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    1Bean432

    @1Bean432

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    Best posts made by 1Bean432

    • RE: Little 1914 house rule booklet help

      Adding Manpower limits (complicated)
      This defiantly requires a laptop.
      Man power limits create a sense of war exhaustion in a nation. It also helps represent the sheer number of people some nations could recruit. As well as the economic implications mass conscription produced. Reference chart:
      Berlin: 16 man power/2                                                  (20 with monster Germany rule)
      Prussia: 8 man power/1
      Silesia: 7 man power/1                                                    (8 with monster Germany rule)
      Hanover: 5 man power                                                    (8 with monster Germany rule)
      Kiel: 7 man power
      Munich: 16 man power/2
      Alsace: 7 man power
      Ruhr: 10 man power/1                                                    (14 with monster Germany rule)
      Paris: 10 man power/2
      Burgundy: 5 man power
      Brest: 4 man power
      Bordeaux: 6 man power/1
      Picardy: 6 man power/1
      Lorraine: 6 man power
      Marseilles: 4 man power/1
      Rome: 6 man power/1
      Naples: 3 man power
      Tuscany: 3 man power
      Venice: 4 man power/1
      Piedmont: 4 man power
      Sicily: 1 man power
      Vienna: 12 man power/2
      Tyrolia: 6 man power
      Bohemia: 6 man power
      Trieste: 6 man power
      Budapest: 6/1
      Galicia: 6/1
      Moscow: 12/2
      Karelia: 6/1
      Tatarstan: 6/1
      Belarus: 8
      Poland: 10/1
      Livonia: 8
      Finland: 6
      Ukraine: 10/1
      Stastopol: 8
      Kazakhstan: 8
      Constantinople: 8/1
      Smyrna: 4
      Ankara: 3
      Syrian Desert: 1
      Mesopotamia: 6/1
      Trans-Jordan: 2
      U.S.A: 40 (they may also build up to 7 Infantry per turn)
      London: 8/2
      Wales: 6/1
      Yorkshire: 6/1
      Scotland: 5/1
      Ireland: 2
      Canada: 8/1
      India: 8/1
      Egypt: 3
      Japan/Australia: 16/3
      Spain: 6/1
      Empire of Ethiopia: 2
      Greece: 4/1
      Serbia: 4/1
      Albania: 3
      Bulgaria: 6/1
      Romania: 6
      Persia: 4
      Afghanistan: 2
      Saudi Arabia: 4
      Sweden: 7/1
      Norway: 7/1
      Belgium: 3
      Netherlands: 3
      Denmark: 3
      Portugal: 2

      These figures represent the population of each territory. Most colonial territories are not represented because they are considered to be unable to join the main conflict in Europe; they do however still produce their IPCs for the controller of the territory. Whenever a player decides to build an Infantry unit OR battleship, the player must choose 1 population from a territory to remove. A territory cannot produce more IPCs than the amount of population they have. Only a maximum of 1 population can be ‘conscripted’ at a time from each territory. The little /X on the end of some territory’s means how much population increases on that territory each turn.
      EG, Germany may choose to create 5 Infantry and use chooses Ruhr, Berlin, Silesia, Prussia, and from Kiel. Now the population of each country is reduced by 1 in each of those territories. Now, during Germanys collect income phase, Germany checks to see if the population of a territory is less than the amount of IPCs that territory makes. If, let’s say Ruhr, had only 4 population now, it would mean Germany would only be able to collect 4 IPCs from Ruhr.
      During the non-combat move, a player can move 1 population from a territory to another, adjacent one. Players may NOT choose to use population from captured territories; however they DO still produce IPCs AND still suffer from lack of population. Players cannot move population in captured territory. Players also can’t use population from contested territories.
      Any neutral that joins the war can also have its population choses for conscription.
      Players can also use railroad capacity to transport up to 3 populations from a single territory to another territory up to 2 territories away.
      Also, for every battle that is declared in a contested territory, lower its IPC value by 1. Contested territories cannot repair.

