@mr-kell
Charlie the ANZAC infantry: “…but the house rules say-”
Tucker the American Armored Unit: “To hell with the house rules!”
@mr-kell
Charlie the ANZAC infantry: “…but the house rules say-”
Tucker the American Armored Unit: “To hell with the house rules!”
@superbattleshipyamato To balance the game in the weirdest way possible
Only unlocked after 6 turns of play (when Germany is at Russia’s doorstep) The Allies get a special satellite beam just like the one from World Conqueror 3/4 by EasyTech. You can choose any enemy unit on the map and ZAP three units disappear! This is to simulate UFO’s, obviously, but according to the masters of history on the poorly-researched mobile game scene. if you unlocked a certain tech level you get to use special satellites :)
@abworsham4 That one 1980’s War Game movie but it’s a board game that looks a lot like Axis and Allies (or Global War 2025)
@superbattleshipyamato Yeah, it says it in the rulebook
@superbattleshipyamato No they are different
@superbattleshipyamato Yea I suppose so :) It would be a super meatgrinder, especially if they move in their AA. Maybe the Germans wouldn’t want to risk that so they keep a chunk of their forces in the front with France. If the Germans win the battle, the Soviets will have the advantage because it will be until like round 3 when the Germans are able to attack them but it might let a sealion be possible. Also the african front would be swiftly destroyed by the Italians. If the Germans lose the battle for Paris then it’s game over for them.
@superbattleshipyamato When I mean historical game deployment I mean the original, unmodified game deployment. 1940: If Germany wants to stack the Eastern front they can but remember the French player can place all their units in Paris making it necessary to take it (but atleast it won’t take all those rounds to move the scattered infantry to the Eastern front as Germany) Russia can optimally setup their forces and this would especially help on the pacific side of the board.
On the otherhand, Japan can setup for a J1 attack making it much more unbalanced. Yes, the USA can have their entire fleet in the Hawaii seazone but it’s still not much to a optimized turn 1 Japanese fleet. Also all that equipment from Japan can annihilate anything because they don’t have to worry about transports that much except for taking the money islands (the equipment in Tokyo can be used to annihilate China for example)
There might have to be some bids here but it would need to be play tested first.
This can be applied to any game. I have not tested this out so it’s probably extremely inbalanced. The free-deployment option lets you place the # of units of each class (infantry, armored, sub, tac, etc.) your country starts off with anywhere you want in your starting territories.
If you are placing navies they have to be in the areas where the historical game deployment are at. This means you cannot as Germany just place all your subs off the coast of America, but you can stack all of them in 1 seazone instead of having them spread out like the historical deployment. You basically can choose whether to put units in the starting territories or not.
Since I am more familiar with G40: Axis deploy first, Allies second. This makes it so the allies can place their units in response to the Axis initial placement, making it more balanced for the Allies.
Other versions of the game you will have to experiment. It may be better for both parties to place their units at the same time.
@superbattleshipyamato said in A&A: The Blockgame? (Axis and Allies Eurotrash Variant):
I don’t get that last part though. So tipping them down shows the unit and the number of units is shown on the side facing the opponent?
Yup
@superbattleshipyamato You stand them up. The big side facing the player shows the unit’s classification (infantry, armored, destroyer, etc) The edges indicate how many units.
Above is a picture of Europe Engulfed (not my picture!) This is what it would look like though I envision symbols that look like the plastic a&a pieces instead of nato symbols. There would also be fighter/tac/bomber blocks too. When a battle is engaged all units go face up by tipping them down (showing their identification and number of units) But to preserve that value make sure the number on top in the POV of the player who owns those blocks is the same orientation as when they are in hidden mode.
@superbattleshipyamato 1 unit for each side of the square. When the number of the square facing up is “4” then there are 4 units there
Replace all your plastic pieces with wooden blocks and add stickers. They can be from GMT, Columbia Games, I don’t care but you need all the types of units from A&A in here. Now, if you have 12 infantry in a territory you need 3 blocks with 4 CV (combat value) because each side represents it’s CV (1;2;3;4) Adds a fog of war to the game oooo. The game will be very less visually pleasing…
Fighting still works the same despite how block units actually work (each CV is how much dice you roll).
