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1036  Axis & Allies / Axis & Allies Anniversary Edition / Re: After Action Reports on: December 28, 2008, 08:28:18 am
Title: Operation SeaLion Lite (1941)
Date: December 28th, 2008
Special Rules: Tech + NO
Victor: Axis by Concession playing to 15 victory cities
Game Lenght: 7 turns/ 8 hours
Bias: 2 experienced Axis players against 2 experienced Allied players
Dicription: Germany muddled around in Russia on G1 while building a Crusier, bomber, inf and art. On G2 however they took Lenigrad while sneaking the transport in the med to seas zone 7 which the UK forgot to occupy. one infantry, a tank, 4 fighter and 2 bombers conquered London, but where forced out on UK2 by forces which attacked Norway on UK1. That was definiety the climax of the game, as it dragged on for another five turns. Japan and the US built extremely unnecissary navies which ended up never fighting each other, as the US retreated to the Atalntic in an attmept to quickly deliver a knock out blow to Germany. The Allies plan never really materlized and in their one good batte to take back Lenigrad they got bad dice and it failed. On the final turn the US was not paying attention and although they had built 10+ infantry in the western United States the Japanese Navy supported an amphibius landing which took yet another vicotry city. The allies could have lasted a few more turns, by decided to concede.

Observations: You need to pay attention! the Allies kept getting attacked in ways they did not expect until it was too late. It was really sad when the US homeland was attacked. Also the UK player did not have an excuse for lossing the UK on G2, especially with the the new amphibius assault rules.
This game also shows though you do need secrecey and unexpected attacks in order to win decisivly. other that that, I noticed how hard it was hard for Germany to bring up infantry in order to protect its tanks, I definitly need to work on how to effectly use German and Italy to take out Russia. Techs wasted most peoples money except for Japan, which got Supersubs, Radar, Long range aircraft, and Jet fighters, giving them even more of an advatages against the US.
1037  Axis & Allies / Axis & Allies Anniversary Edition / Re: After Action Reports on: December 28, 2008, 07:54:48 am
Title: British Capture Berlin, Twice (1942)
Date: December 27th, 2008
Special Rules: Tech + NO
Victor: Axis by Concession playing to 13 victory cities
Game length: 5 turns/ 6 hours
Bias: 1 expeirenced Axis player aganist 1 new Allies player
Discription: Japan focused on China while holding off US and sending six aircraft too Eastern Ukraine on J2. Soviet Union massacred Japanese fighters while losing many infantry. Germany massed tanks capturing Lenigrad on G1, Stalingrad on G2, and Moscow of G3.  Britian captured Berlin on UK3. That turn they collocated both Germanies income aswell as the defeated Soveit Union's, combined with their normal income it equalled something like 120 IPCs. Germany took Berlin back with paratroopers they had received the turn before,
but was not able to fortify Germnay so the UK again recived Germanies 70 IPCs. On I4 the Italians captured India and the following turn atempted to attack australia, but some bad dice doomed the attack. German rolled back in to Berlin  and maid sure their homeland would never be taken again. On the fifth turn the US and Japan fought a massive naval battle of the shores of the Phillippines. After the Japanese won the Allies conceded the game.

Observations: I was very pleased with the game. I surprised that such a new player could do so well, taking one of my capitals twice. Moving the six fighters from the pacific too europe is very costly and risky, you lose all that firpower in the pacific and if you get a few bad dice rolls in Europe that could cost you the game. Techs did not really play a big part in the game. The other thing i noticed is that when Japan lossed its firepower to Europe, Italy picked up the slack by taking calcutta and also attempting the capture of Sydney. I was very annoyed when I lost 160 IPCs to Britian, and wondered if their should be a rule, where you can destroy your own IPCs or blowup your capital.