      Manpower/war exhaustion (simple)
      You need a calculator for this:
      Germany: 125
      Britain: 70
      France: 85
      Italy: 50
      Russia: 280
      Ottomans: 65
      Austria-Hungary: 100
      U.S.A: 100

      Whenever a player builds an Infantry OR a battleship, reduce the corresponding score by 1. Players get a reduction to the amount of IPCs based on the percentage of lost population compared to their starting population in increments of 80%, 60%, 40%, 20% and 0%. (Rounding up)
      EG: Britain has 35 populations during the collect income phase, since 35 populations is 50% less than their starting population, you would round up to the higher increment, so Britain has ‘60%’ of population than what they started with, therefore they only collect 60% of the IPCs they would normally collect.
      Round up any left over IPCs.

      Rule changes/setup changes:
      Some general may be required due to some of these house rules, REQUIRED rule changes will have a required mentioned, ones that do not are up to the players in a play group to decide whether to include them or not
      Other things mentioned in this section are house rules that need to be accompanied with others in order to work properly. This can be due to some house rules being directed towards a certain side more than the other.

      Aircraft can only support 2 Artillery at a time (expansive research rule). REQUIRED.
      Austria-Hungary does not start with any units in Bohemia (Dynamic Italy rule)
      It may be necessary to remove some of Italy’s starting units, as to not make Italy so important to bring onto your side (dynamic Italy rule)
      It may be necessary to modify the convoy spawning system. (e.g., Britain’s African possession convoys could be modified so they only spawn when Britain control Union of south Africa AND Rhodesia.
      If players are playing with the ‘turning Germany into the monster it should be’ rule, then it may be necessary to add an Allied friendly house rule. (Such as the convoy system)
      Remember, these are HOUSE RULES. They were made to be modified; therefore your group may deem the rule to unbalanced, or broken. Therefore, any suggestions that helps adds balance to some of these rules would be greatly appreciated.
      For the convoy rule, players could potentially add that convoys can only go a certain route. (Physical convoys)
      DR De Mole’s/ Lancelot De Mole: this man is not represented anywhere in the rules, but players may feel free to add him in some way in conjunction to the expansive research rule. (This man created the first designs for some very good tanks; he sent in his idea to the British about 3 times throughout the war and was ignored three times by the allies. His friends often urged him to take his idea to Germany, but he declined due to patriotic reasons.)
      Territory’s repair themselves by 1 IPC after the end of the U.S mobilise units phase. (Strategy bombing, REQUIRED)

      And that’s it, sorry for the wall.  :oops:

      posted in House Rules
      1
      1Bean432

    Latest posts made by 1Bean432

    • RE: [1914] Good house rule for round 1 fleet battle?

      Allow sea units to enter and exit land territories with a friendly port.

      ‘docked’ sea units on land participate in land battles as if they were normal units. They roll dice, and can be treated as casualties like any other unit. Docked sea units require an infantry you control to be present.

      This allows Germany to hide his navy, and threaten Britain from the safety of the Kiel harbor.

      You could also create a canal that requires the player to control either Kiel OR Denmark/Norway to move through SZ 10 to SZ 11.

      posted in House Rules
      1
      1Bean432
    • RE: Japan too Strong?

      @Freddy:

      Hey,
      I ordered Global War 1939 from HBG and I am completely happy with the board. The territories are big enough and am a huge fan of the additional territories to Russia and North Africa. The only gripe I have is that Japan is colored yellow instead of the more recognizable orange. Also the UK keeps changing colors but thats neither here nor there. Just to be fair I am using the D6 system that “Jeremy” from Field Marshal Games has created and the setup which he put a lot of work into.
      The setup is great! I love it… Thank you so much “Jeremy!”

