Show Posts
|
|
Pages: 1 2 3 »
|
|
3
|
Axis & Allies / House Rules / Re: Land v Air unit rules
|
on: September 29, 2010, 07:23:49 am
|
I'm tired of seeing infantry take down fighters where in real life this would be impossible.
This game is NOT real life... it's highly abstract, and what it represents is a sustained air-ground campaign to knock out fighting effectivness. Many planes were shot down conducting low-level attacks over occupied France. A modern equivalent is Vietnam - look how many planes were shot down over North Vietnam. In game terms, an infantry peice shooting down a US jet peice... However what Axis and Allies does model well is the econmics of war - so to throw fighters against infantry is uneconomical and foolish. Better to escort bombers to raid industry, which means they can't replace their losses from repeated ground attacks. AND - if the Allies are fighting properly, the Americans and British will knock out German industry - whilst the Soveits batter their ground forces. Later in the game, Germany has to sustain three turns worth of attacks (US, UK and USSR)... wthat will quickly thin out their infantry.
|
|
|
|
|
4
|
Axis & Allies / Axis & Allies Spring 1942 Edition / Re: Axis and Allies 1942 Edition Fact Sheet ( AA42)
|
on: May 10, 2009, 05:36:06 am
|
There are other WW2 games out there- that include the option to attack neutrals. It gets to the point that if you have using too many house rules, you have another type of game... Axis and Allies is not a 'serious' wargame - it's a good fun, solid game with a strong WW2 theme. It's one of my most played WW2 games, but it just seems easier to play another game with all the rules for neutrals, production, occuption, base industry growth, etc etc... I'm waiting for the holy grail of a game that sits between Axis and Allies and A World at War - the Europe Engulfed games are pretty good. They would be worth looking at for some 'house rules'. http://www.gmtgames.com/bleu/main.html
|
|
|
|
|
5
|
Axis & Allies / Other Axis & Allies Variants / Re: Lets talk Trucks!
|
on: May 10, 2009, 05:16:52 am
|
trucks do not move soldiers thousands of miles. lets try to only add new units if it is realistic
Trucks and jeeps were what helped the Soviets win the war... that is exactly what trucks do, move infantry thousands of miles so they don't have to walk - they also move their supplies to maintain rapid advances. The Germans used horses - the Russians and Allies used trucks. TRUCKS were a war winner...
|
|
|
|
|
6
|
Axis & Allies / House Rules / Re: Axis and Allies Guild
|
on: May 10, 2009, 05:14:34 am
|
Basically, it's a debate over whether there should be a "clearinghouse" for A&A House Rules that tests and endorses them for general use.
Ogrebait's position is that too many isolated groups create too many wacky results.
I think you are both right... rules do need testing, and it takes many games to make sure rules maintain a balanced game and don't break it... BUT - the free flow of ideas is a good thing, but rules do need to be tested, and if you fix one thing with a rule, it make break something else in another part of the game.
|
|
|
|
|
7
|
Axis & Allies / House Rules / Re: AARHE: Rule files
|
on: May 10, 2009, 03:47:00 am
|
no they destroy units. This is wrong. Its impossible to destroy an army from a Battleship, but the unit can be reduced in effectiveness and i feel this is a good model. And since the BB can effect units defending in a range of 1-4, while cruisers its 1-3. This gives the BB a new advantage as well.
I like this idea - I don't know if you have played The Napoleonic Wars, Wellington, or Kutuzov by GMT games - but their combat system is one dice per unit - or three dice per ship - and each '6' is a kill, and each '5' is a disrupt - which means in the next round of combat those units don't get to fire. So, the idea that naval bombardment hits 'supress' enemy units is pretty cool - and something I'm going to house rule. I also like where you are going with artillery discussions... do you use them for a preliminary bombardment to 'supress' enemy untits or save them for combat to kill - knowing that killed units fire back, but supressed units (whilst they will survive) will not get to fire - and may be killed by other attacking units. Have no idea how that will work without testing - but there have been some really interesting ideas thrown about on the board.
|
|
|
|
|
8
|
Axis & Allies / Axis & Allies Anniversary Edition / Re: are there national advantages in aa50?
|
on: December 15, 2008, 02:48:24 am
|
I'm very suprised that AA50 does not include a rule for the Japanese/Russia non-aggression pact.