1038  Axis & Allies / Other Axis & Allies Variants / Re: Axis & Allies Anniversary Edition Cold War/Modern Variant on: December 23, 2008, 01:58:30 pm
yah, with three diffrent idealogies competing for contol, that would be cool, but i was going for a game that was a little less black and white

leaders of arab countires are more often allied with western powers than with Islam, Russia and China are not on the best terms either, and in this game i am going to make it possible for Russia and China to have full scale war with each other. Also its not like the US, UK, and France are able to agree on eyerthing either. I think it is best if they are seperate powers.

sure their will still be too sides, NATO, headed by the US, and the Warsaw Pact, headed by the Soveits. but the alliances are not set.
In fact at the start of the game all countries should still be at peace. each power can either buy NATO or WARSAW Pact vicotry points with 10 IPCs, of course doing that lowers the effectiveness of their armies the next turn, and so should only do this when they are not expecting attack

THe US and USSR are the only countries that start out active, If  US/UK/France are attack all of those countries can become active, of course I am going to have diplomacy rolling that can weaken or change the NATO alliance

China, and India are different. You can gain control of them diplomaticly or you can attack them to makes them active. if you attack one, the other becomes contoled by your alliance

The diplomacy thing will be clearer later, I also might make diffrent national objectives for each contry so that when you have more than two players, diplomacy can be represented by people instead of dice rolls.
1039  Other Forums / Other Games / Re: Napoleon In Europe on: December 23, 2008, 06:52:53 am
yah if its over 90 bucks it is probably not worth buying it, but it is a pretty fun game, and with the ctg rules it at the very least feels realistic

IL, have you read the charge the guns rules, it fixes alot of the problems with the original game
1040  Axis & Allies / Other Axis & Allies Variants / Re: Axis & Allies Anniversary Edition Cold War/Modern Variant on: December 22, 2008, 02:27:34 pm
Here are my notes on a AA50 1985 game for who anyone wants to try and makes sense of them
I will try to get a setup and playtest soon, and make a more clear version of the rules
much of it is taken from IL's AARME so he gets most of the credit
i want to combine some units and get rid of others to make it more simple, but its hard becasuce combat in this game should feel diffrent from world war 2

Axis and Allies 1985
Player Sequence
1.   Soviet Union
2.   France
3.   China
4.   United Kingdom
5.   India
6.   United States
USSR receives 30 IPCs to be used as he wishes to save or place additional units. The US gets 20. China gets 20. India 10. France 10. Britain 5
Units            Cost   Move   Attack   Defense   
Insurgents         2   1   0   1      
Regular Infantry         3   1   1   2
Special Forces         5    2   3   2
Mechanized Infantry      4   2   2   2
Towed Artillery         4   2   2   2
MLRS            9   2   5   4
Tank            5   2   3   3
Main Battle Tank      8   2   4   4
Air Transport         8   6   1   1
Fighter Aircraft         10   6   3   3
Ground Attack Aircraft      8   4   4   2
Strategic Bomber      12   10   4   1
Stealth Bomber         15   12   3   2
Carrier            14   2   2   4
Cruiser            12   2   3   3
Destroyer         8   2   2   2
Attack Submarine      6   2   3   1
Ballistic Missile Boat      8   1   2   1
Transport         7   2   0   1   

Strategic Units
Chemical Weapons      5   0   D6
Tactical nukes         8   2   D6
ICBMs            15   20   D6+2
Laser Shield         25   1   -   D6
IC            15
AA            6   1   -   1
Anti-Ballistic missile System   10   2      2
Nuke silos         20   -   -   -

Special
Insurgents: can be built in occupied territories, but only one per territory a turn. Can hide in the occupied territory and cannot be attacked unless the controlling player agrees. They have a first strike of 1 or less and cannot be forced to come out of hiding.
Special Forces: can perform first strikes into other territories and can pick the target. They can also perform these strikes from subs, aircraft carries and air transports
MLRS: supports 2 infantry like artillery
Main Battle Tank: Can only produce 1 per IC. Takes 2 hits to kill
Air transport: can two infantry or another ground unit except for MBT and MLRS
Chemical Weapons: D6 enemy units may not attack this round of combat. Their bust be a friendly artillery, ground attack aircraft, or strategic bomber, for each of the D6 chemical attacks



