G40 Redesign (currently taking suggestions)


  • ** I desperately need some clarification on the relationship concerning the UK in this game play!**

    Ok, a friend introduced me to this game ( which I love! Btw great job on the map I love it too!!) We have played it off and on the last couple years, throughout the last 2 years of game play I’ve noticed it’s extremely hard to do anything with the Anzac or Canada.
    With the IPCs those two make it makes them extremely hard to make purchases with and do anything on the board with.
    We play with the UK, Anzac and Canada all have the same turn to go on but separate incomes , separate purchases and separate placements in the board.

    Are we playing those countries the right way??

    Do they possibly share incomes?

    Should Canada start off with a factory on the east coast? Cause I usually have to wait to buy one till turn 3 then.

  • '19 '17 '16

    @Shmolzer:

    Are we playing those countries the right way??

    Do they possibly share incomes?

    Should Canada start off with a factory on the east coast? Cause I usually have to wait to buy one till turn 3 then.

    Well in standard G40, Quebec has a factory which allows producing into SZ106. Even then, the Canadian income is very difficult to make count if made separate from UK Europe.

    Otherwise, you are asking if your house rules are correct. That’s like asking us for your own opinion.


  • @simon33:

    Otherwise, you are asking if your house rules are correct. That’s like asking us for your own opinion.

    Sorry I should have worded my questions differently. I guess I’m asking for others opinions on the matter and what they think as well as what the rules are, I’m pretty new to this game so when I am told that something is the way it is I play it that way. In this case I’ve played Canada and Anzac that way and find it extremely hard to do anything with them. I realize they are minors but with them being minor allies of UK do they share an income? Or are they separate? Are they played independently or together? How does anyone else play them? I reference the way the minors are played with Germany. Sorry I don’t have the information with what countries they are in front of me, but anywho they just take over ipcs, armies, everything when they are activated. Wouldn’t at least Canada be the same way? Does anyone else play that way?


  • Here are a few thoughts, in case they’re of any help.  Let’s try to break down some of the elements of your question, starting with the big-picture considerations first and then working downward.

    The first thing to consider is: which game is your question about?  I’m raising the point because – at least to me – it wasn’t entirely clear from your other posts in other threads which game you were referring to.  It may have been the Global War game published by Historical Board Games, or it may have been one of the Axis & Aliies (A&A) games published by Wizards of the Coast.  I’ll assume that the game you’re referring to is the latest edition of the largest A&A game: Axis & Allies Global 1940, Second Edition, also known more shortly as Global 1940.2  Global 1940.2 is the game you get when you combine Axis & Allies Europe 1940, Second Edition, and Axis & Allies Pacific 1940, Second Edition, which each consist of a boxed set.

    Assuming that, when you say “this game”, you mean Global 1940.2, the next question to consider is: under what rules have you been playing it?  There are basically three possible answers.  Answer one is: you’ve been playing the “out-of-the-box” (OOB) official rules that are printed in the official rule booklets that come with the game itself.  Answer two is: you’ve been playing under one of the unofficial but more-or-less-widely-accepted “balaced modifications” that exist in the A&A community, and which can be found on this forum.  Answer three is: you’ve been playing under some sort of house rules (HRs) – either your own, or those of your friends, or one of the dozens and dozens and dozens of such things that can be found in the House Rules section of this forum.

    Both of the above points – which game? and which rules? – are crucial because they affect the potential answers to your questions (such as “do Canada and ANZAC share an income with the UK?”).

    The third point to consider is the following one.  Perhaps I’m misunderstanding your posts, but regardless of which game you’re playing and regardless of which rules you’re using, it sounds to me as if you’re not satisfied by the Canada and ANZAC are handled in the rules you’re using, and it sounds as if you wish they were handled differently.  That’s perfectly fair, and that’s one of the reasons why so many house rules exist: many A&A players have long personal lists of things that they don’t fins satisfactoru about the OOB rules (and the OOB map, and the OOB sculpts), so the obvious solution is for them to develop and implement their own personal house-rule modifications to the game, for use in their local gaming group.  They’re not official, but if your group goes along with them that’s all that matters.  And indeed, in this forum’s House Rules, you’ll find various ones that do in fact modify how Canada and ANZAC are handled – so they could be a source of inspiration to you in developing your own personal HRs.


  • Ok, first off sorry for not being accurate with the information. Along with being new to this game I’m also trying to reply during my work breaks bad timing on my part. The games and rules we use is from Europe and Pacific 1942.2. When put together make up Global 1940 Anniversary Edition. I got the rules off a blog here on this site posted by Imperious Leader. I would post the link but in not allowed to according to this site.

    I hope this information helps clear things up


  • @Shmolzer:

    The games and rules we use is from Europe and Pacific 1942.2. When put together make up Global 1940 Anniversary Edition. I got the rules off a blog here on this site posted by Imperious Leader. I would post the link but in not allowed to according to this site.

    I hope this information helps clear things up

    Um, actually I’m now even more confused than before.  A&A Global 1940.2, A&A 1942. 2 and A&A Anniversary Edition are three different games.  A&A Europe 1940.2 and A&A Pacific 1940.2 can be combined to make A&A Global 1940.2.  A&A 1942.2 is a stand-alone game that’s still in print.  A&A Anniversary Edition was a special one-time standalone game that’s no longer in print.  And Imperious Leader’s rules are house rules, not the OOB rules for any of those games.


  • As follow-up information:

    A&A Europe 1940.2 and A&A Pacific 1940.2 are these two games…

    http://avalonhill.wizards.com/games/axis-and-allies/europe-1940
    http://avalonhill.wizards.com/games/axis-and-allies/pacific-1940
    http://www.axisandallies.org/p/whats-new-in-axis-allies-pacific-1940-and-europe-1940-second-editions/

    …and together they form A&A Global 1940.2.  You can download their official rules here:

    http://media.wizards.com/2015/downloads/ah/AA_europe_1940_rules.pdf
    http://media.wizards.com/2015/downloads/ah/AA_pacific_1940_rules.pdf

    A&A 1942.2 is this game:

    http://avalonhill.wizards.com/games/axis-and-allies/1942
    http://www.axisandallies.org/p/axis-allies-1942-2nd-edition-preview-contents-of-the-box/

    You can download its official rules here:

    http://media.wizards.com/2015/downloads/ah/AA_1942_rules.pdf

    The downloadable rules above are a PDF version of the official rule booklets in the game boxes.  If you’re playing these games using something other than those rules, then you’re not playing according to the official rules but rather you’re playing according to some sort of unofficial house rules.