It does - but in a more realistic way. Japan has to go after China and Asia, and the Germans have to go after Russia to get bonus IPCs... So - by default Japan ignores Russia, and Russia is too busy defending against the Axis powers in the west. Of course - as happened, Russia may chose to violate that 'arrangement' - and Japan can chance an East Wind Rain approach... but then if Japan ignores the US, the US builds a mighty force to sweep Asia clean of Japan. I think the new way is better - it gives more freedom to players, and I think playes should be free to follow unhistorical approaches - but that there should be 'historical' consequences for doing so.
|
|
|
|
|
9
|
Axis & Allies / Axis & Allies Anniversary Edition / Re: North-West Europe
|
on: December 15, 2008, 02:45:56 am
|
I really like the idea of no using enemy ICs, I just see these loopholes. Unless you plan on playing where ICs can not be built.
How about you can only place infantry in captured ICs... assuming that heavy weapons, like tanks need your home industry - or home ship yard facilities that take years to build. Those half factories from THE WAR GAME are useful to denote this status... same with newly built ICs - they are only able to place infantry.
|
|
|
|
|
10
|
Axis & Allies / Axis & Allies Anniversary Edition / Re: Do you think Italy has been succesfully modeled in the Game?
|
on: December 15, 2008, 02:39:19 am
|
I think Italy has been done well - it's a very hard country to bring into a game as frankly, they sucked compared to the Germans or Soviets. From a wargame perspective, Italy is usually a liability than an opportunity - so it's difficult to make it an 'equal' partner in a six player game of Axis and Allies. My own view is that Larry has done a great job making them 'fun' to play... is their role in the game historic? No, I think they are somewhat overpowered compared to the other nations - but then, no one would want to play Italy under those circumstances, and you might as well include them with the Axis powers. Given that Axis and Allies is first a game rather than a simulation, I think the inclusion of Italy has worked really well - and I am a sceptic who has been won over. When I mod, I like to try and introduce the history at the higher levels - I took part in a simple wargame, as in the mechanics were about the same level as Axis and Allies - but there were nearly 100 players. ( http://www.jimwallman.org.uk/tlw/index.htm) That way you simulate the reality of missinterpreted orders, bad briefings... I like to try and do this for Axis and Allies, and hope to get 12 people playing in the new year. This way you can have Japanese Army and Japanese Navy and make them argue over strategy. Ditto the US are split into ETO and PTO - that way you don't get such a strong KGF, as the other player wants to follow KJF. There is so much that can be done with Axis and Allies - it's a reall cool base game in that respect, and Italy throws a whole new load of possibilities into the mix.
|
|
|
|
|
11
|
Axis & Allies / Axis & Allies Anniversary Edition / Re: Plastic Playing Pieces
|
on: December 15, 2008, 02:32:20 am
|
The Germans or americans dont need a fighter bomber because they already have stuka and p-38, so its basically 4 plane molds and 6 mech molds. That's what I do with my Stukas and lightnings... although a P51 would be nice!  I guess we all have every single A&A sold to date? This gives us trucks, Stukas, Blockhouses - I've even been using my original AA subs as super subs, and used to use the old battleships as crusiers. From a sales point of view, I would have thought things like Super Subs, Rockets and Jets (which are already in the rules) would have a wider appeal than some of the more specific units - if it comes down to priorities. TT - how many units do you need to sell to break even? I wish I had that kind of cash to spare, otherwise it would be winging its direction to you right now! Are you looking for some pre-orders from the community?
|
|
|
|
|
13
|
Axis & Allies / Axis & Allies Anniversary Edition / Re: Plastic Playing Pieces
|
on: December 12, 2008, 02:03:51 am
|
|
Ok...