Tech is just like AA50, cept there are four categories
Ground Tech
Self-Propelled Artillery: May build MLRS. Starts with it: US
Chobham armor: May build Main Battle Tanks Starts with it: US, USSR, UK, France
Special Forces: May build Special Forces: US, UK, USSR star with it

Naval Tech
Cruise Missiles: Cruiser and Destroyers can launch tac nukes:
Navy Seals: Submarine transport elite unit. Starts with it: US
Rapid Deployment Forces: Carries transport elite units. Starts with  it US
Nuclear powered Subs: subs move an additional 2 spaces: starts with it US, France, USSR, UK
Subs nuclear weapons: subs can launch 1 tac nuke. US, France, USSR, UK, China

Aerial Tech
Long Range Aircraft: all aircraft may move two additional spaces
Air Transport: may build air transports Starts with it US and USSR
Ground Attack Aircraft: may build GAA: US, USSR
Stealth Aircraft: may build stealth bomber Starts with it: US

Strategic Tech
Chemical Weapons: may build chemical weapons: US, USSR
Tactical nuclear weapons: may build tactical nukes Starts with it US, France, USSR, UK, China
ICBMs: may build ICBMs Starts with it: Us, USSR
Mobile missile silos: may launch nukes from MLRS
STAR WARS: may build laser shields

Scrambling fighter: fighter get one round of combat with aircraft flying overhead

Oil Centers: rules from AARME

Victory Points
Victory points cost 10 IPCs. Your forces can not be mobilized on a turn you purchase victory. You may not purchase more victory points a turn than victory cities you control. First to 30 victory points wins

Mobilizing Forces
All countries forces start not mobilized. Your forces are only mobilized if last turn you did not purchase any victory points. While demobilized all your forces defend at 1 and have a -1 modifier when they attack

MAD
If your total original territories IPC count is reduced to half you cannot win the game

New Territories
Draw blowup boxes for the new spaces
Germany: Divided into East and West Germany
Trans-Jordan: Divided into Syria and Iraq
India: divided into 3 Indian Territories and one territory for Pakistan
Manchuria:  divided into Manchuria, North Korea and South Korea

Starting Territories
USSR
1941
Plus
 Finland
Czechoslovakia-Hungry
Bulgaria-Romania
Poland
East Germany
Mongolia
French Indo-China
Afghanistan
Syria
Mozambique
Angola
West Indies
Italian East Africa

France
France
Spain
North Western Europe
West Germany
Italy
Balkans
Norway
Turkey
Eire
Iceland
Greenland

UK
United Kingdom
Eastern Canada
Western Canada
Australia
Gibraltar
South Africa
New Zealand
Solomon Inlands
Rhodesia

China
1941
Plus
Kiangu
Manchuria
Kwangtung
Burma
Pakistan

India
3 Indian territories

US
1941
Plus
Formosa
Japan
South Korea
Saudi Arabia
Minus
Brazil
Mexico
Philippines

Other Politics
1041  Axis & Allies / Other Axis & Allies Variants / Re: custom variant under development on: December 20, 2008, 08:15:25 am
cool, that looks awsome,
lots of territories, leaders, railroads!

1042  Axis & Allies / Other Axis & Allies Variants / Re: AAMRE: Axis and Allies Modern Revised Edition on: December 18, 2008, 06:17:35 pm
my idea for chemical warfare was that instead of chemical weapons killing other peice, they would keep ground and airunits from moving/paticipating in combat, but i am not sure exactly

the reason for this is it adds a unit that plays its own role and it is more accuarte, since armies in the 60s armies had protection against chemical weapons, however maintaining that defence would keep units units moving and fighting effieceintly

since it does not seem like you are playtesting this that much i was thinking that a new variant based on AA:50 would get more attention, and if it did not have that many map changes it would be more accesible for people to play test.
1043  Axis & Allies / Other Axis & Allies Variants / Re: AAMRE: Axis and Allies Modern Revised Edition on: December 18, 2008, 05:14:54 pm
so you dont like my take on chemical warfare?

