Game History
Round: 1 Purchase Units - Germans Germans buy 6 artilleries and 2 infantry; Remaining resources: 0 PUs; Combat Move - Germans 1 artillery, 3 infantry and 4 mech_infantrys moved from Western Germany to France 3 armour, 2 artilleries and 4 infantry moved from Holland Belgium to France 3 armour moved from Greater Southern Germany to France 1 battleship moved from 113 Sea Zone to 110 Sea Zone 1 submarine moved from 103 Sea Zone to 110 Sea Zone 1 submarine moved from 117 Sea Zone to 106 Sea Zone 1 submarine moved from 108 Sea Zone to 110 Sea Zone 1 submarine moved from 124 Sea Zone to 111 Sea Zone 1 submarine moved from 118 Sea Zone to 111 Sea Zone 1 fighter moved from Norway to 111 Sea Zone 1 bomber moved from Germany to 110 Sea Zone 1 bomber moved from Germany to 111 Sea Zone 1 fighter moved from Holland Belgium to 111 Sea Zone 1 fighter and 1 tactical_bomber moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Germany to 110 Sea Zone 1 fighter moved from Western Germany to 110 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 tactical_bomber moved from Western Germany to 111 Sea Zone 1 infantry moved from Romania to Yugoslavia 1 armour moved from Romania to Yugoslavia 1 armour moved from Slovakia Hungary to Yugoslavia 1 fighter and 2 infantry moved from Slovakia Hungary to Yugoslavia 2 artilleries and 6 infantry moved from Greater Southern Germany to Yugoslavia 1 armour moved from Poland to Yugoslavia 1 tactical_bomber moved from Poland to Yugoslavia Combat - Germans Battle in France Germans attack with 6 armour, 3 artilleries, 7 infantry and 4 mech_infantrys British defend with 1 armour and 1 artillery; French defend with 1 aaGun, 1 airfield, 1 armour, 1 artillery, 1 factory_major, 1 fighter and 6 infantry Germans captures 19PUs while taking French capital Germans converts factory_major into different units Germans win, taking France from French with 6 armour, 3 artilleries, 1 infantry and 4 mech_infantrys remaining. Battle score for attacker is 35 Casualties for Germans: 6 infantry Casualties for French: 1 aaGun, 1 armour, 1 artillery, 1 fighter and 6 infantry Casualties for British: 1 armour and 1 artillery Battle in Yugoslavia Germans attack with 3 armour, 2 artilleries, 1 fighter, 9 infantry and 1 tactical_bomber Neutral_Allies defend with 5 infantry Germans win, taking Yugoslavia from Neutral_Allies with 3 armour, 2 artilleries, 1 fighter, 7 infantry and 1 tactical_bomber remaining. Battle score for attacker is 9 Casualties for Germans: 2 infantry Casualties for Neutral_Allies: 5 infantry Battle in 106 Sea Zone Germans attack with 1 submarine British defend with 1 destroyer and 1 transport British win with 1 destroyer and 1 transport remaining. Battle score for attacker is -6 Casualties for Germans: 1 submarine Battle in 111 Sea Zone Germans attack with 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship, 1 cruiser and 1 destroyer Units damaged: 1 battleship owned by the British Germans win with 1 bomber, 1 fighter and 2 tactical_bombers remaining. Battle score for attacker is 18 Casualties for Germans: 1 fighter and 2 submarines Casualties for British: 1 battleship, 1 cruiser and 1 destroyer Battle in 110 Sea Zone Germans attack with 1 battleship, 1 bomber, 2 fighters, 2 submarines and 2 tactical_bombers British defend with 1 battleship and 1 cruiser; French defend with 1 cruiser Units damaged: 1 battleship owned by the British Units damaged: 1 battleship owned by the Germans Germans win with 1 battleship, 1 bomber, 2 fighters and 2 tactical_bombers remaining. Battle score for attacker is 32 Casualties for Germans: 2 submarines Casualties for British: 1 battleship and 1 cruiser Casualties for French: 1 cruiser Trigger Germans Conquer France: Setting switch to true for conditionAttachment_French_1_Liberation_Switch attached to French triggerFrenchDestroyPUsGermans: Setting destroysPUs to true for playerAttachment attached to French Non Combat Move - Germans 1 fighter moved from Yugoslavia to Southern Italy 1 tactical_bomber moved from Yugoslavia to Southern Italy 3 aaGuns, 3 artilleries and 11 infantry moved from Germany to Slovakia Hungary 1 infantry moved from Romania to