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    Posts made by d142

    • Weapons development

      has anyone devised any way’s to get weapons development without having to get the exact number on the dice,
      maybe having to roll a possible of 2 or 3 number’s or using ipc’s to buy technology, what work’s best?.
      i dont mind rolling for one number, but it does get frustrating when your rolling 10-15 ipc’s worth of dice every turn to get a development and the number never come’s up.

      posted in House Rules
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      d142
    • RE: Making maps

      i had a look at your website, do you supply and paint the fortifications and bunker’s or just paint them for the quoted price, are they a 3 inch hex or smaller.

      posted in Miniatures Painting & Modeling
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      d142
    • RE: Making maps

      yeah , thank’s for the information, i was thinking of changing the colour of some of my sherman m4a1’s, are there any camoflague pattern’s that are historically accurate, also for t34/76’s.

      posted in Miniatures Painting & Modeling
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    • RE: Making maps

      yeah, i got some 3 mm plywood and cut out pieces from the map, forest’s, town’s, and road’s, and then i stuck them to the plywood, problem’s began when i started cutting up the plywood, it took about 5 minutes to cut out a hex, and then i had to sand the edge’s, and after all that the hex’es did’nt even fit together properly.
      i’m thinking i might use foam board,
      why the different thicknesses?.

      posted in Miniatures Painting & Modeling
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    • RE: Second cover roll

      yeah, that make’s it easier to understand, if i’m 2 hex’es away the target has cover. another question come’s to mind, are there any restriction’s for line of sight when firing past friendly or enemy units.
      is the expert rulebook worth getting or is everything covered in the advanced rulebook,
      i have only played a few games of miniatures.

      posted in Miniatures (Original)
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    • Making maps

      i was thinking of making terrain for axis and allies miniatures, it could take a long time though, then i thought i could stick some maps on some gameboard type material, and cut out the hexes, then i could make a shallow base or frame and lay the hex tile’s in any arrangement, instead of using the same maps all the time. has anyone else tried this

      posted in Miniatures Painting & Modeling
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    • RE: Miniatures for trade.

      i think i saw a 1939-1945 starter set II somewhere, is that right, or have i mistaken something, because i got miniatures from “set II”, mostly troops, although there are a couple of vehicles. some of the miniatures are the same as in the list’s for 1939-1945 set VI, can i use the miniatures from set II with the ones from set VI.

      posted in Marketplace
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    • RE: Second cover roll

      if the attack is equal to the defence, does the cover roll stop disruption, i.e. after the first attack, i had some questions written down somewhere and i dont know where i put them. can i fire on a target through a hedge from the opposite side of that hedge. some of the rules in the rulebook are difficult to comprehend, thank’s for your help

      posted in Miniatures (Original)
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    • RE: Miniatures for trade.

      thank’s for the correction.

      posted in Marketplace
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    • Second cover roll

      when making a cover roll when disrupted, and the attack is greater than the the targets defence is the attack still limited to disruption or is the target damaged or destroyed,

      posted in Miniatures (Original)
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    • RE: AAR/AARe House Rule Idea

      here’s a rule that i think will work, transport plane’s, cost,15/move,6/defend,1/, they can carry 1 artillery or 2 infantry. they can carry 1 tank, or 1 infantry and 1 artillery, only with the heavy bomber’s development, they can move in the combat or non-combat move phase. when carrying a tank or artillery long range aircraft does not apply. i think i will try this out in the next game.

      posted in House Rules
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    • RE: AAR/AARe House Rule Idea

      i would definetely go with the 2 infantry option, simply because i think the cost out-weigh’s the gain if you are only carrying 1 infantry. and they could be used like paratroopers, maybe the cost could be revised to 13 or 14 to counter balance the advantage you get from the longer range transport

      posted in House Rules
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    • RE: AAR/AARe House Rule Idea

      yeah, i think that could work, seeing how difficult it is for the axis to win, maybe after round 5, germany could purchase 1 tank for 3 ipc’s every round and that tank would only have a movement of 1, and they could get 1 infantry every turn if they control trans-jordan and anglo-egypt, would this idea work, transport units by air, instead of paying 15 ipc’s for a bomber, a transport plane could be purshased for 12 ipc’s, this could transport the same as a transport ship, although it can only land in friendly regions, and cannot attack,

      posted in House Rules
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    • RE: AAR/AARe House Rule Idea

      yeah, i think the idea of no garrison in 0 ipc value regions is a good idea, as for the 1 in 6 chance to defeat an army of 7 infantry and 125 tanks ,i disagree, my thoughts were about a resistance type ,small scale skirmish and sabotage force, that could disrupt or disable the occupier, or even banish them altogether with good dice roll’s, unless the occupying force could manage to bring in high value units to reduce the number of dice roll’s and damage the resistance could do, i dont think it would be worth keeping 6 -36 ipc’s worth of infantry in a region to keep an ipc value of only 2 -12,
      maybe a scaled down garrison would work better, i.e a region of ipc value 3 would need 2 units and a region of value 6 would need 4 units, anything less and there would be a revolt.
      about the 1 ipc value regions like africa and other places, i think if they are unoccupied there could be a dice roll to determine if a force is successful in capturing it unless there is more than 1 or 2 infantry in the invading force, this would only apply to conquering forces, if they leave on a subsequent turn they could risk a guerilla type operation,
      like timerover51 described.

      posted in House Rules
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    • RE: AAR/AARe House Rule Idea

      @Cmdr:

      The die would have to be cast after the turn of the occupier, just to make it easy to remember, I’d say right before collect income.

      reply from d142i like the idea of the die being cast before mobilization of new units,on subsequent rounds anyway,because it gives the revolt more chance of success,if i was a resistance fighter thats when i would strike.

