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1096
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Axis & Allies / House Rules / Re: Rare house rules
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on: March 08, 2007, 12:06:33 pm
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We also changed how subs react to attack. For that they revert back to the classic rules of 1)submerge, 2) Retreat, 3) engage enemy.
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1097
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Other Forums / Other Games / Re: HALO 3
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on: March 08, 2007, 11:52:29 am
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Yeah,
Thats what all my buddies seemed to think about HALO 2. Having a PC gaming backgroup you would understand this. HALO 2 should have been an expansion pack for HALO 1.
None the less I still want to try HALO 3 when ever they get around to bringing it to us.
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1098
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Other Forums / General Discussion / Re: Land/Sea/Air
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on: March 08, 2007, 11:48:38 am
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Yeah,
You make a good point, but fill in the blanks for our revolution.
US = Revolutionary power, British = SP Out come US won.
Vietnam
US = SP, Vietnam Revolutionary power, outcome Vietnam won.
I don't know as we will ever know what SP VS SP would look like, but the cold war advocates seemed to all think Armageddon would have been the out come.
I think no matter what Revolutionary power will always win its freedom b/c they are at rock bottom and can only move up from there.
The only example I can't think of at the moment would be a revisionary power at work.
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1100
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Axis & Allies / Player Help / Re: attacking Japan from America
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on: March 08, 2007, 11:37:43 am
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The biggest thing in triple A's defense is as far as I know its the only way to post your dice roles w/o taking the other players work for it. (It helps keep honest people honest.)
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1102
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Other Forums / General Discussion / Re: Land/Sea/Air
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on: March 08, 2007, 07:57:51 am
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Hey,
My American Military History Prof. broke world powers into 3 groups Super Powers SP (Like the US today), Revisionary powers REVP(Like Italy today), and lastly Revolutionary powers REP(Like Iraq today).
He then broke it down into formulas to determine who would win in and vs mode:
SP VS REVP = SP wins REVP VS REP = REP wins SP VS REP = REP wins SP VS SP = ARMAGEDDON
For me it sure made foreign policy easy when it came to deploying troops.
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1103
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Axis & Allies / Axis & Allies 2nd Edition / Fav. A&A game
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on: March 08, 2007, 07:45:06 am
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I'm not sure where the best place is to place this poll so I put it close to the top. I haven't tried all these games, but I wanted to buy another one. depending on how this poll goes will determin the next purchase I make. Have Fun! 
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1105
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Other Forums / General Discussion / Re: I'm curious about paganism...
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on: March 08, 2007, 07:32:04 am
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Hey Ncscswitch,
You said earlier that there is a "force." You also said that when you pray its parallel to Catholicism in the way you channel to a specific source or location or maybe a destination.
(bare with me wile I set the back ground of my understanding so we can meet on middle ground)
My religious background (Mormon) learned that there is a force and it can be channeled to perform tasks if you will. There are powers out in the cosmos that are better at it then we are (God & Satan) but all living things can contribute to this force.
I guess what I'm saying is as a mortal human we can't make things happen like *poof* but if we receive the endorsement of a higher power (for Mormons God) we can direct this force. For example I as a mortal can't flood a valley if I wanted to but God could. I would have do go about it by lets say rerouting a river to fill the valley, and dam the exits.
In the end I accomplished the same task but on my lower plane I needed to go about it diffrent. Is this how you view the world?
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1110
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Axis & Allies / House Rules / Re: Rare house rules
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on: March 08, 2007, 06:16:15 am
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AXIS & ALLIES REVISED EDITION: RULE AMENDMENT
I follow all the OOB rules with the addendum that follows:
• Battleships (BB) use two dice when attacking (like Bombers).The reason for this rule is Destroyers are for the most part like BB’s in every way but cost. If you’re going to shell out the extra IPC’s I think you should get your moneys worth.
• BB’s can take two hits and after combat is complete BB’s heal back to two hits. When the BB gets one hit you place it on its side to acknowledge the first hit. After all rounds of combat have been completed and the battleship is still alive it repairs it self and can be placed on upright again ready to take two hits again.
• Infantry (INF) can spawn in any territory, with these conditions. INF placement can not to exceed the IPC value of that territory. INF can only be placed in territories that the placing nation controlled at the beginning of the game. The reason here is Militia groups can form any where. I also think that the IPC index has a pretty good layout for the populated areas. For example Russia can produce more INF than say the Soviet Far East.
• Invading a neutral country costs 3 IPC’s and will continue to cost 3 IPC’s at the beginning of every turn you control this territory. The IPC’s will be taken at the initial placement of troops. You will not have to pay again until the following turn begins, during the purchase units phase (NO IOU’s) This is to simulate, the resistance movement you would be creating by you unwanted occupation.
• NEW UNIT: Duce and half’s. COST 4 IPC / MOVE 2 / ATTACK none / DEFENSE 1 / CARRING CAPACITY. 1 artillery or 1 INF (not both) Duce and half’s move with the same rules as transports with the exception they move on land not on sea. During the war they were used to move troops and equipment to keep up with Armor units. We felt it only fair to limit capacity to half of a transports given the size ratio between the two.
• National discounted units. Each nation has 1 predetermined unit that gets discounted only for that nation: Russia: buy 8 INF get 2 free Germany: buy 6 tanks get 2 free UK: buy 3 bombers get 1 free Japan: buy 3 fighters get 1 free US: buy 4 artillery get 1 free • Home land security bonus: At the end of a nations turn if they hold all their original territories add 5 IPC’s to their collected income pile. I know this rule reeks of risk rules but we thought we would give it a try.
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