Bulgaria Germans take Bulgaria from Neutral_Axis 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Poland to Slovakia Hungary 1 infantry moved from Norway to Finland Germans take Finland from Neutral_Axis 1 bomber moved from 111 Sea Zone to Western Germany 1 bomber moved from 110 Sea Zone to Western Germany 1 aaGun moved from Western Germany to Holland Belgium 1 fighter moved from 111 Sea Zone to Western Germany 2 fighters and 2 tactical_bombers moved from 110 Sea Zone to Holland Belgium 1 transport moved from 114 Sea Zone to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 1 infantry moved from Denmark to 113 Sea Zone 2 infantry and 1 transport moved from 113 Sea Zone to 114 Sea Zone 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from 114 Sea Zone to Poland 1 infantry moved from Poland to Slovakia Hungary 1 tactical_bomber moved from 111 Sea Zone to Western Germany 1 tactical_bomber moved from 111 Sea Zone to Western Germany Place Units - Germans 6 artilleries and 2 infantry placed in Germany Turn Complete - Germans Germans collect 39 PUs; end with 58 PUs Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 63 PUs Objective Germans 1 Trade with Russia: Germans met a national objective for an additional 5 PUs; end with 68 PUsG40 League House Rule project
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A quick rant:
This game is supposed to start in 1940 and be all wonderful because it starts earlier than previous A&A games, but I have identified (and I am sure there are many more)
unit placements at game start that represent forces that DID NOT EVEN EXIST until December 1941
Namely the flying tigers and the battleship in Z37
Also, I have researched before and found that the forces of ANZ in Australia/New Zealand are grossly overstated, and perhaps ANZ forces in North Africa are actually understated.And don’t tell me it’s for game play - it’s not that simple. Having a more historically accurate setup overall will actually, I’m quite sure, improve game play.
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Gamerman, for your “house league” rules, would you be willing to consider giving any techs to particular powers as National Advantages? Perhaps time the appearance of the techs to coincide with when they appeared historically? For instance, Germany started V1 rocket attacks against Britain in mid 1944 so maybe Germany gets rockets on turn 12 (assuming each round is 3 months?). USA would get long range aircraft sometime late in the war. UK might start out with Radar. That sort of thing?
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I appreciate your idea, but no, I don’t think that would be popular with enough players.
Also, I realize that for tech I will need to establish a naval pricing schedule since I’ve tweaked a couple boats’ prices
Keep those thoughts coming - thanks
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I appreciate your idea, but no, I don’t think that would be popular with enough players.
Also, I realize that for tech I will need to establish a naval pricing schedule since I’ve tweaked a couple boats’ prices
Keep those thoughts coming - thanks
In that case you can always develop multiple house rule variants. In which case players decide which version to play their league game.
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I appreciate your idea, but no, I don’t think that would be popular with enough players.
Also, I realize that for tech I will need to establish a naval pricing schedule since I’ve tweaked a couple boats’ prices
Keep those thoughts coming - thanks
Gamerman,
A concept i have always thought would imrpove the game is a rule that only allows all battles to go 3rounds max and then the territory remains contested or for simplicity the attacker must retreat. A lot more historically accurate and prevents massive unrealistic stacks.
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Thanks! It’s been awhile, but I think I had a similar thought before -
I will think about that, but I think I want to leave the basic game rules intact since this is intended for a general group of players. Mainly trying to change setup and G40 specific rules.