Axis powers sit to the north of the board and the Allies sit to the south of the board. Pick the Italian player someone you can trust. If you want you can flip your pieces upside down when it’s the enemy turn and then on your turn you flip yours back up in your designated direction (so you don’t lose track of your CV value)
@superbattleshipyamato
The camera pans over a stylized map of the world in the early 1940s, the eve of World War 2. We see animated troop movements and naval maneuvers over the Atlantic and Pacific, as the major powers make their opening moves.
We get glimpses into the war rooms and cabinets of Roosevelt, Churchill, Hitler and Tojo. Passionate arguments are made about how to gain the upper hand in the early stages of the spreading conflict. Egos and ideologies clash, but there is uncertainty too - no one knows how this global struggle will ultimately play out.
Cut to boots-on-the-ground perspectives from soldiers and civilians in Europe, Asia, the Soviet Union and the Americas. We follow characters from these key countries, showing how the grand strategies of generals and leaders play out in human terms. Some choose to resist, others seek to profit, most are simply caught up in the upheaval against their will.
As alliances form, the action intensifies. Epic tank battles rage across the Russian steppe, u-boats stalk merchant convoys in the Atlantic, and carrier fleets launch aircraft across the Pacific. The fate of nations hangs in the balance with each campaign. Technological and tactical innovations, hard-won lessons and bitter defeats all shape the course of the war.
Old empires crumble, superpowers emerge, and nothing will ever be the same. A new global order is forged in the fires of a total war that reaches a scale never before seen in human history.
All of this plays out to a grand, emotive score. The visuals aim to capture both the human experience and sweeping historical significance of these world-changing events. By the end, the audience has glimpsed both the personal and global consequences of this monumental conflict.
Roll credits.
@superbattleshipyamato 😂 would the actors be the plastic men becoming sentient realizing they are in the suicidal meatgrinder known as the the russian front in the 1942 games?
@superbattleshipyamato Strategic bombers were good for bombing cities and large-scale infrastructure. Tactical bombers make more sense. Fortifications would be very OP with AAA capabilities so I did not include that.
@superbattleshipyamato I don’t know… I suppose a “fortification” would cost 5 infantry in that territory or something… (technically converting those 15 ipcs into an engineer unit of sorts and then dying off after creating reinforcement that turn)
Yeah instead of infantry rolling defense on @2 it is at @3
if enemy goes into a fortification the fortification is removed and will have to be rebuilt.
Fortifications can be bombed like this:
for every tactical bomber (1 point) it will take 8 points to destroy fortification (separate than combat, also does not count as strategic bombing raid) So you need 8 tactical bombers to destroy a fortification.
I’m just guessing here.
@superbattleshipyamato
I should have said Fortifications lol. The Axis are much stronger than the Allies in this game. Most players will retreat to Moscow and then by around round 6 the Germans take it unless they royally screw up. If the Allies can threaten the German logistics and the Russians can actually hold a line of defense, this game would be much cooler.
@superbattleshipyamato said in G40 - Supply Hubs and Line of Supply:
Another idea would be to simply have units be supplied if they have a connection to the supply hub.
At the beginning of each turn (let’s call it the Resupply Phase), check which units can trace a path to the supply hub. If they are, they’re resupplied and can attack normally. For units on islands or overseas a second option, to be able to trace a line through friendly sea zones, is also possible. A combination of tracing through friendly sea zones and territories is allowed.
I think this would make the Baltic and Black seas more useful, being able to resupply even when cut off.
Once you know which units can’t be resupplied after the phase, those units will get attrition like you outlined.
We can add a Russian Winter effect where on round 3 all Axis units in original Soviet territory get attrition.
Sounds like a much more refined, simpler way of implementing the supply system which I like. I think that there should be a limit with the supply hubs for example having 3 land territories maximum the supply hub could trace (infinite in sea zones but if coming from land to sea to land then the counting will resume.) They can still be bombed and stuff. Added supply hubs will be maybe Novgorod, Romania, Moscow, and Volgorad.
Soviets will get “strategic movement” meaning they are always in supply as long as they are in their home territory.
Supply hubs can be built costing maybe 15 IPC’s for the Allies and 30 IPC’s for the Axis after round 3.
Maybe there should be a fortress unit giving some dice rolling at 4 that the Soviets can build in important places