    A&A Aniversary Edition is this game:

    http://www.axisandallies.org/p/beginners-guide-axis-allies-anniversary-edition-1942-scenario/

    It’s no longer in print.

  • 2024 '22 '21 '19 '15 '14

    I’ve heard it through the grapevine that AA50 will finally be reissued this fall!!!
    :-D

    This is excellent news! It was by far my favorite game. I don’t know how many more runs we get out of A&A in the future, but if AA50 (or AA60 I guess by now? haha) ends up in a enough hands, I’ll be pretty happy to call it the zenith for the mid scale casual game. I will probably have to start digging up my old HRs for that one and floating them again in anticipation.

    I think it should pair well with 1940 (who knows, maybe it gets a 3rd edition after all, if sales of the Anniversary are strong enough) but for now I’m just stoked that someone at AH had their ears to the street for a re-print, and that Kevin got a chance to comb over the rulebook too. So glorious

  • '18 '17 '16 '15 Customizer

    @Black_Elk:

    I’ve heard it through the grapevine that AA50 will finally be reissued this fall!!!
    :-D

    Interesting. Where did you get your intel Black_Elk?

    Although I suppose that re-issuing is something we can expect more of. Seems like every brand these days is seen first and foremost as a cash generator. It either has to keep evolving with new products or re-issued/re-booted version of previous products… all to keep that money flowing in. While they could develop more theater or battle-level spinoff games, AH really can’t take the Global A&A game farther than they already have. To keep the flagship game selling and relevant, they are re-issuing the novelty item.

    Really AA50 doesn’t need to be re-issued. It’s not even 10 years old. In terms of OOB gameplay and balance, it is my impression that most people think it is one of the better A&A games. So I am a bit jaded over this being the latest episode of the constant-hype culture we live in.

    Yet I am interested to see how they tweak the existing version. Maybe we see some rule changes that have been bandied about on this thread. They could make this version a very tight, fun game; neither too big and complicated like G40 nor small and confining like G42.

    So who is going to buy up a bunch of copies expecting them to more than quadruple in value like AA50?


  • @LHoffman:

    @Black_Elk:

    I’ve heard it through the grapevine that AA50 will finally be reissued this fall!!!
    :-D

    Interesting. Where did you get your intel Black_Elk?

    Although I suppose that re-issuing is something we can expect more of. Seems like every brand these days is seen first and foremost as a cash generator. It either has to keep evolving with new products or re-issued/re-booted version of previous products… all to keep that money flowing in. While they could develop more theater or battle-level spinoff games, AH really can’t take the Global A&A game farther than they already have. To keep the flagship game selling and relevant, they are re-issuing the novelty item.

    Really AA50 doesn’t need to be re-issued. It’s not even 10 years old. In terms of OOB gameplay and balance, it is my impression that most people think it is one of the better A&A games. So I am a bit jaded over this being the latest episode of the constant-hype culture we live in.

    Yet I am interested to see how they tweak the existing version. Maybe we see some rule changes that have been bandied about on this thread. They could make this version a very tight, fun game; neither too big and complicated like G40 nor small and confining like G42.

    So who is going to buy up a bunch of copies expecting them to more than quadruple in value like AA50?

    The info on game is in the news thread with a person to person you tube announcement.

    As far as AH taking the 40 game further is correct in what your saying. Guys have been house ruling that game for awhile including some guys here. Only way they can make it go further is by adding all the special advance pieces and some rules. You start adding more neutrals and it starts getting closer to the 39 games.

  • '18 '17 '16 '15 Customizer

    @SS:

    The info on game is in the news thread with a person to person you tube announcement.

    Thanks SS

  • '18 '17 '16 '15 Customizer

    After reading some comments on the other thread, the reasoning may be even more insidious and less outright cash grab than I thought. Though that is still a part.

  • 2024 '22 '21 '19 '15 '14

    I haven’t heard anything about major substantive changes to the game other than the manual being cleaned up and the errata included. But compared to 1942.2, I think AA50 has a lot to recommend it as a legacy board. You get a 6 man option, on a clean map with the boxed materials all looking pretty slick. The ruleset is more complex than 1942.2 (with technology, objectives and the like) but without being overly cumbersome. The production and VC spread is good and the vanilla balance is pretty tight, with a more moderate bid.

    I think the basic game is a bit more adaptive for HRs than 1942.2, because you already have concepts like Objectives and Tech advances built in, as well as options like escort/intercept or closing the Black Sea etc. All of which might open the door to try things with HRs that give the game a new flavor, but perhaps with less of a Pandora’s box effect than we see with Global HRs, still being somewhat grounded by the smaller scale and simpler overall ruleset of AA50 relative to the 1940 games.

    Plus I already have a couple go to rules for AA50, like the China first turn order sequence, that are more established and time tested in my playgroup. So less work I’d have to do rethinking things for balance correctives haha. Usually I can convince my friends to play AA50 for a casual pick up game. I think it has a status similar to Classic or Revised for familiar re-play, but with the advantage of being newer, and still more or less compatible with the rulesets that have followed it in recent years.

    Sure a new game would be awesome, but there’s also something to be said for a bit of consistency and longevity too (especially in A&A, where there have been so many different editions since Classic.) A popular and solid midscale world theater A&A game in more people’s hands is something I can definitely get behind. If I had to pick one A&A board that gets perpetually reprinted every decade for cash grabs (the way they do for Risk or Monopoly) it would be AA50. Also I think it’s much better from a branding standpoint, if the flagship mid-scale game is called Axis and Allies Anniversary Edition (50th, 60th etc) as opposed to like Spring 1942 Second Edition. I was honestly starting to fear that we might not even see another A&A game printed at all, so this is really welcome news.

    I think the Anniversary will be a good workhorse for HRs when things start to get dry. I dig it

  • '18 '17 '16 '15 Customizer

    Hopefully they don’t cheap out on us again though: No money, shabby and too few pieces… I hope they continue the deluxe-ness. However, the original AA50 box was kinda ridiculous. Wouldn’t be surprised if they bring that back down to earth.

  • 2024 '22 '21 '19 '15 '14

    Yeah hopefully they give it the little touches like paper bills, and the cool national storage boxes with the set up cards built in. I really liked how it all fit together.

