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    Topics created by Black_Elk

    • Black_Elk

      What the ultimate legacy/anniversary A&A map might look like
      House Rules • • Black_Elk

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      Black_Elk

      I was just trying to visual what the coolest possible legacy product for me would be.

      A 3 or 4 section split map, so that its easy to move or store a set board. A rigid material that doesn’t get wet or bend, or worn from folding (since its sectional.) Something printed on metal would be coolest, because that would allow for Cyanite style magnetic sculpts and also a way to stack the sectional board, using pylons or columns like an inch or so high, you could stack a set board on top of itself with the sculpts in place for easier storage on top of a shelf or corner of a table (since A&A is such a long game that would be particularly rad).

      A double sided map would be sweetest, with the obverse serving as the main base map, and the reverse something more customizable. So maybe a political historical theme for the front map (all the pretty national colors, with the labeling of things like VCs or starting territory control with little roundels etc being printed directly on it.) The reverse side could be a more stripped down build-it-yourself topographical map, showing the basic territory and sz divisions, but using movable control markers to indicate things like VCs and starting territories control. On upside down, it could then service multiple scenarios or different start dates.

      Magnetic sculpts, with chips, baseplates and risers for easy grouping and stacking.

      WW2 nation themed unit trays, dice, and dice tower.

      The underside of the box lid itself, could serve as a large battle board field for multiple encounters per turn. Something that shows the base attack/defense power (“hits at”) in Rows 1-4, and shows moves remaining on the attacker side (“moves left”) in columns to the far right or left of each row 1-5. That way all the critical gameplay information is preserved when moving sculpts from the map to the battle box and back again. Movable battle markers could be used to indicate which square on the battleboard field corresponds to which territory or sz on the map. Since there is a lot of room on the box lid, you could also have a field/marker that is used to expand a territory or sea zone that is becoming overcrowded. Similar to the blow up boxes on the Classic map, but more adaptive.

      The inside of the box base could serve (as it often already does), for rolling the dice and housing the sculpt trays, but with a tower this would make it easier to save space.

      Using a sectional map rather than a folding map, with pylons everything could be stacked on top of itself, even for a set game. And then moved around easily from spot to spot. Basically a longer box, with a narrower attack profile hehe

      The 1942 game map in print is 40″ x 26″ but its comprised of two folding pieces of cardboard which is harder to move around without a backing and takes up a lot of space when set. Global and AA50 also use folding maps. A rigid sectional map that was more like 12x24 in 4 panels would be larger when playing but easier to transport when set, and a lot smaller when stacked so you could have something a little closer in total size/space to the game box itself. Just a few inches taller. With magnets stuff wouldn’t shift around, so it’d be easier to leave out without dominating the room.

      Then for the manual something like a gamemaster’s guide, or a players handbook or DMG in D&D but for Axis and Allies. Like with a layout of the standard rules for the scenario or campaign that comes in the box, but also with a section at the end on the history of the game, and ideas for how to customize or create new scenarios, paint sculpts, add to the game and whathaveyou.

      Something like that would be platinum plus. Take all my loot hehe

    • Black_Elk

      Feedback and questions for other players
      Axis & Allies 1942 Online • • Black_Elk

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      @DoManMacgee

      Yeah there are some funky dice results. Worst one is they exacerbate the RNG problems by doing a multiplier–so in one battle they rolled 1,2,4,4,5,6 but the x6 marker fell on the 1 and 2, giving them 12/18 hits on 18 '2’s. Disappointing given how hard it would be to roll 1,1,1,1,1,1,2,2,2,2,2,2,4,4,4,4,5,6.

      Some of the players are plenty good, its not really a good idea to let noobs on your team its better just to play the whole dang team yourself.

      Still some problems with lag but already seeing improvement.

    • Black_Elk

      HR skip movement phases in first round
      House Rules • • Black_Elk

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      Black_Elk

      Indications from the latest Q&A would seem to confirm that A&Aonline won’t have a lot in the way of set up adjustment, at least in early access. So I’m suggesting this rule as the only thing I can think of right now to reset the playbalance in a way that will actually work with the game we get.

