & Allies Anniversary Edition / Re: IL's Big Map on: August 28, 2009, 01:36:14 pm
Thank you very much!

Please post a picture of your map with the pieces set up next time you play. AA42 is also done and posted ( if your into that game)
5346  Axis & Allies / Other Axis & Allies Variants / Re: Lets Talk 2 Types of Tanks on: August 28, 2009, 11:16:42 am
Quote
cost 8, defends on 4 and otherwise is a just like a normal tank

Id like it to cost 9, be restricted to one build per turn and if it rolls a ONE it can choose its hit to another land target, or it fires first in combat?

If its a 4-4-2-8, then by the math that has been offered it offers nothing because a group of 3-3-2-5 tanks together make it a weaker unit. say 5 heavy tanks vs 8 normal tanks. math says the 8 will win.
5347  Axis & Allies / Other Axis & Allies Variants / Re: Great War 1914-18 on: August 28, 2009, 11:13:48 am
I have no idea because i don't visit that site. Mine should be completely different unless somebody lifted the ideas. For this i had nothing to go on except a very loose interpretation of IMP games :Great War
5348  Axis & Allies / House Rules / Re: Imperious Leader Pimps your AA50 game in two pages or less: on: August 27, 2009, 08:39:48 pm
Imperious Leader Pimps your AA50 game in two pages or less:

Or

“How I stopped worrying about the A-Bomb and love his house rules”
[/u][/b]

This module is designed to incorporate the latest ideas from the upcoming AAE40 and AAP40 games and throw in a few cutting edge house rules that you can get started with straight away. I deliberately kept a KISS policy for the purists.

New Units:
1)   Mechanized Infantry: These are 1-2-2-4 units and receive a +1 bonus with Artillery.

2)   Changes to Tanks and Carriers: Tanks now cost 6 IPC and Aircraft Carriers now take 2 hits to sink and cost 18 IPC.

3)   Fighter-Bomber: These are 3-3-4-11 units. Air Superiority: Fighters matched up with Fighter-bombers increases the fighter- bomber's attack number from 3 to 4. This same aircraft can also be matched up with tanks during land battles and attack at 4. Optional idea: If used in naval battles, this unit can select its hit on the first round.

4)   Fortification Unit: Against invasions these defend only at 2 or less against every land unit in the first combat round after shore bombardment rolls are made. Only one fortification per territory. You can only build these in your originally controlled territories. Against normal land attacks these units boost the defense of all you ground units +1 for the duration of all combat rounds. Fortification units take one hit, can’t be moved, and cannot be captured. These units cost 8 IPC.

5)   Airborne: These are dedicated forces and are 1-2-1-5. All players have ability to drop these units as per OOB AA50 rules. In combat during the first round they attack at 3. They always fire first preemptively in that first round before any other unit. On the second round latter they are like any other infantry.

6)   Ports: These are special installations that protect naval units from naval combat. These cost 8 IPC and can only be built in territories adjacent from either a Major or Minor factory. If an AA gun is in the territory it fires at any attacking planes. Ships sunk while in port can be rebuilt at a cost reduction of 2 IPC per unit. Entering the port costs 1 Movement point, but leaving the port is a free movement allowing the ship to move 2 spaces.

7)   Major and Minor Factories: Major factories can produce 10 units per turn minus any damage they have received. Minor – can build 3 units per turn minus damage. Factories (Industrial Complexes) cannot be built on islands (Japan and Australian exceptions). Major factories cost 30 IPC’s each. Minor factories cost 12. They each have their own AA gun defense systems built in. A minor IC can only be built on a territory with an IPC offering of 2 or more… a major requires 3 or more. Minor factories may not be upgraded to major Factories, However, players may "Scorch Earth" their own factories from Major to Minor to removal as follows:

1) one downgrade per turn if territory is not under attack
2) one downgrade per combat round if territory is under attack

If the factory falls in enemy hands it remains in the most current state at the time of capture, so If the Soviet player wants to downgrade his Karelia factory it will take one turn or he must survive the first round of combat to "Scorch" it.