    Another thing AA50 has going for it is the duel start dates, with different scenarios for 1941 and 1942. Even if 41 was more popular it’s cool to have the later option too for a change of pace.

    By switching some of those roundel control markers around and maybe including some new objectives I think the AA50 board could easily support an HR 1940 scenario, where you have France or Norway controlled by Britain, and things of that sort. Or you could do a 1943 scenario with certain technologies already in play.  It might be more acceptable than trying something similar with the 1942.2 board, since the base Anniversary game already incorporates the idea of multiple start dates, and has more advanced mechanics that could be retooled to make em work.

    Not sure if they’ll give us anything for the 60th reprint that we didn’t see in in the 50th, as a draw for collectors. Who knows? But I’m sure I’ll pick up a copy regardless just to have a back up haha

  • '18 '17 '16 '15 Customizer

    @Black_Elk:

    Not sure if they’ll give us anything for the 60th reprint that we didn’t see in in the 50th, as a draw for collectors. Who knows? But I’m sure I’ll pick up a copy regardless just to have a back up haha

    Although it is about 10 years later, I don’t think it will be branded as 60th. Just 50th Anniversary Reprint. Which will be kinda confusing, but whatever. The lady from AH said it would be out this fall.

  • '17 '16

    @Baron:

    **@Black_Elk:

    I don’t know, even at 18 the battleship still seems terrible hehe.

    Alas, I fear that there may be no way of getting around a new unit chart for the entire naval roster. Once we go down this road with the sub, it seems pretty unavoidable.

    The simpler road placing both DD and Sub at 7 IPCs. But 8 IPCs you hinder Germany U-boat production.
    3 boats at 7 IPCs… Not much variety for purchase.

    Maybe, in that case TP may be put on 6 IPCs spot?

    Or we can look on the other simulations with higher depth charge factor and weaker DDs such A1 D1.

    This last one makes for a good fit inside OOB cost.
    And simplify casualty selection because DD is cheaper, and weaker in itself.
    A player will prefer to save a 6 IPCs First strike unit @1 over a simpler 5 IPCs @1.
    Also, the offense /defense ratio between such DD and BB is only 5% stronger.
    So BB is not outclass and since DDs no more block Subs, it is not as attractive.

    The cost effectiveness of such DD is far better than OOB but not the highest.
    IMO, it needs a play-test to say it is broken. Also, it is still easy to implement.
    However Barney must put an Anti-Sub & Aircraft Patrol @1 offense and defense.
    So Fg and TcB will both have part in attack and defense.

    Group 2 DD A1 D1 ADC1 DDC1 vs SS A2 D1
                                                  SFR                        OOB
    6 DD C5 vs 5 SS C6        77-79% DD win      60-63% DD win

    5 SS C6 vs 6 DD C5        61-64% SS win        90% Sub win

    6 DD A2 D2 C8 vs 8SS A2 D1 C6, it will be: 60% DD win
    12 DD A2 D2 C8 vs 16SS A2 D1 C6, it will be: 63% DD win

    8SS A2 D1 C6 vs 6DD A2 D2 C8, it will be: 88% Sub win
    16SS A2 D1 C6 vs 12DD A2 D2 C8, it will be: 95% Sub win

    This would be much simpler to test (and be in line with intended simpler SF rules):

    This roster can work and is pretty near the OOB cost structure and remains probably much balanced within himself. Considering that weaker Subs (compared to this cheap 5 IPCs DD unit) have much survivability than ever.
    ASA and ASD: Anti-Submarine Attack and Defense 1 pre-surprise strike phase attack @1 or defense @1

    Destroyer A1 ASAD1 D1 M2 C5, 1 hit, 1D in Convoy SZ
    Submarine A2fs D1fs M2 C6, 1 hit, Stealth Move, No DD block, Submerge after AAS. 2D in Convoy SZ.
    Transport A0 D0 M3 C7, 0 hit, taken last, carry 1 Inf+1 any ground

    Cruiser A3 D3 M3 C12, 1 hit, shorebombard@3, 1D in Convoy SZ
    Carrier A0 D2 M2 C16, 2 hits, carry 2 planes, no air operation if damaged
    Battleship A4 D4 M2 C20, 2 hits, shorebombard @4, 1D in Convoy SZ

    Fighter A3 ASA1 D4 ASD1 M4-6 C10, 1 hit SBR A1 D1, 1D in Convoy SZ
    Tactical Bomber A3-4 ASA1 D3 ASD1 M4-6 C11, 1 hit, TBR A1 D0 or 1? dmg 1D6, 1D in Convoy SZ
    Strategic Bomber A0 D0 M6-8 C5, 0 hit, SBR 1 hit A0 dmg 1D6
    Air Base giving +2M, up to three scramble either Fg or TcB
    TcB with Fighter or Tank 1:1 received +1A

    Here is a different Philadelphia Experiment (lower planes cost and 3 planes Carrier) roster built for tabletop with simpler interactions between units as develop above with San Francisco Exp., the main things is that all warships get very similar OOB values and costs but more hits for Cruiser and Battleship. Also, air is cheaper but lower combat values to keep balance.
    Open to any comments:

    @Baron:

    @Baron:

    I’m trying to find the correct balance for 3 planes Carrier and lower cost planes.

    ASAD: Anti-Submarine Attack 1 Defense 1 pre-surprise strike phase attack def @1

    Air Base giving +2M, up to three scramble either Fg or TcB

    Second version, 3 planes Carrier, 2 hits Cruiser and 3 hits BB, simpler interactions and 5-6-9-12-15-18 cost structure:

    Transport, defenseless
    A0 D0 M3 C7, 0 hit,
    taken last, carry 1 Inf+1 any ground

    Transport working as warship (Military Armed TP being escorted by a few DEs)
    A0 D1 M3 C9, 1 hit,
    carry 1 Inf or MI +1 any ground unit (might help faster US deployment: MI+Tk)

    Submarine
    A2fs D1fs M2 C5, 1 hit,
    Stealth Move, No DD block, may Submerge after ASAD.
    2Ds in Convoy SZ

    Destroyer
    A2 D2 M2 C6, 1 hit,
    ASA1D1,
    1D in Convoy SZ

    Escort Carrier (optional)
    A0 D2 M2 C8, 1 hit,
    ASA1D1 carry 1 plane,
    No dice in Convoy SZ