Keep those cool ideas coming - I like that one!
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Hello Gamerman
some ideas regarding your house rules:
- Why changing the turn order? If Italy moves before UK, it can easily defeat the allied fleets in the mediterranean sea and/or keep all its transports. This would require a massive (and in my opinion unnecessary) overhaul of the italien fleet.
- Regarding the Pacific, I share MrRobotos opinion: without stacking its troops, china is way to easy to defeat and while I like your Idea of Flying-Tigers-Kamikaze, it weakens the chinese attacks even more.
- I would introduce an easy rule to lesson convoy where it should:
The maximum possible convoy from a territory is halfed (rounded up? down?), if a continous path from territory to capital through non-enemy territorys can be drawn.
So if the Axis controls all of western continental europe, only 1 point of convoy can be made in SZ105, as a path via non-enemy territorys connects “Germany” and “Normandy/Bordeax”. - I don’t think the “every neutral stands for its own” - idea would work, at least it would open a whole new set of tactics like the axis invading turkey after greece for the short path to both caucasus and middle east or the USA invading Spain for a perfect hub to take back france. This would alter the game dramatically.
That’s it for now and please do not dismiss my ideas just because its my first post in this Forum, I have played Axis and Allies several times and plan on joining the league soon.
greetings
Kion -
No, I certainly won’t dismiss those and you didn’t even need to explain that you’ve played many games, because it is obvious from the quality of the content of your ideas. Hopefully you do join the league.
Good point about Mediterranean. As you know, I am in the infancy stage of this. Perhaps it would be better to go all the way toward the old style turn order.
G
R
J
UK
I
US/ChinaJust like AA50-41, I believe
I really don’t think it will be difficult to make sure that China is of appropriate strength once a bunch of changes are implemented. In the current game, when China survives, it can too quickly rebuild and go on the offensive. The game rule book says China is going through civil war, in justifying some of the rules. So it does not make sense that this huge nation could extremely efficiently place 6-8 infantry all in the same frontier territory to terrorize the Japanese, or what’s really cheesy, is placing 5-7 infantry on a territory that the USA just took.
There may be a better solution, but this is why I first came up with a limit to placement.Maybe I didn’t say this, but I’ve been thinking it. To compensate for every neutral standing on its own, each neutral could be given a slightly larger standing army. If the Axis want to attack Turkey’s 10 infanty or Spain’s 8 to gain control, I think they’ve paid an appropriate price.
I agree with your thinking that convoy damage should have something to do with current supply lines, and you’ve already put more thought into that than I have. I will study your idea more in the future and I actually anticipate incorporating something to do with supply lines into the rule, even though I hesitate to make anything more complicated. In general, I’m actually going for LESS complicated (Going back to Alpha2 Mongolia rules is Exhibit A for this)
THANKS!!!
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https://docs.google.com/spreadsheet/ccc?key=0AhOB4pSke42ydGh6d2NwRDJRRzBteEsyU1EtNGhXVUE#gid=2
Kion, did you review my spreadsheet? If not, please see this link to it. There was previously discussion about this on 2 different threads, so I’m not sure what you’ve read.I agree with you about not having Italy go before UK and I didn’t have a really great reason for putting USA after Japan except that that prevents UK can openers. So I have switched US and UK in the turn order to match basically all previous A&A games. However, I think we may have an issue with UK can opening in the Pacific for the USA. Of course, this may not be bad. If China indeed is weakened by my version, this may be made up for by the fact that US threat is greatly strengthened by very viable can opener opportunities (single destroyer blocks will not be safe), and also give the USA more incentive to go Pacific. Especially because the victory conditions will NOT include a 6 city win for Japan (one of the top things I aimed to get rid of)
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idea on vc conditions.
same as now except…AXIS;
europe 8vc but axis 12 globally.
pacific 6vc but axis 12 globally.ALLIES;
2 axis capitols. -
gamer,
you haveme down a s a loss on your spreadsheet against arathorn, but the game is still being played. -
Maybe I didn’t say this, but I’ve been thinking it. To compensate for every neutral standing on its own, each neutral could be given a slightly larger standing army. If the Axis want to attack Turkey’s 10 infanty or Spain’s 8 to gain control, I think they’ve paid an appropriate price.