      @timerover51:

      the Allies had guerilla movements active, forcing the Japanese to maintain fairly large troop garrisons in each area.  If they do not maintain an infantry garrison, then control is lost, but the Allies need to move either a tank or infantry unit there to regain full control of the area for the purpose of IPC.

      reply from d142
      does this mean that japan loses the ipc value?.

      i have another idea,what if germany has units in the u.k. and the revolt gets to roll 1 die, per ipc deficit, and destroys that value in ipc’s of units (resistance decides), maybe a d4 - 1 or half a d6, this would force germany to always keep a heavy garrison in the u.k. and completely occupy it eventualy, or it would suffer every round, i think this would work in most regions, although it would stretch the game time.
      maybe only in victory cities, heavy resistance areas or guerilla occupied areas.

      @Cmdr:

      I think this option is actually the easiest of the options since you don’t have to calculate anything.  You occupy territory X then you need Y number of units equal to X IPC value.  If you don’t have that many units, then a die is cast (1 in 6, just like an AA Gun) to see if X liberates itself.

      reply from d142does this mean if i have an ipc deficit of 3, and roll 3 dice if i get a 1 on any dice it is liberated?.

      posted in House Rules
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    • RE: AAR/AARe House Rule Idea

      yeah,i dont like those odds, i thought the 1 in 6 chance per unit deficit was 1 die per unit deficit,i.e. ipc value = 8, deficit = 5, roll five dice and for every lets say 1 a unit is destroyed ,i dont think i’d count the AA gun as a defending unit.or the industrial complex, until the next round anyway.i dont like the idea of capturing a high value capital and having it taken away that easily,especially if its a large scale battle and i had lost alot of units,unless the revolt leads to a retreat for the occupier,although that could be impossible by the time the next turn comes around.what do you think,or in the collect income phase the occupier could spend some ipcs to crush the revolt lets say 1d6 + the deficit, kind of like spies and special units after the resistance

      posted in House Rules
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      d142
    • Miniatures for trade.

      i have some miniatures to trade,heres the list
      1939-1945 (set VI)

      haves:
      27/60: bazooka x 4 (u.s.)
      37/60: red devil captain x 4 (u.s.)
      32/60: M4A1 sherman x 4 (u.s.)
      1/60: cromwell IV x 4 (u.k.)
      24/60: t-36/76 x4 3 (s.u.)
      43/60: panzer III x 4 (g)
      42/60: mg42 x 4 (g)
      44/60: panzerfaust 30 x 4 (g)
      all in perfect condition with stat cards.
      (unbagged)
      SET II
      28/45 pak 40 anti-tank gun X 3 (g)
      17/45 PIAT gunner   X 6 (u.k.)
      7/45 cossack captain X 4 (s.u.)
      2/45 kuomintang officer X 6 (n.c.)
      12/45 PTRD-41 anti-tank rifle X 4 (s.u.)
       (some bagged, some not)

      wants:
      t34-76 commander
      t-70
      kv1 tank
      BAR gunner’s
      ZIS-257
      m5 half track
      renault r 35
      royal engineer’s x 2
      sig 33
      type 95 ha-go tank
      kuomintang machine gun team x 4
      zis-5 3 ton x 2
      hero of the soviet union x 5

      all allied units considered,  preferably u.s. and soviet units from any set, particularly soviet and u.s. infantry and light vehicles

      if anyone wants to trade i would like the miniatures to be undamaged (dosent matter if there not in perfect condition), and with the stat cards

      posted in Marketplace
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    • RE: AAR/AARe House Rule Idea

      yeah,i like this idea,i have a scenario,lets say germany conquers the u.k. and leaves a garrison of five tanks, on the u.k.'s next turn it gets a chance to revolt,if the deficit is three the u.k. gets three dice and for every roll of three or less the u.k. gets two infantry to lead the revolt,if its a success the u.k. is restored to allied control and the revolutionist’s are disbanded. i like your idea of keeping one unit in a conquered territory aswell.

      posted in House Rules
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    • RE: 1939 set up placement

      yeah, i can download those files,i can definetely use some of those rules in my game,i think i’ll use the new units and fortresses and some of the politics,and as near to the set up as i can.thanks

      posted in House Rules
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    • Defensive fire,line of sight

      a question that i couldnt find an answer to in the rulebook.
      can a unit that makes defensive fire on the opponents attack-phase attack on its own attack phase.

      posted in Miniatures (Original)
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