    Cruiser
    A3 D3 M3 C12, 2 hits,
    Shorebombard @3,
    1D in Convoy SZ

    Carrier
    A0 D3 M2 C15, 2 hits,
    carry 3 planes, damaged Carrier carry 1 plane
    No dice in Convoy SZ

    Battleship
    A4 D4 M2 C18, 3 hits,
    Shorebombard @4,
    1D in Convoy SZ

    Strategic Bomber
    A0 D0 M6-8 C5, 0 hit,
    SBR 1 hit A1 dmg 1D6

    Fighter
    A2 D2 M4-6 C6, 1 hit,
    SBR A2 D2, always hit air first, then AAA
    Can hit Sub without Destroyer presence
    2Ds in Convoy SZ

    Tactical Bomber
    A3 D2 M4-6 C7, 1 hit,
    TBR A1 D1, dmg 1D6,
    ASA1D1, can hit Sub without Destroyer presence
    2Ds in Convoy SZ

    Anti-aircraft Artillery
    A0 D1* M1 C3, 1 hit,

    • @1 vs up to 3 planes, 1 roll per plane max, each combat round.
      It is not preemptive but a regular roll.

    @Argothair, Black Elk and Barney
    what do you think of this last roster and cost structure?
    It keeps mostly the same dynamics between Subs and DDs but all combat values are much nearer OOB and warships roster is scaled on within 3 IPCs increment, except TP 7 PUs and using C5 for Sub:
    SS5, DD6, CA12, CV15, BB18 and TP A0 D1 M3 C9

    And this will totally increase action in water without adding too much heavier ships such like Advanced Shipyard Tech would.
    You built sturdier but still a high cost.

    TP C9 acting as warship will increase independent action and gives total freedom on casualty selection for better reenactment of Subs vs TPs + DDs naval combat. And planes being cheaper than TP can be acceptable losses when attacking TPs.

    Also, combat between Fg, TcB vs warships keeps near similar odds to OOB.
    No need to add transport Marines capacity or AAA to Cruiser and BB to balance vs DD A2 D2 C6, as the case actually in G40 Redesign with DD A1 D1 C5.

    Tactical A3 D2 C7 (no more combined arms needed) and Fg A2 D2 C6 may compensate for lack of A4 bombers C12.

    According to the type of play, you choose between TP A0 D0 M3 C7 or TP A0 D1 M3 C9.

    @Argothair:

    Here’s that pair of bulleted lists we discussed from a couple of pages ago! Let me know if you have anything to add to either list, or if you see any goals that have no methods that would help achieve the goals, or if you see any methods that don’t help achieve any goals.

    | GOALS

    • Balance Allies vs. Axis

    • Offer alternatives to a joint Axis attack on Moscow

    • Offer alternatives to having all players focus on the center

    • Encourage Japan & USA to fight in the Pacific theater

    • Allow the USA to get into the game more quickly

    • Give China a chance to resist the initial Japanese attacks

    • Offer more opportunities for players to build navies

    • Reduce time needed to get troops across an ocean

    • Encourage Germany to defend the Atlantic Wall in Western Europe

    • Reduce power of strategic bombers when used against warships

    • Encourage interceptions and dogfights vs. strategic bombers

    • Provide a victory condition other than concession or sudden death

    • Increase the focus on the Battle of the Atlantic / submarine raids

    • Enhance the value of cruisers and battleships

    • Reduce ‘gamey’ incentives when liberating a dead ally’s territory

    • Help ensure an interesting role for France, Italy, Canada, and/or ANZAC

    • Simplify purchasing decisions

    • Give players something to buy for 5 IPCs

    • Increase ‘thematic’ feel of submarines

    | METHODS

    • Standard bid of extra units

    • Bid of extra cash income each turn

    • Alter the turn order (America first, China first)

    • Increase territory values in Pacific

    • Increase national objectives in the periphery

    • Increased number of victory cities

    • Victory cities provide lend-lease ‘warchest’

    • Limited movement b/w Russia & Western China

    • Discounted ships / redesigned naval cost structure

    • C5 defenseless bombers

    • Additional airplane types

    • Defender gets to soak free hits vs. purely amphibious attacks

    • ‘Fortress Europe’ national objective for unbroken control of Western Europe

    • M3 transports / cruisers / all boats

    • Enhanced naval bases, air bases, infantry bases

    • Double warchest bonus after reaching threshold # of victory cities

    • Convoy zones for submarine raids

    • Alter special abilities of destroyers vs. subs vs. planes

    • Cruisers / BBs can fire anti-aircraft shots

    • Cruisers / BBs can carry marines

    • All ships are cheaper

    • Standardize ship prices at $6 - $9 - $12 - $15

    • Territories become pro-neutral after capital falls

    • Liberation / return of territory to original owner is optional

    • Vichy France / France joins Nazis

    • French partisans placed w/o capital

    • French capital in London or Africa

    • Redistributions of British economy / turn among Canada, ANZAC, UK Pacific

    • Revamped factory system (more tiers? Higher unit caps for all factories? X units + 2 infantry?)

    |

    Edited per Baron Munchhausen’s additions

    AA_Baron M_Redesign units & set-up charts for 1942 2ndEd_1941_AA50.doc
    AA_Baron M_Redesign units & set-up charts for 1942 2ndEd_1941_AA50_home version.doc**

  • '17 '16

    Method: Defender gets to soak free hits vs. purely amphibious attacks.

    Narvik suggested in this thread to apply 1914 preemptive Artillery strike against invaders:
    http://www.axisandallies.org/forums/index.php?topic=36518.msg1473295#msg1473295

    For amphibious assault bonus,
    I look at DK’s video and thread :
    https://youtu.be/R_Jb5RxBuso

    @Der:

    @Make_It_Round:

    In actuality, even with the extensive defensive preparations of the Japanese, the casualties they inflicted upon the Americans were rarely better than 30-50% of their own; often, the Japanese would suffer 10x US casualty rates in these encounters.

    Yes, but this was in the face of OVERWHELMING US firepower. For instance, there were 18 US carriers around Okinawa. Not to mention all the BBs, cruisers, and other sea units. If you bring that much firepower you should win easily, even with hit chips. But one battleship and one transport with two infantry on it should not be able to take an island with fanatic Japanese defenders on it without getting hurt badly or repelled.