      I still don’t know what sort of patterns would ultimately develop on balance, but at least it is a way to get something new going for a 1942.2 that strictly uses the boxed starting set up.

      I imagine this only works for PvP, so not sure how they will handle solo play vs the AI.

    • Black_Elk

      1942 3rd edition map thoughts
      House Rules • • Black_Elk

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      N

      I was referring to @Black_Elk 's project.

    • Black_Elk

      Grand Plans, 3rd Edition?
      Axis & Allies 1942 Online • • Black_Elk

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      DoManMacgee

      @JuliusBorisovBeamdog That’s similar enough to what was done in AAC, the “Russia can’t attack on their first turn” rule. Basically, it gave Germany a turn to get their valuable Tanks and their irreplaceable FTR out of their indefensible positions in Russia. This change gives Germany a stronger initial force, which snowballs, as it takes Russia/UK longer to kill Germany, which in turn gives Japan more time to gobble up IPCs on their side of the map.

      For 42SE, giving the Allies a turn to not die saves:

      The USSR IC in Karelia, which means it could be a feasible point to hold for a few rounds.

      The entire UK Fleet, which speeds up the UK/US’s deployment to Europe/Russia/Africa.

      The US Atlantic Fleet, as some German openings favor sending a sub or two after the US East Coast on G1.

      The US Pacific Fleet, as no J1 attack on it is possible.

      The US FTR in China, which can be redeployed to either help the Soviets or link up with the Pacific Fleet.

      Great idea. Hope to see it implemented in-game.

    • Black_Elk

      Bonus starting ipcs or other edits?
      Axis & Allies 1942 Online • • Black_Elk

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      djensen

      Another thing regarding balance, unless you have three turns off really bad rolls, Japan can take India on turn 3 and there’s not much UK and US can do about it. Scenario was in a tournament, using LHTR setup, a bid of 11 or 12 to Allies, and sunk or severely damaged the fleet in SZ 37. I was even warned almost exactly how it would go down and I still couldn’t stop it.

      It’s hard to stop roughly 12 ground units, 2-3 fighters, 4 bombers, and a battleship bombardment. (I think those numbers are about right, might be more).

    • Black_Elk

      Beamdog's 1942 Axis and Allies online
      Axis & Allies 1942 Online • • Black_Elk

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      DoManMacgee

      @Eqqman When I was playing this heavily (played a lot in Season 1 and got to Platinum, got too busy with IRL stuff + got fed-up with bad dice luck Season 2 and haven’t played much past my qualifier games) Players didn’t start becoming competent until like high Gold Tier in Ranked. Especially the Axis Players, as the balance in 42SE (even the Gencon Rules, which is what Ranked uses exclusively) is in-favor of the Axis to the point where a lot of Axis Players can do totally wonky stuff and still win through the sheer advantage (at least on-paper) that the Axis have in the starting setup (win rates in Platinum Tier are probably more even, but the Allies are much harder to play at a high level in 42SE than the Axis are, IMO).

    • Black_Elk

      New Strategic Bomber (for SBR exclusively)
      House Rules • • Black_Elk

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      I use a bit different set up in my games. Bombers do well at strategic bombing while still keeping other options.

      inf 1/2/1 3Pu AA
      art 2/2/1 4Pu AA +1 attack bonus to infantry
      arm 3/3/2 5Pu AA blitz

      fig 2/2/4 5Pu 2 air at 3 air def
      bom 2/1/6 6Pu 2 air at, strategic bomber

      sub 2/1/2 4Pu
      tra 0/0/0 5Pu
      des 2/2/2 6Pu
      cru 3/3/2 9Pu AA bombard 3
      car 1/2/2 12Pu AA
      b.s 4/4/2 16Pu AA bombard 4 2HP

      trench 0/1/0 3Pu 2HP, repair, only one can be placed per territory per round.