STAGE 1.
1) Who knows Larry Harris and can ask who did the sculpts for Axis and Allies and at what scale are they (tanks, infantry, ships, planes?)
2) Who knows Jeff Stein and can ask about his sculpts
3) Who is trustworthy enough - or has the capacity to take and hold credit card payments prior to production - i.e. the 'legal' side of this.
|
|
|
|
|
14
|
Axis & Allies / Axis & Allies Anniversary Edition / Re: Rockets
|
on: December 11, 2008, 04:42:39 pm
|
So, is it intended that ICs can be hit by multiple Rockets each turn as in original AAR? If so, are there any safeguards that I'm overlooking on this to prevent it from being as badly unbalanced as it was in AAR?
I'm not so sure - if Germany has money to throw on research and AA guns, chances are they are already on track to winning the game...? We run a house rule where there are three levels of tech for rockets. Stage 1 is as current rules. Stage 2 is rockets roll two dice Stage 3 is rockets have three dice (this represents that long range one they were working on to hit new york) We basically came up with lots of cool techs to try and get them to waste money on techs as Hilter did - or at least give the Germans this big temptation of war winning wonder weapons. We also use a rule that tech tokens are 5 IPC - but you only keep those that you roll a '5' for, all those that roll 1,2 or 3 are discaded - if you happen to roll two sixes, you keep one token and then roll for it again next turn. So it brings back some of the possibility to waste your money on tech, but also I liked the tech carry over function.
|
|
|
|
|
15
|
Axis & Allies / Axis & Allies Anniversary Edition / Re: Plastic Playing Pieces
|
on: December 11, 2008, 04:24:37 pm
|
There is good community spirit here - Imperious Leader clearly has dedicated a lot of time and effort to his HHRHE and many of you have spent hours making modified figures, house rules, etc etc. Thats AARHE and it was not me but 40 others Well Eisenhower didn't invade Normandy, seveal thousand Allied troops did - it just appeared that you pulled together all the contributions and make maps for people. I credit you as the 'ring-leader' so to speak - if it's not you, then credit to whoever worked to co-ordinate the efforts of everyone. Eitherway - I said it's good community spirit - and sorry for the typo, obvious it's not haxis and hallies! Besides, you and 40 others is even better - you are already working together to make the game what people want. In a way this is closer to the actual wargame companies - I would imagine that the majority of people who buy Axis and Allies dont' frequent these boards, and are quite content with their product, which means it will be hard to shift Avalon Hill very easily. This is why I feel if we can club together and pool resources, we can get the things we want - as I just don't see Avalon Hill rushing in to do this for us. Not becuase I think they are nasty, but because there is a credit crunch and luxery products like games always take a hit before other product lines in the market, and commercially they want a game that appeals to thousands not hundreds. Since the minatures for the game is niche at best - I don't see it being viewed as a sensible decision on a commerical basis, so I expect it will be one or two unique units with each release. Like the block-house in D-Day, crusiers in Guadalcanal... which from a business point of view is a good idea, and has kep the Axis and Allies line going. Frankly I'm thrilled to get the AA50 version. I only ever get to play each game 3 or 4 times by the time the next one comes out - simply because I play so many other games, so I probably get the least money's worth out of us all here! But if we all pool $50 or whatever - probably enough to get some good miniatures made. Better to pre-order up front, then no one person takes liability should everyone decide that they don't want to buy units after they are made. I've ordered the WarGame pieces at $90... and that was just for the Tiger, Maus and Me262. Hell, I'd do that again for B-29s, KV1s - etc. Although I'm assuming your one line put down means you think this idea sucks!  It was just a suggestion based on what other wargames do and an attempt to compliment you on your work here with the community made rules and modifcations.
|
|
|
|
|
|
|