    @Make_It_Round:

    Your rule will, inevitably, favor one side over the other. The Axis, as an early-game attacker, will be punished by it when they try to equalize their IPCs, and the Allies, as a late-game attacker, will be punished by it when they go in for the final kill. Overall, my feeling is that this will harm the Axis far more than the Allies, by taking the edge off of their attacks in a game wherein they already seem to be systematically disadvantaged (AA40 v.3.9)… This is my main beef with it.

    I haven’t extensively gametested this, and am working with an AA 1942 map, but I suspect it will even out or even help the Axis. At the beginning of the game the Axis are generally trying to expand over land anyway - trying to take out Russia and China. Operation Torch would be delayed a couple of rounds. (in the AA '42 setup now the USA can take West Africa rather easily in the first round!) The Atlantic wall would become a real challenge for the Allies. In short, I think Germany and Japan would benefit from it, as they wouldn’t have to “watch their back” so much while concentrating on China and Russia.

    As for buying entrenchment, no chips are ever put on the map in my idea. The chips are just put on the battleboard as a consequence of making a pure amphibious assault without land support. They are a penalty to the attacker, not an advantage to the defender that can be bought. The chips are the deep water, the pounding surf, the water soaked equipment, the seasickness, the confusion and the wide open beach. If a landing force is defeated and there are still chips left, the chips just go back in the tray. If the island is attacked again next turn, it resets to five chips again, because the chips represent the attackers ineffectiveness, not the defensers effectiveness.

    3 or 5 soak free tokens is very arbitrary and non-linear per pure amphib.
    My first idea would be to add 1 hit free per ground unit defending, up to 3 hits, if purely amphibious assault.
    Do you think this might also :
    Goal: Encourage Germany to defend the Atlantic Wall in Western Europe?

    However, this is great on tabletop but not easy done in Triple A.

    This thread is about Amphibious Assault and ways to make it harder.
    http://www.axisandallies.org/forums/index.php?topic=38685.msg1588717#msg1588717

    @Der:

    In the current versions of Axis and Allies historically difficult places to attack like Gibraltar and Leningrad are treated like any other territory. I believe this can be fixed. I also believe that amphibious assaults are too easy for the attacker - in fact they are easier than regular land battles, because of the free shots BBs and CAs get to make without return fire.

    I’ve fleshed out some rules here for entrenchment which combine my former posts about entrenchment and the amphibious assault bonus. I think these rules are simple and reasonable, and can help make the any edition of the game more realistic. These brown “dirt” chips can be ordered from HBG - I printed the “E” stickers for them. I was going to use a shovel pic but couldn’t find one that looked right at that scale. The chips are nice and convenient because you can just add another to the top of the stack instead of sliding one under a different symbol.

    ENTRENCHMENT

    Introduction:
    • Brown colored chips in the game marked with an “E” represent
    entrenchment.Entrenchment represents any trenches, tunnels, barbed wire,
    concrete barriers, etc. built and used by infantry in order to help protect
    defending units. Entrenchment has no defense value - it only helps by absorbing
    hits meant for defending land units.

    • During the opening phase of his turn, each player may place one entrenchment
    chip on the map in any  infantry occupied land zone he currently owns. 
    Entrenchment chips cannot be moved once placed. The maximum placed
    entrenchment level for any one territory is 5.

    Resolving Battle:
    • When defending infantry are involved, place any entrenchment chips that are in
    the same territory in the entrenchment area on the battleboard. When suffering a
    hit during an attack, you may choose an entrenchment chip as a casualty instead
    of a land unit. (This works with pre-invasion ship bombardments also. You can
    choose an entrenchment chip as the casualty.) Entrenchment chips cannot be
    used in the battle if there are no defending infantry.

    • Units other than infantry cannot make use of entrenchment.  In this case, if the
    attacker wins, he would get to keep the unmanned entrenchment for himself.
    After a battle with entrenchment concludes and the attacker wins, 1/2 of the
    defenders’ placed entrenchment is restored to the attacker, rounded down. This
    represents the surviving tunnels and trenches that the enemy can now use for
    himself.

    Amphibious Assaults: 
    • All Units (not just infantry) defending against a pure amphibious assault get a
    bonus of 3 entrenchment chips placed on the battleboard during the battle.
    (these bonus chips are not kept on the map like the regular placed chips and last
    only for that battle) These bonus chips represent the extra difficulty and
    disorganization attackers have while wading in to the beach during such battles.
    (No bonus is allowed if the Amphibious assault is combined with an attack from
    an adjacent land zone.) This means a fully entrenched territory facing a pure
    amphibious assault could theoretically be entrenched to a maximum of 8.
       
    • If desired, all entrenchment chips in territories that you have owned since the
    beginning of your turn can be removed during the noncombat phase.
     
    • Historically Fortified zones of the map like Gibraltar may begin the game with
    certain levels of entrenchment. Setup Entrenchment levels:
     
      - Gibraltar: 3
      - Leningrad: 3
      - Caucasus: 3
      - Moscow: 2

  • '17 '16

    @Young:

    This may be a totally different direction of thought, but what if Cruisers and Aircraft carriers required 2 hits to sink, and Battleships required 3 hits to sink.

    Here, I want to explore what can be 2 hits Cruiser and 3 hits Battleship configuration if Fighter are at 8 IPCs.

    ASAD: Anti-Submarine Attack 1 Defense 1 pre-surprise strike phase attack def @1

    Air Base giving +2M, up to three scramble either Fg or TcB

    Second version, 2 planes Carrier, 2 hits Cruiser and 3 hits BB, simpler interactions and 5-6-9-12-15-18 cost structure:

    Transport, defenseless
    A0 D0 M3 C7, 0 hit,
    taken last, carry 1 Inf+1 any ground

    Transport and Destroyer A2 D2 C13, 1 hit
    Offense & Defense factor:
    36*(2/13^2) = 0.43

    Transport working as warship (Military Armed TP being escorted by a few DEs)
    A0 D1 M3 C9, 1 hit,
    carry 1 Inf or MI +1 any ground unit (might help faster US deployment: MI+Tk)

    Defense factor:
    36*(1/9^2) = 0.44

    Submarine
    A2fs D1fs M2 C5, 1 hit,
    Stealth Move, No DD block, may Submerge after ASAD.
    2Ds in Convoy SZ

    Offense:
    36*(2/5^2) = 2.88
    36*(3/5^2) = surprise strike 4.32
    Defense:
    36*(1/5^2) = 1.44
    36*(1.33/5^2) = surprise strike 1.92

