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Author Topic: Cards for Axis and Allies 1940  (Read 4878 times)
dannyboy2016
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« Reply #60 on: February 09, 2012, 12:27:29 am »
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Only one doctrine of any type at a time.
So by choosing one of those land doctrines, say, Germany will be giving up opportunities to utilize say a wolfpack doctrine.
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Ghost One
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« Reply #61 on: February 09, 2012, 06:51:40 pm »
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Nice  grin i like that only one doctrine at a time, not one at a time for land air and sea at the same time. it will make long term goals more important and more of a concern. but when i asked i meant will there be only one doctrine for land air and sea doctrine to choose from for each country?
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dannyboy2016
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« Reply #62 on: February 09, 2012, 08:48:08 pm »
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I'm going to try to make multiple doctrines for each branch of the armed services for each major. Obviously, China will not be getting any naval doctrines and there isn't much sense in, say, loading Australia up with multiple different doctrines per each branch of its military.

The big 5 should at least get a few doctrines for each branch, though the USSR will be more focused on land while Japan will have more naval options, for instance.
I think the USA will probably have the most diverse set overall given that it fought essentially two different wars at once.
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dannyboy2016
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« Reply #63 on: February 10, 2012, 11:51:32 am »
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Ghost one, did you get my pm about reading materials?
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Ghost One
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« Reply #64 on: February 13, 2012, 06:43:49 pm »
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Yes i sent you a reply  smiley

*is Italy truly just a minor in the axis? i know their military was under trained and under equipped and outdated, but to keep the game at more of a balance shouldn't they be given a little more? after all they do start the war with a relatively large military and navy in the med. i feel Italy should be given almost as much as Germany or Japan because they have the opportunity to become a major within the first 2-3 turns and should they become a major they should have the same tools as the other axis. maybe I'm wrong.
« Last Edit: February 13, 2012, 06:57:31 pm by Ghost One » Logged
dannyboy2016
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« Reply #65 on: February 13, 2012, 07:10:50 pm »
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Yes i sent you a reply  smiley

*is Italy truly just a minor in the axis? i know their military was under trained and under equipped and outdated, but to keep the game at more of a balance shouldn't they be given a little more? after all they do start the war with a relatively large military and navy in the med. i feel Italy should be given almost as much as Germany or Japan because they have the opportunity to become a major within the first 2-3 turns and should they become a major they should have the same tools as the other axis. maybe I'm wrong.

Its true that Italy does have big potential. It can easily get up to around 50ipcs a turn. So it will certainly have more cards than the Anzacs and China. However, it'll be a little harder to come up with good cards for them versus the big 5. So they probably won't have as much choices as Germany or Japan. But Il Duce will have choices.
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Ghost One
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« Reply #66 on: February 13, 2012, 07:18:04 pm »
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you are right Italy was nocked out of the war so fast they have not as much history or as many events to make cards from undecided
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Ghost One
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« Reply #67 on: February 17, 2012, 09:55:44 am »
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how are the cards coming? i know you might be busy. do you have any new documents to show or a progress report so we can get an idea of were you will need ideas next for the cards.  smiley
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dannyboy2016
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« Reply #68 on: February 17, 2012, 07:28:37 pm »
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I'm going to have to take a bit of a break. Trying to find some more work right now. Smiley
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Ghost One
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« Reply #69 on: February 20, 2012, 06:20:42 pm »
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OK. Good Luck and happy hunting!  smiley
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captainhook
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« Reply #70 on: February 22, 2012, 08:33:40 am »
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I really like that idea, I think it is fantastic and will really help making every game different.

If I may make a few comments:

-Your deep historical knowledge might be acting as a disadvantage. By that I mean that you guys might be trying to make too many cards. I do feel 3 cards at a time would be enough, per nation. The game is already very complex. Inserting 5 cards per nation, for a total of 5/6 majors and 3 minors will make the game virtually unplayable.
- I really don't like cards which disallow opponents to shoot in the first round. That almost guarantees victory in small battles.

A suggestion:
-Why not start with one policy (very strong avantage), and draw an additional general every 3 turns.

In sum I am in favour of simplification, otherwise we might end up playing an hybrid of Twilight Struggle and Axis Global.
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coachofmany
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« Reply #71 on: February 22, 2012, 08:39:04 am »
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W play with some event cards in our Global 39 game and I toned them down. You want the cards that add to the game and makes it fun. Cards should not be a game changer but adds to the flavor of the game. We play with one card drawn per turn.
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dannyboy2016
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« Reply #72 on: March 05, 2012, 11:12:08 am »
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Yeah I can see have too many cards right now. I'll probably ditch the doctrines concept and just have those assigned to a Chief of Staff. Maybe just keep it as a Chief of Staff as opposed to numerous generals that you could have on the board at once (after all, that'd require tokens for Zhukov, Manstein, etc).

There will be progress on this next week. Smiley

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dannyboy2016
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« Reply #73 on: May 24, 2012, 09:31:23 am »
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I've been working on this concept some more. Every country will get to pick one card before the game begins (some cards may only be played before the first German turn). Additional cards cost 10 ipcs to purchase. The player picks which card they want to purchase. I'm limiting it to 15 cards for each of the big 5 and around 6 cards for each of the minors.