      Having said all that: Is Japan too Strong?
      They make 40 IPCs a turn and can pretty much boss China around. The 20ipc Non-Aggression pact with Russia makes it so an invasion is unlikely from that area, and all the British and ANZAC forces can do is but pester the Japanese. Once the US gets in the war (only around turn 5-7) Japan (in our games) seems to make around 70 ipcs. They take all of China (+12) at least 2 of the DEI’s (+8) Hong Kong and French Indo-China (+6) and anything else they can grab. To my estimation that’s around 65 and 70. I can’t give you exact buys, but by then the Japanese can land around 10-12 guys in Asia, and can build a fleet to match the US. Any ideas on how to stop this, or (most likely) are we playing the game wrong?
      Any help would be help-ful  :-)
      Thanks, Freddy

      I’ve heard this is pretty common in 1939.

      IMO the best way to solve this is to split Japan into 2 different economies.

      One economy would use all of the IPCs in the Pacific, and the other would use all the IPCs on the mainland.

      posted in Global War
      1
      1Bean432
    • RE: Global 1943

      Things to give the Axis powers a chance.

      -Have 3 sides, Allies, Axis, And Russia.

      -Have certain National objectives for Russia and the allies which help each other.
      E.G, if Russia controls West Poland, then U.S.A can produce tanks @ 5.
      This means the Allies and Russia might hold up attacking Germany, in fear of giving the other side a to big of an advantage.

      -Exploit Russias lack of Siberian reserves.
      Remove Mongolia and give Japan a good incentive to attack Russia.

      -Japan should have around 65 IPCs.

      posted in House Rules
      1
      1Bean432
    • RE: 100 Years since the Act that Sparked the Great War

      Me and me buds are currently planning a 13 man Hearts of Iron 3 game this Sunday to celebrate.

      posted in Axis & Allies 1914
      1
      1Bean432
    • RE: National Objectives

      Why should NO’s only give IPCs? Or only be required to control a certain territory?

      -Germany:
      Immediately gain 1 submarine to mobilize if 2 Submarines have already been purchased this turn.

      Spain will become a Pro-Axis neutral if Germany controls London.

      Etc.

      posted in House Rules
      1
      1Bean432
    • RE: Which Soviet City?

      Moscow.

      The Russian capital acted as a major rail-road network, connecting the East front with Russia’s main industrial base in the Urals.

      Without Moscow, the Russian army would would have difficulties replacing equipment, and Russia’s superior industry would be rendered ineffective.

      posted in World War II History
      1
      1Bean432
    • RE: Europe 1939 map

      This is mine.

      Oh, and are we using the G40 rule set or are we making a new one?

      ADV Eruope Excel.pdf

      posted in Other Axis & Allies Variants
      1
      1Bean432
    • RE: Europe 1939 map

      @Pink:

      http://www.mediafire.com/view/wdc0r3cyiznaby2/A&A_Europe_1939_latest.jpeg
      This is based off the old Advanced A&A Europe map.  If anyone has any suggestions on territory names or anything, I would be grateful.

      Its a really nice map. Ill create a draft of setup charts in a bit.

      posted in Other Axis & Allies Variants
      1
      1Bean432
    • RE: NO's for 1942 second edition

      Instead of having basic +5 IPC NO’s for having X territory’s. Have unique ones like.

      Germany-
      Will gain rocket technology during their 6th, 7th, or 8th turn if they control Norway, but DO NOT control France.

      Russia-
      Gain 1 Infantry extra Infantry during the purchase phase for every 1 of these territorys you control: Ukraine, Belorussia, Poland.

      Britain-
      Every 2nd turn. Starting from turn 4. Britain may place 1 factory in any of the following territorys: East Australia, West Australia, East Canada, India, South Africa, Egypt.

      Japan-
      Gain 3 IPCs for every Carrier/Battleship you destroy.

      U.S.A-
      Gain 2 tech tokens per turn if they control: Alaska, Mexico, Brazil, and West Indies.

      posted in House Rules
      1
      1Bean432
    • RE: ?? Best way to take France ??

      Leaving Russia alive spells doom for the Central powers.

      Especially when you fail to achieve any other objective. Taking France as Germany is simply not doable, or viable. Attacking players need almost twice the amount of troops the defender has to defeat him.

      This is incredibly difficult to achieve against France, if not impossible without taking extreme measures.

      Besides, why attack France when you can attack Russia instead?

      posted in Axis & Allies 1914
      1
      1Bean432