    Destroyer
    A2 D2 M2 C6, 1 hit,
    ASA1D1,
    1D in Convoy SZ

    Offense & Defense factor:
    36*(2/6^2) = 2.00

    Escort Carrier (optional)
    A0 D2 M2 C9, 1 hit,
    ASA1D1 carry 1 plane,
    No dice in Convoy SZ

    Offense factor:
    36*(0/9^2) = 0.00
    Defense factor:
    36*(2/9^2) = 0.89

    Escort Carrier and 1 Fighter
    A3 D6 M2 C17, 2 hits,
    ASA1D1 carry 1 plane,
    Offence:
    36* (3/2)/(17/2)^2 = 0.75
    Defence:
    36* (6/2)/(17/2)^2 = 1.50

    Cruiser
    A3 D3 M3 C12, 2 hits,
    Shorebombard @3,
    1D in Convoy SZ

    Offense & Defense factor:
    36* 3 / (12^2) * 2.618034 = 1.96

    Carrier
    A0 D2 M2 C15, 2 hits,
    carry 2 planes, damaged Carrier carry no plane
    No dice in Convoy SZ

    Offense factor:
    36*[0/ (15^2)] * 2.618034 = 0.00
    Defense factor:
    36*[2/ (15^2)] * 2.618034 = 0.84

    G40 Carrier A0 D2 C15, 2 hits with 2 Fgs A6 D8 C16, 2 hits
    Offense factor:
       6/2  C31/2   2 additionnals hit/2
    36*[3/ (15.5^2)] * 2.618034 = 1.18

    Defense factor:
       10/2  C31/2  2 additionnals hit/2
    36*[5/ (15.5^2)] * 2.618034 = 1.96

    10/4  C31/4  1 additionnal hit considered as whole unit
    36*[2.5/ (7.75^2)]  = 1.50
    Until further investigation, I believe this average is better: (1.96+1.50)/2= 1.73
    Or avg Defence would give (0.84+2.25+2.25) = 1.78

    G40 Carrier A0 D2 C15, 2 hits with 1 Fg+1 TcB A7 D7 C18, 2 hits
    Offense factor:
       7/2  C33/2   2 additionnals hit/2
    36*[3.5/ (16.5^2)] * 2.618034 = 1.21

    Defense factor:
       9/2  C33/2  2 additionnals hit/2
    36*[4.5/ (16.5^2)] * 2.618034 = 1.56

    9/4  C33/4  1 additionnal hit considered as whole unit
    36*[2.25/ (8.25^2)]  = 1.19

    average is better: (1.56+1.19)/2= 1.38
    Or avg Defence would give (0.84+2.25+1.08) = 1.39

    Battleship
    A4 D4 M2 C18, 3 hits,
    Shorebombard @4,
    1D in Convoy SZ

    Offense & Defense factor:
    36* 4 / (18^2)* (1+2*1.618034) = 1.88

    Strategic Bomber
    A0 D0 M6-8 C5, 0 hit,
    SBR 1 hit A1 dmg 1D6

    Offense SBR only:
    36*(1/5^2) = 1.44

    Fighter
    A3 D4 M4-6 C8, 1 hit, gives +1A to TcB if paired 1:1
    SBR A2 D2,
    Can hit Sub without Destroyer presence
    2Ds in Convoy SZ

    Offense factor:
    36*(3/8^2) = 1.69
    Defense factor:
    36*(4/8^2) = 2.25

    Offense & Defense factor SBR:
    36*(2/8^2)= 1.125

    Tactical Bomber
    A3-4 D3 M4-6 C10, 1 hit, get +1A if paired 1:1 with Fg or Tank
    TBR A1 D1, dmg 1D6,
    ASA1D1, can hit Sub without Destroyer presence
    2Ds in Convoy SZ

    Offense & Defense factor:
    36*(3/10^2) = 1.08

    Offense & Defense factor SBR:
    36*(1/10^2)= 0.36

    Anti-aircraft Artillery
    A0 D1* M1 C4, 1 hit,

    • @1 vs up to 3 planes, 1 roll per plane max, per combat.
      It is preemptive shot.
      36*(1.33/4^2) = surprise strike 3.00 per plane for first combat round only.

    Tactical Bomber & Tank A7 D6 C16, 2 hits
    Offense factor:
    36*(3.5/8^2) = 1.97
    Defense factor:
    36*(3/8^2)= 1.69

    Tactical Bomber & Fighter A7 D7 C18, 2 hits
    Offense factor:
    36*(3.5/9^2) = 1.56
    Defense factor:
    36*(3.5/9^2)= 1.56


    It seems balanced between warships and such 8 IPCs Fighter.

    Tactical bomber seems a bit weaker but it has Anti-Sub Attack and Defense.
    In addition, it can be possible to introduce a special targeting against warships for tactical bomber in naval combat when playing F-2-F on boardgame.
    Here is how I see the procedure: after Anti-Sub phase and Sub surprise strike phase, tactical roll first.
    Any hits are allocated on a given warship unit according to TacBs owner’s choice.
    Then all other units rolls.

    This is more functional since Cruiser, Battleship and Carrier have multiple hits and make Subs rolls and TcBs less effective.


    Edit: This make for a better match between naval and air units.
    However, one issue is about 6 IPCs Tank A3 D3 M2 and other land units.

    Lowering Fighter A3 D4 M4 to 8 IPCs, make them much more interesting as versatile and highly mobile unit.
    In such scenario, maybe to compensate: AAA should cost only 3 IPCs.
    That way, higher mobility and strength will be compensate by an higher vulnerability to AAA roll compared to Tank.
    In this case, AAA strength would be:
    36*(1.33/3^2) = surprise strike 5.33 against only plane and 1 roll per plane for first combat round only.

  • '17 '16

    This might come in handy, from Variant forum…
    @Ben_D:

    Turn Order

    Production and Research Phase:

    • (production is as explained in the GW36 rule manual).

    • (research is as explained on the National Reference Sheet).


    Combat Movement Phase:

    • 1. Air Combat Movement Rounds:

      • 1.1 Flying to the destination:

        • 1.1.1 The attacker declares which territories or sea zones the aircraft is/are going through.