    • Black_Elk

      San Francisco (ruleset for 1942.2 and Global)
      House Rules • • Black_Elk

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      Black_Elk

      Well I’m still not sure how simple it is to implement a group phase like the warchest concept I mentioned.

      Might be advisable to keep regular war bonds in the back pocket. And the +5 for capturing an enemy VC as outlined in the master thread would be good to have as a toggle. Since at least we know both of those mechanics work in tripleA.

      But yeah I think the warchest VC concept has promise, if it can work in 1942.2, I’m pretty sure it will work even better in Global.

    • Black_Elk

      House Rules: Master List
      House Rules • • Black_Elk

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      G

      Vichy France Rules for Europe and/or GW 1940

      Order of Play- France goes first instead of last.

      Set up- Germany may reposition ground forces to the Western Front. Must leave at least one piece on each territory in the East.

      Fall of Paris- For each French piece used to defend Paris, one French piece outside of European France becomes Free French and is controlled by the UK player until Paris is liberated. French controlled territories values are added to the UK total starting on the next UK turn. French pieces in metro France and pieces not covered by this rule become Vichy and are controlled by the Germans.

      Vichy pieces may not move out of Vichy territories and German pieces may not enter Vichy territories unless to attack them. Vichy income goes to the Germans as long as they remain neutral. Vichy units defend against Allied attacks normally for one round of combat, then they defect to the Allied side which occupies them.

    • Black_Elk

      1942.2 American Zero Turn: Allied bid alternative
      House Rules • • Black_Elk

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      Ichabod

      This is 1942.2, not Global 1942. The US starts at war.

    • Black_Elk

      G40 update: Testers we need your help!
      Axis & Allies Global 1940 • • Black_Elk

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      M

      @Marshmallow:

      It would be even more effective if the US could spend its money to build bases on Allied territory, regardless of whether or not the US owned the territory.

      For that matter, the US should also be able to produce units at the factories in France (as a whole) on its turn even after France (the territory) has been liberated. Historically, the US provided everything for the French army after the liberation of Paris – the French could not supply their own army at all after Paris was liberated.

      Marsh

    • Black_Elk

      G40 errata update: Testers we need your help!
      League • • Black_Elk

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      Black_Elk

      This!  😄

      @Krieghund:

      I’ve been talking with Larry about this issue, and it’s under review.  We’d be very interested in knowing how changing Sierra Leone to an original UK territory would impact game balance, so any feedback from games played that you fine folks can provide will be appreciated.

      More discussions about the Sierra Leone change can be found in the G40 forum section here…
      http://www.axisandallies.org/forums/index.php?topic=37805.0

      If you guys get a chance to test this change, it’d be great to hear from you. I think its pretty exciting because this is the first time in a while that an official change to the Errata/FAQ for 1940 has come under consideration from the designers.

      Particularly helpful would be some feedback on how this change impacted your impression of overall balance in the Europe 1940 game, or the Global 1940 game. Did it adjust the way you played, or the need for bid (or reduce the amount of that bid)? Did you see any new opening strategies employed? Was it fun? Etc.

      The more test games we can look over the better. So if you’ve been waiting for another chance to take a crack at Europe 1940, or Global 1940, now would be a great time!

      Thanks again, and good gaming all!

    • Black_Elk

      Misprint? Why is Sierra Leone neutral in 1940?
      Axis & Allies Global 1940 • • Black_Elk

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      G

      @Black_Elk:

      Again, it’s not the be-all end-all by any stretch, granted. But still the option for a base in 87 is better than no option. Or that was my thinking when I called it a potential game changer.
      😄

      Absolutely, and I agree -
      I know the game would be improved and not diminished in any way if Sierra Leone were made to be a British territory at game start

    • Black_Elk

      Randomization in Axis and Allies
      House Rules • • Black_Elk

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      Der Kuenstler

      We like to use an “Arms Buildup” instead of setting up the game the same way every time. People spend 7 rounds gradually building up the forces they want before the action starts. This adds a lot of variation to the games as you have different hot spots in different areas of the map depending on how the setup went.