Cool   Kamikaze planes: The Japanese player can allocate his planes as Kamikaze once he is reduced below his starting IPC level. He selects a naval target and rolls a 3 or less to hit. The selected unit AND the plane are destroyed. This would include any ship that normally takes two hits.

9)   US marines: These are normal infantry, but during sea invasions on small islands, the first round is always attacking at +1 (in addition to other bonus).

10)   Changes to Cruisers: Cruisers now include AA capabilities and up to one cruiser may fire at each attacking plane prior to the start of naval combat hitting at a 1. It also gains ASW capability to negate a subs first strike capability once Radar Technology is gained.

Damaged Warships: Damaged Battleships and Carriers must return to a friendly naval base ( port) when damaged in order to repair, (if they want to be repaired). Damaged carrier's can't land or launch aircraft when in a damaged state.

China: Round up fractions to determine Chinese builds. If Burma is controlled by UK, always add one Infantry to Chinese builds.

Canal/Straights: No axis ships may pass into or out of the Mediterranean unless they control Gibraltar. No Allies ships may enter the Baltic unless the Allies control Both Norway and Northwest Europe at the start of their turn. No ships may enter the Black Sea from the Mediterranean Sea.

Hawaiian special rule: The American player may always build one naval unit or air unit at Hawaii

Italy special rule: The Allies must first invade control Sicily before invading Italy by sea. Sicily and Italy are connected as land territories.

Technology Changes:

Replace Technology #3 with the following:
3. Atomic Weaponry. (You must have Rockets and Heavy Bombers) Heavy Bombers roll 3 dice: 2 reduce IPC in the normal fashion, 1 is permanent reduction in IPC.

Modify Mechanized Infantry Technology as follows:
6. Mechanized Infantry. Each infantry that is matched up with a tank can move two spaces along with the tank.

Starting setup for new units:
Note: All players receive one Port with each major Factory as long as it touches a sea zone. Players can choose where this goes.

Germany:
Blockhouse in Germany
Fighter- Bomber and Minor Factory in France
Mechanized Infantry in Libya

Italy:
Mechanized Infantry in Italy

Japan:
Minor Factory in Manchuria
Replace one Fighter each on all three carriers with Fighter-Bombers
Add one blockhouse to: Okinawa, Caroline Islands, and Iwo Jima

Soviet Union:
Karelia S.S.R. Factory is downgraded to Minor Factory
Blockhouse in Caucasus
Minor Factory in Novosibirsk
Mechanized Infantry and Fighter-Bomber in Moscow

United Kingdom:
Minor factory and Mechanized Infantry in India
Minor factory in Australia
Blockhouse in Gibraltar

United States:
Add Fighter-Bomber with carrier in SZ #44
Add Port in Hawaii

5349  Axis & Allies / Axis & Allies Spring 1942 Edition / Re: A&A'42 new and "refreshed" sculpts on: August 27, 2009, 06:38:14 pm
the morons at WOTC

not morons. CHIMPS. This is the work of Chimps.
5350  Axis & Allies / Axis & Allies Anniversary Edition / Re: IL's Big Map on: August 27, 2009, 02:48:57 pm
Yes and the picture? grin
5351  Axis & Allies / House Rules / Re: Imperious Leader Pimps your AA50 game in two pages or less: on: August 27, 2009, 11:45:42 am
Quote
MB AA is one of the few AA I dont have, and using old peices limits the Italians, who dont have old peices.

Make the Leningrad factory Minor, and add a minor factory in Australia.

Ports.....problem, Gibraltar was just a port...so by your rule it can never be a port?
Ive been thinking of making AA guns = Generic Defenses, It would be...
1. A normal AA gun
2. A port, with AA capibilites
3. A coastal Battery (fortification Unit, modifying your rules slightly)
4. A rocket Launcher site

Add one to Gibraltar, Hawaii. (or instead, perhaps, every power starts with one FREE) They can be built anywhere, can no longer move, and cost 8 on factory spaces, 10 away from factories....i think im going to add this to my house rules soon.

To represent Major/minor factories.........Use 1 factory for Minor, 2 for major.

Ad IL...incresed factory production needs modified, its not adjusted for Major/minor factories. (or..is it?)