        • 1.1.2 Defending Combat Air Patrol fighters in sea zones may intercept at 1D12@3 once each, or @4 once each with Jet technology.  Attacking/escorting fighters may roll 1D12@3
          once each, or @4 once each with Jet technology, and all bomber aircraft types roll 1D12@2 once each versus defending aircraft units.  Casualties are removed immediately and
          combat ceases after one round.

        • 1.1.2 Defending fighters on airbases and/or aircraft carriers (both with the RADAR technology) may scramble to intercept and roll 1D12@3 once each or @4 once each with Jet
          Technology. Attacking/escorting fighters may roll 1D12@3 once each, or @4 once each with Jet technology, and all attacking bomber aircraft types roll 1D12@2 once each versus
          defending aircraft units.  Casualties are removed immediately and combat ceases after one interception round.

        • 1.1.3 Defending anti-aircraft guns may fire once (1D12@3 once each, or @4 once each with RADAR technology) at aircraft units flying over the territory.  Attacking/escorting fighters
          and all attacking bomber aircraft types may not fire back.  Casualties are removed immediately and combat ceases after one round.

        • 1.2 Arriving at the destination:

          • 1.2.1 Defending anti-aircraft guns may fire once (3D12@3 once each, or @4 once each with RADAR technology) pre-emptively at attacking aircraft units arriving at the territory.
            Attacking/escorting fighters and all attacking bomber types may not fire back when pre-emptive shots are made.  Casualties are removed immediately.  Defending anti-aircraft
            guns that fire at this point do not fire at all on the first Full Combat Round that proceeds this Combat Movement Round.

          • 1.2.2 Defending fighters and tactical bombers may scramble from territories containing air bases and/or aircraft carriers with the RADAR technology to adjacent territories or sea
            zones.

          • 2. Land Combat Movement:

            • 2.1 (As explained in the National Reference Sheet).

              • Should I cover our blitzkrieg rules?  They’re in the reference sheets I think: better than original rules.  I mention this because this also involves aircraft.

              Combat Phase:

              • 3. Full Combat Rounds:

                • 3.1 Air Combat round (meant for engaging military units):

                  • 3.1.1 Attacking fighters roll 1D12@6 once each or 1D12@8 with Jet technology once each versus defending aircraft units.  The defender assigns casualties for defending aircraft.

                  • 3.1.2 Defending fighters roll 1D12@6 once each or 1D12@8 with Jet technology once each versus attacking aircraft units.  The attacker assigns casualties for attacking aircraft.

                  • 3.1.3 Attacking bomber aircraft that have been assigned as casualties roll 1D12@2 once each versus defending fighters (never other bomber aircraft).

                  • 3.1.4 Defending bomber aircraft that have been assigned as casualties roll 1D12@2 once each versus attacking fighters (never other bomber aircraft).

                  • 3.1.5 All aircraft casualties at this point are removed.

                  • 3.1.6 The attacker may also chose to retreat a portion of or all aircraft (refer to the Retreat section for more information).  The defending fighters may chase if conditions are met
                    (refer to the Chase/routing section for more information).

                  • 3.1.7 The defender may also chose to retreat a portion of or all aircraft.  Refer to the Retreat section for more information.  The attacking fighters may chase if conditions are met
                    (refer to the Chase/routing section for more information).

                  • 3.1.8 If the Full Combat Round has finished, all attacking aircraft units may proceed to land in the Non-Combat Phase, and retreating/scrambled defending aircraft units may land in
                    the Non-Combat Phase if they’re able to.

                  • 3.1 Strategic Bombing Combat Rounds (meant for devastation to industry and base utility):

                    • 3.1.1 Interception:

                      • Defending fighters on airbases in the targeted territory, adjacent territories containing airbases and/or on aircraft carriers (with the RADAR technology) in sea zones adjacent to
                        the target territory may scramble to intercept at 1D12@3 once each or @4 once each with Jet technology. Attacking/escorting fighters may roll 1D12@3 once each, or @4 once
                        each with Jet technology, and all attacking bomber aircraft types roll 1D12@2 once each.  Casualties are removed immediately after and combat ceases after one round.

                      • Defending facilities may fire once (D12@3 or @4 with RADAR technology at each attacking bomber aircraft targeting the facility).  Casualties are removed immediately after and
                        combat ceases after one round.

                      • 3.1.2 Strategic Bombing:

                        • Attacking tactical bombers roll 1D6 to determine the number of damage on a targeted facility.

                        • Attacking naval bombers roll 1D6 to determine the number of damage on a targeted facility.

                        • Attacking heavy bombers roll 2D6 to determine the number of damage on a targeted facility.

                        • Attacking strategic bombers roll 3D6 to determine the number of damage on a targeted facility.

                        • 3.1.3 The Strategic Bombing mission/s end/s and all aircraft participating in the strategic bombing round/s proceed to land in the Non-Combat phase.

                          • 3.2 Land and/or Naval Combat round:

                            • 3.2.1 Attacking aircraft units that have not rolled any combat dice in the Air Combat round may fire in the Land/Naval combat round:

                              • Attacking tactical bombers roll 1D12@7 once each versus defending land units OR 1D12@4 once each versus defending naval units.

                              • Attacking naval bombers roll 1D12@4 once each versus defending land units OR 1D12@6 once each versus defending naval units.

                              • Attacking heavy bombers roll 3D12@2 once each versus defending land units OR 3D12@1 once each versus defending naval units.

                              • Attacking strategic bombers roll 5D12@2 once each versus defending land units OR 5D12@1 once each versus defending naval units.

                              • Attacking fighters roll 1D12@2 once each versus defending land units OR defending naval units.

                              • 3.2.2 Attacking anti-aircraft guns roll 1D12@3 (1D12@4 with RADAR technology) versus defending aircraft or 1D12@2 (1D12@3 with RADAR technology) versus defending aircraft
                                that have retreated in the Air Combat round.[/lu]

                                • Any hits scored on defending aircraft units by attacking anti-aircraft guns are not considered pre-emptive while attacking on any combat round.

                                • Defending anti-aircraft guns may be assigned as casualties before other land units if there are attacking aircraft units present in the battle (the exception is the German Flak 88 if
                                  it is used as artillery, not AA).

                                • 3.2.3 Attacking land units (excluding anti-aircraft guns) may engage defending air units:

                                  • at the value of 1D12@2 instead of defending land units during a combat round at a ratio of 2 land units per 1 air unit when defending land units are present.