GERMANY
1. Vichy France:  Once Germany captures Paris, the territories and forces in Normandy Bordeaux, Southern France, and French Madagascar immediately convert to German Control. The Territories and Units in Morocco, Algeria, Syria, and Tunisia immediately convert to Italian control. French Indo China immediately converts to Japanese control without triggering a war with the allies. French naval units bordering these areas are unaffected. This card must be played before the first German turn.
2. Plan Z: Place one additional German submarine in every seazone that already has at least one German submarine. Additionally, gain the improved Shipyards tech. This card must be played before the first German turn.
3. Second Molotov Ribbentrop Pact: The Soviet Union may not declare war on Germany until the end of its fifth turn unless London has fallen or Germany has attacked Turkey. This card must be played before the first German turn.
4. Hendaye Pact: Spain and Portugal (including their overseas territories Rio de Oro, Angola, and Mozambique) are pro Axis neutrals. This card must be played before the first German turn.
5. Albert Speer: Immediately gain the Warbonds tech. Roll two dice when determining how many extra ipcs you gain each turn from the Warbonds tech.
6. Karl Donitz: Whenever 3 or More Subs are attacking the same seazone their attack value is increase by +1. This bonus is lost as soon as the number of attacking subs dips below 3.
7. Heinz Guderian: Any unit killed by attacking German tanks during the first cycle of combat may not retaliate.
8. Erich von Manstein: If your attacking forces destroy all defending units in a territory in one cycle of combat; or, if no combat was necessary, any surviving tanks (and escorted mechanized infantry) may make a further move of one space AFTER all other combats have been completed. This move includes moving backwards, or attacking a new territory. The second territory being attacked may not contain a victory city. These units may only make one additional move.
9. Erwin Rommel: German tanks and Mechs have a move of 3. However they follow normal blitzing rules.
10. Krupp Steel: German tanks may not be damaged during the first cycle of combat whether you are attacking or defending. You may not chose tanks as casualties even if the enemy rolled enough successes to force you to lose a tank. You must control West Germany to get this benefit.
11. Wernher von Braun: Immediately gain the Rockets Technology
12. Konrad Zuse: German Tech Rolls cost 4 ipcs.
13. Messerschmidt: Immediately gain the Jet Fighters Tech.
14. Kurt Student: Immediately gain the Paratroopers tech.
15. Atlantic Wall: All of your infantry and artillery defend at a 3 during the first cycle of combat in any amphibious assault against any of the following territories: Western Germany, Denmark, Holland-Belgium, Normandy-Bordeaux, Spain, Portugal, or Norway. Note that the bonus only counts if the territories mentioned are German occupied and the bonus only applies to German units in those territories.
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dannyboy2016
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« Reply #74 on: May 24, 2012, 09:37:43 am »
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USSR
1.Trans Siberian Railroad:  All soviet ground units have a noncombat move of +1 for the purposes of traveling along the following territories: Russia, Samara, Novosibirsk, Timguska, Yenisey, Yakut S.S.R., Buryatia, and Amur. The bonus ends when the railway does, so an AA gun starting in Samara and moving to Moscow would not then be able to move into Smolensk. This card must be played before the first German turn.
2. 5 Year Plans: The Soviet Union may build minor factories in territories worth 1 ipc and major factories in territories worth 2 ipc. This card must be played before the first German turn.
3. Soviet Spy Rings: Once per game, when Germany finishes its combat move phase but before its conduct combat phase, you may make one special move. You may move any number of your units from an adjacent space into any one friendly space being attacked by Germany. Alternatively, you may move any number of your units from a space being attacked by Germany into an adjacent friendly space, but you must leave at least one unit behind. Additionally, the Soviet Union automatically gains a technology that is already known by two other powers. This card may only be played before the first German turn.
4. Red Army Conscripts: Infantry cost 1 ipc less. This card must be played before the first German turn.
5.Factory Relocation: The Soviet player may move any factory to another space within her originally controlled territories. Only one factory per turn can be moved and it has a move of two, but each factory she controls can be moved in this manner. Units may be produced at this factory at the end of the turn but it follows the ordinary rules. If a major factory moved into a territory that could only support a minor factory then it would only be able to produce as if it were a minor factory. If the territory could not support any type of factory then no units may be built from this factory.
6.General Winter: Once per game, during your collect income phase, you may declare the onset of a severe winter. From now till the end of your next turn, Russian infantry defend at a 3 and attack at a 2. If they are matched with artillery, then their attack is at 3. No German armor, mechanized infantry, or artillery may move during the winter, and, furthermore, German planes are limited to noncombat moves. These modifiers only apply in territories marked with a Soviet roundel.
7.The Rasputitsa: Once per game, during your collect income phase, you may declare the onset of the Rasputista. Until the start of your next turn, Axis land units may not make combat moves in the Soviet Union's starting territories and Axis units have a maximum movement of 1.
8.Sharashka : The USSR gets one free tech dice to roll each turn.
9.Tankograd: Tanks cost 1 ipc less.
10.Katyusha Rockets: Soviet artillery has a move of two and may blitz when paired with a tank. Additionally, Artillery attacks and defends at a 3 during the first cycle of combat.
11.Aleksandr  Vasilevsky: Soviet tanks and Mechanized infantry have a move of 3, but still follow the normal blitzing rules.
12.Georgy Zhukov: Artillery attacks and defends at a 3 during the first cycle of Combat. Artillery may support tanks in the same way they support infantry and mechanized infantry.
13.Konstantin Rokossovskiy: Any units killed by attacking Soviet tanks or Mechanized infantry during the first cycle of combat may not retaliate.
14.Ivan Konev: Soviet tanks Attack and Defend at +1 during the first cycle of combat.
15.Vasily Chuikov: Soviet Infantry attack and defend at +1 during the first cycle of combat in a victory city.





   


 
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