The factory ideas are direct from AAE40 AAP40. Many of the rules are. I want to start getting players used to these new ideas by making the AA50 into a micro version of the global AAE/ AAP40 system.

I will have something latter. Tonight is not a Badminton session, so i have time.
5352  Axis & Allies / Axis & Allies Spring 1942 Edition / Re: Cruiser Sculpt Dimensions.. on: August 27, 2009, 11:42:21 am
post a picture and how much does the machine cost?
5353  Axis & Allies / House Rules / Re: Imperious Leader Pimps your AA50 game in two pages or less: on: August 26, 2009, 09:13:41 pm
Quote
Dardinelles Closed?
A Guy on Gibraltar?

i forgot that. I will add it in.

Quote
Remember IL, everyone doesnt have stashes of units to represent new units for all the factions (fighter bombers + mech infantry) thats why im not rooting for them retroactively

Use the AA Milton Bradley edition for these: 1) tanks in MB AA are now mech inf, 2) fighter bombers are now using the fighters from MB AA. Ports are Monopoly houses, Minor factories are Hotels from Monopoly. If you got World War Two the game they have minor factories or you can use Xeno factories.



Quote
Are all starting factories major? Even the ones in Russia? Do any more Spawn at "setup" (~Hint Australia)

I have to fix that so its balanced. working on it.

Paratroopers...great   Goes hand in hand with your Mech infantry argument, its a simple breakthrough [Guys with guns + Parachutes = Paratroops]

Carriers, china, Ports, also great

Quote
A-bomb is a little iffy, that you can just get it sort of accidentily, ive been running through an A-Bomb rule in my brain.....You buy  research tokens specificly for it, but to get the breakthrough, you must roll two dice, each die must exceed the number of researches you have acheived each tech-tree (example: if you have 3 land/economy and 2 air/naval, you have to roll a 3 or less and 2 or less respectively, if you have 4 on both, chances are much better)

I prefer the prerequisite idea because you have to reach it in steps.

Quote
And we have a fundamental difference of opinion on the whole cruiser AA gun topic.....but its interesting at
least

Yes but a cruiser at 12 IPC is not a good deal, In combat its 2 points too high. The AA gun is nice because in ports you get 2 rolls at planes, so ports are protected and i prefer that. I am tired of the axis fleet being sunk straight away or the focus of the allies. I prefer fleets to remain for most of the game and not get to a point where they are wiped out on turns 1-3 and the axis have one less option.

I will make a deployment of these new forces in a day.
5354  Axis & Allies / House Rules / Imperious Leader Pimps your AA50 game in two pages or less: on: August 26, 2009, 02:42:39 pm
Imperious Leader Pimps your AA50 game in two pages or less:

Or

“How I stopped worrying about the A-Bomb and love his house rules”
[/u][/b]

This module is designed to incorporate the latest ideas from the upcoming AAE40 and AAP40 games and throw in a few cutting edge house rules that you can get started with straight away. I deliberately kept a KISS policy for the purists.

New Units:
1)   Mechanized Infantry: These are 1-2-2-4 units and receive a +1 bonus with Artillery.

2)   Changes to Tanks and Carriers: Tanks now cost 6 IPC and Aircraft Carriers now take 2 hits to sink and cost 18 IPC.

3)   Fighter-Bomber: These are 3-3-4-11 units. Air Superiority: Fighters matched up with Fighter-bombers increases the fighter- bomber's attack number from 3 to 4. This same aircraft can also be matched up with tanks during land battles and attack at 4. Optional idea: If used in naval battles, this unit can select its hit on the first round.

4)   Fortification Unit: Against invasions these defend only at 2 or less against every land unit in the first combat round after shore bombardment rolls are made. Only one fortification per territory. You can only build these in your originally controlled territories. Against normal land attacks these units boost the defense of all you ground units +1 for the duration of all combat rounds. Fortification units take one hit, can’t be moved, and cannot be captured. These units cost 8 IPC.

5)   Airborne: These are dedicated forces and are 1-2-1-5. All players have ability to drop these units as per OOB AA50 rules. In combat during the first round they attack at 3. They always fire first preemptively in that first round before any other unit. On the second round latter they are like any other infantry.