                                  • that are stationed in the contested territory at the value of 1D12@2 for only one combat round if there are no defending land units in the combat round.  Combat ceases after one
                                    combat round and the attacker may take the territory if there are attacking land units that have survived combat.  The defending aircraft units must then retreat as described under
                                    the applicable section under the Retreating mechanics.

                                  • that have scrambled from an adjacent territory’s air base at the value of 1D12@2 (no ratio) for an unlimited amount of combat rounds if there are no defending land units.

                                  • at the value of 1D12@1 vs defending aircraft units that have retreated in the Air Combat round instead of defending land units during a combat round at a ratio of 2 land units
                                    units per 1 air unit when defending land units are present.

                                  • at the value of 1D12@1 vs defending aircraft units that have retreated in the Air Combat round with no ratio for an unlimited amount of combat rounds if there are no defending
                                    land units.

                                  • 3.2.4 Defending aircraft units that have not rolled any combat dice in the Air Combat round may fire in the Land/Naval combat round.

                                    • Defending tactical bombers roll 1D12@7 once each versus attacking land units OR 1D12@4 once each versus attacking naval units.

                                    • Defending naval bombers roll 1D12@4 once each versus attacking land units OR 1D12@6 once each versus attacking naval units.

                                    • Defending heavy bombers roll 3D12@2 once each versus attacking land units OR 3D12@1 once each versus attacking naval units.

                                    • Defending strategic bombers roll 5D12@2 once each versus attacking land units OR 5D12@1 once each versus attacking naval units.

                                    • Defending fighters roll 1D12@2 once each versus attacking land units OR attacking naval units.

                                    • 3.2.5 Defending anti-aircraft guns roll 1D12@3 or 1D12@4 with RADAR technology versus attacking aircraft starting on the second Combat Round.

                                      • Any hits scored on attacking aircraft units by defending anti-aircraft guns on the second combat round and combat rounds thereafter are not considered pre-emptive.

                                      • Attacking anti-aircraft guns may be assigned as casualties before other land units if there are defending aircraft present in the battle (the exception is the German Flak 88 if it is
                                        used as artillery, not AA).

                                      • 3.2.6 Defending land units (excluding anti-aircraft guns) may engage attacking air units:

                                        • at the value of 1D12@2 instead of land units during a combat round at a ratio of 2 land units per 1 air unit when attacking land units are present.

                                        • at the value of 1D12@3 if there are no attacking land units and only attacking aircraft units in the combat round (no ratio).

                                        • at the value of 1D12@1 vs attacking aircraft units that have retreated in the Air Combat round instead of attacking land units during a combat round at a ratio of 2 land units
                                          per 1 air unit when attacking land units are present.

                                        • at the value of 1D12@1 vs attacking aircraft units that have retreated in the Air Combat round with no ratio for an unlimited amount of combat rounds if there are no attacking
                                          land units.

                                        • 3.2.7 Attacking and defending units that are assigned as casualties are removed from the board.

                                        • Note: Submarines are considered to be revealed to all units if they fire (roll) on a combat round, therefore making submarines able to suffer casualties from any air or naval unit.  I
                                          figured this had to be written down because of past experiences of lacking clarification.

                                        Mechanics section

                                        • Retreating mechanics (for aircraft):

                                          • Attacking fighters, jet fighters, tactical bombers and naval bombers may chose to retreat up the amount of movement they have left after the combat round.  A sea zone must contain
                                            a friendly aircraft carrier capable of being in the sea zone that has available space if the aircraft unit is landing in a sea zone.  Aircraft carriers may provide a landing area by moving
                                            into the sea zone in the Non-Combat Phase, when planes land.  Long Range Aircraft technology permits retreating up to a maximum 4 territories/sea zones away (5 from an airbase) for
                                            attacking fighters, jet fighters, and tactical bombers, and 5 away (6 from an airbase) for naval bombers.

                                          • Attacking heavy and strategic bombers may chose to retreat up the amount of movement they have left after the combat round.  Long Range Aircraft technology permits retreating up
                                            to 7 territories/sea zones (8 from an airbase) away for attacking heavy and strategic bombers.

                                          • Defending fighters, jet fighters and tactical bombers may chose to retreat up to 2 territories, or two sea zones, or a combination of a territory and a sea zone away (or 3 from an
                                            airbase).  A sea zone must contain a friendly aircraft carrier that has available space if the aircraft unit is landing in a sea zone. Aircraft carriers may provide a landing area by moving
                                            into the sea zone in the Non-Combat Phase, when planes land.  Long Range Aircraft technology permits retreating up to 3 territories/sea zones away (remains at 3 from an airbase) for
                                            defending fighters, jet fighters, tactical bombers and naval bombers. If there are no friendly territories or friendly aircraft carriers available for landing, the aircraft is/are destroyed.

                                          • Defending heavy and strategic bombers may chose to retreat up to 3 territories, or two sea zones, or a combination of a territory and a sea zone away (or 4 from an airbase).  Long
                                            Range Aircraft technology permits retreating up to 4 territories/sea zones (remains at 4 from an airbase) away for defending heavy and strategic bombers.

                                          • Chasing (or routing, or whatever name, I don’t know…) mechanics:

                                            • If all attacking aircraft units retreat, defending fighters or jet fighters may choose to chase all attacking aircraft by using interception mechanics; 1D12@3, or 1D12@4 for jet
                                              fighters only once each.  Remove all assigned casualties from the board after one chasing round.

                                            • Retreating fighters and jet fighters forfeit combat rolls.

                                            • Retreating bomber aircraft that have been assigned as casualties as a result of chasing may roll 1D12@2 once each versus chasing fighters and/or jet fighters

                                            • If all defending aircraft units retreat, attacking fighters or jet fighters may choose to chase all attacking aircraft by using mechanics similar to interception; 1D12@3, or
                                              1D12@4 for jet fighters only once each.  Remove all assigned casualties from the board after one chasing round.

                                            • Retreating fighters and jet fighters forfeit combat rolls.

                                            • Retreating bomber aircraft that have been assigned as casualties as a result of chasing may roll 1D12@2 once each versus chasing fighters and/or jet fighters.

                                            • If only a portion of the attacking or defending aircraft units have retreated and fighters remain on both sides, chasing may not occur.


                                            Non-Combat Phase

                                            • Aircraft that are landing are subject to section 1.1 of the Air Combat Movement Rounds under the Combat Movement Phase.

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