I’m coming a bit late to this it seems, and I apologize if you have already discussed this.
A house rule AWN and I use for the neutrals is to treat them as regional allies. This means that if Spain is attacked, only European neutrals becoming friendly to the non-aggressor but everyone else stays true neutral.
That way you don’t get silly situations like Afghanistan going to war because the US invaded Portugal. (I have yet to see any rationale for Argentina going to war because someone invaded Mongolia :))
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Hank,
I came up with something quite awhile back that tied any attack on Spain (true neutral or opposing neutral)triggering the europe, south america, and africa block, and tied attacking Turkey similarly into the middle east, africa and europe block. Everything else is in its own block and only influences that block.
In that way if germany attacks Sweden only it invites the allies to walk into Spain or Turkey without penalty which isn’t wise. -
@Infrastructure:
gamer,
you haveme down a s a loss on your spreadsheet against arathorn, but the game is still being played.I’m sorry, that was unintentional and I will fix it immediately. Thanks for pointing it out. I apparently forgot to undo it after his claiming the win was reversed.
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@Infrastructure:
Hank,
I came up with something quite awhile back that tied any attack on Spain (true neutral or opposing neutral)triggering the europe, south america, and africa block, and tied attacking Turkey similarly into the middle east, africa and europe block. Everything else is in its own block and only influences that block.
In that way if germany attacks Sweden only it invites the allies to walk into Spain or Turkey without penalty which isn’t wise.This is brilliant. I like this a lot.
I initially went to every neutral on its own because I don’t think Spain, Sweden, and Turkey should be tied together. I’m sure this would just give the Axis the great incentive to invade all 3 of them almost every game.
But tying Spain to South America and Turkey to Middle East is brilliant. -
@Infrastructure:
Hank,
I came up with something quite awhile back that tied any attack on Spain (true neutral or opposing neutral)triggering the europe, south america, and africa block, and tied attacking Turkey similarly into the middle east, africa and europe block. Everything else is in its own block and only influences that block.
In that way if germany attacks Sweden only it invites the allies to walk into Spain or Turkey without penalty which isn’t wise.This is brilliant. I like this a lot.
I initially went to every neutral on its own because I don’t think Spain, Sweden, and Turkey should be tied together. I’m sure this would just give the Axis the great incentive to invade all 3 of them almost every game.
But tying Spain to South America and Turkey to Middle East is brilliant.Agreed. I like that there is some strong incentive for the axis to attack, but still some incentive to keep them neutral. It also avoids the ridiculous situations like the ones I noted before.
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Updated my spreadsheet.
Currently I have Spain, Portugal, NW Africa and South America together
Turkey, Saudi Arabia and Afghanistan together
Switzerland completely out of play
Sweden, Mozamb and Angola stand alone
Mongolia tied togetherI think that’s everybody.
This rule change alone would make this game so much better :-)Still a lot of work to do on all the other rules…
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Mozamb and Angola stand alone
Shouldn’t Portugal’s colonies (Moz/Ang) be tied to Portugal?
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On a more important note: have you talked to Veqryn about how some of these changes could be made an option in tripleA?
Or is there someone else on the forum who knows enough to be able to change turn sequence and unit costs in a G40 mod for tripleA?
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Mozamb and Angola stand alone
Shouldn’t Portugal’s colonies (Moz/Ang) be tied to Portugal?
OK, I hadn’t done my homework on the history of Moz/Angola yet.
Portuguese Guinea is apparently another one, but whose was Rio de Oro, Sierral Leone, and Liberia?Should Spain and Portugal be together in the same bloc, I’m guessing?