    • Black_Elk

      5 Bomber bid
      Axis & Allies 1942 2nd Edition • • Black_Elk

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      C

      I still like the idea of the Russia bomber to help even things out.  It hasn’t helped me in my games however it does give Russia a chance to actually win in Ukraine and pose a threat to Japanese transports.

    • Black_Elk

      G40 Redesign (currently taking suggestions)
      House Rules • global 1940 • • Black_Elk

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      Update to 2.672

      Change Log:

      2.672 Adds “Germany 5 PU Controls France RD 10”. Fix Russia being able to move to 8 Sea Zone when not at war with Japan. Adds “Mongolia Boost”. Adds “Italy Boost”. Remove Primitive Terrain from Evenkiyskiy, Urals and Kazakhstan when “Chinese Guerrilla Fighters” is activated. Remove “AdditionalVictoryCitiesWorthPUs_ChangerMustActivateRD3” from Map Option Redesign. Add “ChinaInfantrySpawnBM_ChangerMustActivate” to Map Option “Redesign”. Add 1 PU to Evenkiyskiy when “PacificIslandAndPU_Change” activated.

      2.671 Add DDC5 to Sea Zones 113 for Germany and 81 for United Kingdom when “Attack 0 Cost 5 Bomber” is Activated.

      2.67 Make China AA Guns Adhere to BM Rules.

      2.669 Fix Out Of Box China Burma Road Objective showing up when “Chinese Guerrilla Fighters” activated.

      2.668 Fix China AA Gun placing twice.

      2.667 Adds "InteceptorDefend2_GiveToAll"to Map Options.

      2.666 Give “Slovakia Hungary” 1 PU for “German Boost”. Remove 1 PU from “Evenkiyskiy” when “PacificIslandAndPU_Change” activated. Make China and Russia “Allied” when Japan and Russia are at war and “Charles de Gaulle Neutrals Modified” activated. Remove “RussianNationalObjectives” from “Option Redesign” map option.

      2.665 Fixes “NormandyTurnsProAllied_ChangerMustActivate” activating more than once. Mongolia now turns Russian after attacked. Decreases “Long Range Fighter” cost to 12 PUs. Adds “BB and CA 2 Shot”, “Destroyer Cost 6”, “Battleship Cost 18”, “Carrier Cost 13”, “Escort Carrier Cost 7” and “Cruiser Cost 11”.

      2.664 Version change.

      2.663 Adds Baron’s Long Range Fighter Option. Fixes incorrect Mongolian infantry switch when using “CDG Neutrals Modified”. Change “German Boost” from Slovakia Hungary to Greater Southern Germany which is now worth 5PUs. Add Version Upload Date to Notifications.

      2.662 Fix Military Base to only place infantry. Fix no Military Base image for China. China may now capture Military Bases.

      2.661 Change “German Boost” to Poland and Slovakia Hungary only.

      2.66 Remove “Canada Boost” from “Option Redesign” in Game Notes. Didn’t previously work.

      2.659 Fix Naval image error.

      2.658 Adds “Charles de Gaulle Neutrals Modified”.

      2.657 Make “Planes Target Carriers” also target Battleships and Cruisers.

      2.656 Fix battleship-damaged not repairing.

      2.655 Replace wrong units folder.

    • Black_Elk

      G40 France first (restricted to non com)
      House Rules • • Black_Elk

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      Frederick II

      I think France should get an extra CV and a TT in either sz 109, sz 111, sz 110 and the reason for the TT is that then they can move their troops easier around the board without having to use their ally’s or even get the troops in Normandy to England.

    • Black_Elk

      S01 - Black Elk (Axis) vs. MagicQ (Allies + 11)
      Tournaments • • Black_Elk

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      Black_Elk

      Anytime man. 🙂

      My last best hope for a turn around was some kind of crazy German final defense at Berlin. But now that UK has the numbers to ensure the 1-2 punch, the Allied crush seemed inevitable hehe. This way you can kick things off with JEB.

      Look forward to seeing how the rest of the game’s progress.  Catch you next time!