6)   Ports: These are special installations that protect naval units from naval combat. These cost 8 IPC and can only be built in territories adjacent from either a Major or Minor factory. If an AA gun is in the territory it fires at any attacking planes. Ships sunk while in port can be rebuilt at a cost reduction of 2 IPC per unit. Entering the port costs 1 Movement point, but leaving the port is a free movement allowing the ship to move 2 spaces.

7)   Major and Minor Factories: Major factories can produce 10 units per turn minus any damage they have received. Minor – can build 3 units per turn minus damage. Factories (Industrial Complexes) cannot be built on islands (Japan and Australian exceptions). Major factories cost 30 IPC’s each. Minor factories cost 12. They each have their own AA gun defense systems built in. A minor IC can only be built on a territory with an IPC offering of 2 or more… a major requires 3 or more. Minor factories may not be upgraded to major Factories, However, players may "Scorch Earth" their own factories from Major to Minor to removal as follows:

1) one downgrade per turn if territory is not under attack
2) one downgrade per combat round if territory is under attack

If the factory falls in enemy hands it remains in the most current state at the time of capture, so If the Soviet player wants to downgrade his Karelia factory it will take one turn or he must survive the first round of combat to "Scorch" it.

Cool   Kamikaze planes: The Japanese player can allocate his planes as Kamikaze once he is reduced below his starting IPC level. He selects a naval target and rolls a 3 or less to hit. The selected unit AND the plane are destroyed. This would include any ship that normally takes two hits.

9)   US marines: These are normal infantry, but during sea invasions on small islands, the first round is always attacking at +1 (in addition to other bonus).

10)   Changes to Cruisers: Cruisers now include AA capabilities and up to one cruiser may fire at each attacking plane prior to the start of naval combat hitting at a 1. It also gains ASW capability to negate a subs first strike capability once Radar Technology is gained.

Damaged Warships: Damaged Battleships and Carriers must return to a friendly naval base ( port) when damaged in order to repair, (if they want to be repaired). Damaged carrier's can't land or launch aircraft when in a damaged state.

China: Round up fractions to determine Chinese builds. If Burma is controlled by UK, always add one Infantry to Chinese builds.

Canal/Straights: No axis ships may pass into or out of the Mediterranean unless they control Gibraltar. No Allies ships may enter the Baltic unless the Allies control Both Norway and Northwest Europe at the start of their turn. No ships may enter the Black Sea from the Mediterranean Sea.

Hawaiian special rule: The American player may always build one naval unit or air unit at Hawaii

Italy special rule: The Allies must first invade control Sicily before invading Italy by sea. Sicily and Italy are connected as land territories.

Technology Changes:

Replace Technology #3 with the following:
3. Atomic Weaponry. (You must have Rockets and Heavy Bombers) Heavy Bombers roll 3 dice: 2 reduce IPC in the normal fashion, 1 is permanent reduction in IPC.

Modify Mechanized Infantry Technology as follows:
6. Mechanized Infantry. Each infantry that is matched up with a tank can move two spaces along with the tank.

Starting setup for new units:
Note: All players receive one Port with each major Factory as long as it touches a sea zone. Players can choose where this goes.

Germany:
Blockhouse in Germany
Fighter- Bomber and Minor Factory in France
Mechanized Infantry in Libya

Italy:
Mechanized Infantry in Italy

Japan:
Minor Factory in Manchuria
Replace one Fighter each on all three carriers with Fighter-Bombers
Add one blockhouse to: Okinawa, Caroline Islands, and Iwo Jima

Soviet Union:
Karelia S.S.R. Factory is downgraded to Minor Factory
Blockhouse in Caucasus
Minor Factory in Novosibirsk
Mechanized Infantry and Fighter-Bomber in Moscow

United Kingdom:
Minor factory and Mechanized Infantry in India
Minor factory in Australia
Blockhouse in Gibraltar

United States:
Add Fighter-Bomber with carrier in SZ #44
Add Port in Hawaii


5355  Axis & Allies / Axis & Allies Europe 1940 / Re: Europe on: August 26, 2009, 02:25:24 pm
yes definatly buy these two. I think this will be better than AA50.
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