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9288
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Axis & Allies / Other Axis & Allies Variants / Re: AARHE 1939 Map and rule files (latest release)
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on: November 30, 2007, 02:59:51 pm
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its a small PNG.. perhaps you can make a few close ups of Europe and pacific etc.. so people can really see what they will be printing.
for all of you who dont have Illustrator CS2... place the file on disk and take to printers who actually have illustrator... don't allow them to jpeg or PDF the art or it will screw it up. PDF= poor dumb fool who has no real tools and still has the odacity to call himself a printer.
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9290
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Axis & Allies / House Rules / Re: Super Tech Rules
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on: November 29, 2007, 11:44:44 pm
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a few things:
its not sg44 its mp44 unless your using some German identification
what are your proposed values for SS panzers and cruisers?
it will take time to digest.
i also have to say thats alot of complexity especially when nearly everyone of your values changes after X amount of rolls turning into something else. It takes alot of fun out of playing this type of thing.
Its appears you have good knowledge of WW2 weaponry however.
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9292
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Axis & Allies / Other Axis & Allies Variants / Re: AARHE 1939 Map and rule files (latest release)
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on: November 29, 2007, 07:55:26 pm
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i printed out both my file and yours. they are the same, except the top of your file has this unsightly line on top..so its actually perfect, except for this line..its very slight however.
also the 1942 rules scenario is really short. perhaps theirs something left out? perhaps we need to redo the set ups so they are similar to the 1939 scenario and add them?
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9294
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Axis & Allies / Other Axis & Allies Variants / Re: AARHE 1939 Map and rule files (latest release)
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on: November 29, 2007, 05:46:37 pm
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also since this is for the long form use Infantry, Artillery.. it look better than arty and INf
1 4 x inf, 3 x tank, 3 x arty, 1 x fighter 2 4 x inf, 3 x tank, 2 x arty, 1 x fighter 3 3 x inf, 2 x tank, 1 x arty, 1 x fighter 4 3 x inf, 2 x tank, 1 x arty 5 2 x inf, 1 x tank, 1 x arty 6 2 x inf, 1 x tank, 1 x arty
also, the watermark is slightly off. its cut too low on the top and its too faded. the opacity it had last time was really good. ( now its too ghost)
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9295
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Axis & Allies / Player Help / Re: “Published strategies”
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on: November 29, 2007, 03:25:42 pm
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I remember that, didn't he post some crap about the world not deserving his strats, because warmongers were destroying the earth? I think it was something like that. Wasn't it when Bush got elected? Maybe he had a PD forum that went against his politics? I can't remember, I just remember thinking "This dude is cucoo for coco puffs!" yes thats exactly what happened: '''''''' ..
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9297
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Axis & Allies / Other Axis & Allies Variants / Re: AARHE 1939 Map and rule files (latest release)
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on: November 29, 2007, 12:38:53 pm
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yes use outline mode and index each section where applicable by reference to page number in the larger rules so they can get the full explanation.
Each outline will have the page number in ( xxx) after the basic explanation. and a suspect you can use Art, INF, BB, CA..etc instead of the full word. this is after all abbreviated.
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9298
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Axis & Allies / Other Axis & Allies Variants / Re: AARHE 1939 Map and rule files (latest release)
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on: November 28, 2007, 10:28:43 pm
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Quick Start: This short guide allows you to play a game with a few of the most important ideas to get a taste of AARHE. Otherwise you are encouraged to use the actual rules starting on the next page.
Round Sequence Game starts with a USSR turn. Thereafter all Axis players go together followed by all Allies players. Players do turn phases at their own speed but Conduct Combat must be done together.
Turn Sequence“Collect Income” phase is at the end of the turn. Collect your starting level of income during game setup.
“Collect Income” phase Economic damage is applied to income during your next collect income phase. Damage is limited to territory value per game round.
“Purchase Units and Developments” phase Infantry are built in victories cities. You may build infantry at Capital victory cities for 3 IPC each and at non-Capital victory cities for 4 IPC each.
==== what about the 2 IPC infantry?
“Combat Move” phase Air units may use up to 50% of movement points to reach combat zone and up to 50% to retreat in non-combat. Naval units may remain in, but not move into, hostile sea zones without entering combat. UK and US player may not move units into or over original USSR territories.
“Conduct Combat” phase Land units’ hits cannot be allocated on air units. Submarine hits cannot be allocated on submarine or air units. Anti-aircraft fires selectively in of all cycles of combat but rolls one die only. Attacker and defender may retreat at end of combat cycle regardless of the other side’s retreat decision. Attacker declares before defender. Defender may only retreat to adjacent friendly territory or sea zone. You must retreat if you only have air units remaining at the end of combat cycle.
“Non-combat Move” phase Air units that didn’t move in combat move may use up to 50% of movement points to reach a friendly territory or sea zone and then up to 50% to reach the destination. These units gain 2 additional movement points. Bomber may transport 1 infantry, without the extra movement points.
“Mobilize New Units” phase Battleship and aircraft carrier are deployed on next turn after purchase.
i think the bold changes fair better. This quickstart is too "quick" it needs to be like 3-5 pages and explain combat better and ID rolls, and such.. too many thing are left out IMO> and it wont help anybody play it correctly.
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9299
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Axis & Allies / Axis and Allies Revised Edition / Re: A discussion on Germany's National Advantages
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on: November 28, 2007, 10:18:25 pm
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it seems very sad that they can only think of 6 different items for each nation. its like they are saying... I have a brain freeze and i cant conceive of anything beyond six different ideas because i'm lazy and choice is not an option in design.
At a minimum 10 choices would be acceptable, 15 even better, and these NA's should be on cards so players can have exactly whats going on in front of them... that would be 50 cards and sold as an official expansion for AA..
its like these blokes have absolutely no ideas to offer anymore. I understand this thing is a "black watch" production but they are working with Larry and i just don't understand the need to hold back ideas, when at the same time your offering all sorts of ideas with every change of LHTR.
More NA's would mix up strategy and allow it to have new life.. I am tired of the same home study basically stagnating the game and defining it before it even played. Its very limiting IMO
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