    • Black_Elk

      G40 Italy goes first in the turn sequence
      House Rules • • Black_Elk

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      Black_Elk

      Here is a savegame using the concept in tripleA…

      To achieve the desired turn order position, I fast forwarded the first round to Italy, and then returned each Nation to its normal starting income via the edit mode.

      This means that the USA will be closer to their DoW as well, by a round, which I think might be interesting as well.

      Anyway, just thought I’d toss it out there in case anyone wants to get a feel for how this might look in practice.
      😄

      G40 Italy first (fast forward to Italy).tsvg

    • Black_Elk

      1942.2 USA pacific fleet: Ships in sz 53 move to sz 56
      House Rules • • Black_Elk

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      @Black_Elk:

      What if you just moved the carrier fleet from Pearl to San Diego?
      Instead of introducing new TUV onto the board, you just shift it out of harms way. This would give the US a strong Pacific option, but also preserves these units to go either way if desired.

      Admiral James O. Richardson would have approved of this concept.  In fact it’s pretty much what he said to President Roosevelt in 1940.  It didn’t turn out to be a good move career-wise in the short term (he was dismissed as CinCUS), but this wasn’t altogether a bad thing for him in the long run in view of what happened to his successor, Admiral Husband E. Kimmel.

    • Black_Elk

      1942.2 New NAP, Soviet Japanese Non Aggression Pact
      House Rules • • Black_Elk

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      @Black_Elk:

      it becomes a full mod and an entirely new game.

      Here’s a radical suggestion which you might want to consider – either as a practical project, or just as a way to generate some out-of-the-box lateral thinking.

      There are many aspects of the Global 1940 game (and of other A&A games) over which people have expressed dissatisfaction and for which they’ve proposed house rule alternatives.  Some of these proposals have targeted just one or two specific game elements and have involved changes of a very modest nature (such as adjusting the turn order and nothing else).  Other proposals have been more wide-ranging in scope and more intricate in nature.  Generally speaking, however, all of these proposals have operated under an implicit restriction: trying to stick as closely as possible to the OOB game in order to keep things recognizable.  It’s a valid design principle, with the advantage that it makes proposed changes acceptable to a broader base of players, but the downside is that it acts as a straightjacket: it severely limits what you can change.

      So here’s an alternative you might want to think about: remove the self-imposed restiction of needing to come up with the same game.  Rather than starting from the premise that the end result of the design process has to be a game which is essentially the same as G40, eliminate this predetermined end result from the equation.  Instead, draw up an inventory of: 1) all the things about the game that you absolutely want to keep; 2) all the things that you’d be flexibily prepared to either keep or modify or discard, depending on what works best; and 3) all the things that you feel don’t work properly in the OOB rules and that you feel absolutely must be improved or replaced, whether by minor tinkering or total reconceptualization.  Then try to come up with a redesigned version of the game that addresses all of your issues and which works well on its own terms, regardless of how closely it adheres to the OOB game or how far it deviates from it.

      The thing to keep in mind here is that, in the redesign of any existing system, you can only make so many adjustments to the system while sticking to its original basic architecture.  Beyond a certain point, the original architecture becomes a constaining factor rather than a help, and instead of an improved version you end up with something that’s even clunkier than the unsatisfactory version which you were trying to fix in the first place.  So beyond a certain point, you have to throw out that constraining architecture, start with a clean slate, focus on the specific things you’re trying to achieve, find the solutions which achieve your aims, and then let those solutions dictate the eventual new architecture of the revised system.

    • Black_Elk

      G40 and 1942.2 AA fire always on
      House Rules • • Black_Elk

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      Narvik

      1 to that
    • Black_Elk

      Painted scultps with National Colored base stands
      Customizations • • Black_Elk

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      The11HP20

      Very nice work. I’m way too unsteady of hand and mind to pull that off.

    • Black_Elk

      Sourceforge, TripleA back up
      TripleA Support • • Black_Elk

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      Black_Elk

      Took a while, but looks like we’re back in business  😄

      http://triplea.sourceforge.net/mywiki/Forum

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