i thaught it would be good to have a unit that didnt just (surprise! surprise!) kill other units

anyways, how much playtesting of this is going on?

dont you think you should have a version of this for AA:50, i think it would more accesible if there was not as much board modification and new units could be represented with a national roundel underneath it
1044  Axis & Allies / Other Axis & Allies Variants / Re: Axis & Allies Anniversary Edition Cold War/Modern Variant on: December 18, 2008, 05:08:57 pm
I have just finished watching Charlie Wilson's War and HBO's House of Saddam, so I was thinking it could be set in the 80's but any post ww2 setting is good

also for a post cold war ( and probalby a cold war game) game we would have to think how alliances would work in this non-bipolar world

1045  Axis & Allies / Other Axis & Allies Variants / Axis & Allies Anniversary Edition Cold War/Modern Variant on: December 18, 2008, 03:28:01 pm
IL made a variant like this for revised, but with A&A 50 i think we can make a better game without changing the map much, plus i dont think anyone played IL's game

I have a lot of idea's for a game like this, and since christmas break(sorry Holiday Break) started today, I have two weeks to playtest stuff

for starters I mainly want to know if their is any interest in this game
and if there is the first thing we would have to decide is the start date
1948? 1950? 1962? 1985? 1989? 1991? 2008? 2020? others?

anyways if no one is interested, i will just start posting my idea's, which will be annoying because this topic will alwasy be the first topic and you will have to scroll down to click on the topics that interest you.
1046  Axis & Allies / Other Axis & Allies Variants / Re: AAMRE: Axis and Allies Modern Revised Edition on: December 18, 2008, 03:04:09 pm
Hey, IL,  I am not sure if your still interested in this project but, you never made the 1985, 1991, and present setups, and I am sure you would want to base them off the AA50 map

anyways, I just had an idea the other day for doing chemical weapons, most armies today have protection against such weapons, but the systems that keep soldeirs safe do inhibt their ability to fight and move

so one way of doing chemical weapons would be for them to target indivdiual units and keep them from fighting or moving that turn, or combat round
1047  Axis & Allies / House Rules / Re: Naval Mines on: December 17, 2008, 06:10:35 pm
ok, i like the first way, i will it in try it in my next game

by the way, why did you not used them in AARHE
1048  Axis & Allies / Axis & Allies Anniversary Edition / Scale on: December 17, 2008, 02:59:03 pm
What is it?

i know with axis and allies it is not very exact
but roughly what do you think each peice represents for each county/front

I know IL posted what he thaught the scale was for revised, but i cant find it, and it is problably diffrent for AA50
1049  Axis & Allies / Axis & Allies Anniversary Edition / Summer 1941 on: December 17, 2008, 02:53:01 pm
Maybe nobody cares but I just wanted to point out in case you did not know the 1941 scenario more resbles the situation of summer 1941 more than spring 1941

the reasons I can pick out are as follows

Italian East Africa was not conquered by the British until April 1941 and at the begining of spring their were still 300,000 Italian soldeirs stationed there.

Yugoslavia and Greece were still neutral in the spring, and were not invaded by the Germans until April, while Crete was not taken until June

The British did not invade Iran until August 1941

Brazil did not join the war until 1943

Russia is usally attacked on the first turn, and if each turn represents 3-4 months, summer makes more sence


I am sure their are other reasons these just seem to be the most obvious
1050  Axis & Allies / House Rules / Naval Mines on: December 17, 2008, 02:34:59 pm
Naval Mines played a very important role in both the pacifiic and atlantic, but I have never read any house rules that add them as a unit or tech.

Does anyone have a system for representing them? or do you think mines are just part of the combat factors of the subs/destroyers/crusiers/transports/aircraft that might lay them?
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