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    Yarl

    @Faramir

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    Best posts made by Faramir

    • RE: 1942 3rd edition map thoughts

      I like DK’s hybrid map.

      posted in House Rules
      Faramir
      Faramir
    • RE: 1942 Second Edition House Rules

      I am trying to make it slightly more realistic while still trying to keep it as simple as possible. I am still open to changes as I get more games in with these rules and see what works and what does not.

      The extra starting units is meant to balance the start and eliminate the need (or want) for a bid.

      Giving AAA an attack and defense value makes them feel like a unit and makes them more useful for 5 IPCs.

      Giving transports defense is more realistic as they would have had some weaponry or escort. They still have to be taken last as casualties.

      Lowering Bombers and fighters stats makes ships more relevant.

      No new industrial complexes makes it harder for Japan to go for Moscow, and just makes the game feel more realistic in general.

      Loosing your money when your capital is captured was gamey. Now you can still produce units as long as you control an industrial complex.

      Producing infantry was meant to be if you no longer controlled any industrial complexes. All the rules of industrial complexes still apply (you cannot produce more than the territory’s value, and you cannot produce on territories that you just captured that turn.

      posted in House Rules
      Faramir
      Faramir
    • 1914 House Rules

      These house rules are meant to make the game more realistic while staying as simple as possible.

      Battleships cost 14 IPCs. They cost 1 IPC to repair.

      Switzerland has an IPC value of 4.

      The U.K. can only produce up to 4 units per turn in India. If India is captured by the Central Powers, the Central Powers cannot produce units there.

      If a capital is captured, the IPCs are discarded and not taken by the capturing power.

      Neutral territories that are not home territories still get units if invaded.

      Sea units, except submarines, must end their movement when they enter a sea zone with enemy mines.

      Units that retreat from a contested territory cannot move into another contested territory. They may move into any adjacent friendly territory.

      There is a combat move and a non-combat move. During the combat move, units can move into neutral, contested, and enemy territories. The non-combat move comes after combat. During the non-combat move, units that did not move during the combat move and did not conduct combat can move into friendly territories. Land units can move an unlimited number of territories during the non-combat move within their original territories.

      Optional Manpower Rule

      Keep track of the infantry that are destroyed for each power. If a power has had 2x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect half of the total IPC value of their territories when they collect income (rounded up). If a power has had 4x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect the IPC value of their capital territory when they collect income.

      posted in House Rules
      Faramir
      Faramir
    • RE: Factories in AA 1914?

      #2, plus I have been thinking about making factories the only place where tanks, airplanes, and all ships except transports can be made from. The Ottoman Empire would not have any.

      posted in House Rules
      Faramir
      Faramir

    Latest posts made by Faramir

    • RE: Factories in AA 1914?

      #2, plus I have been thinking about making factories the only place where tanks, airplanes, and all ships except transports can be made from. The Ottoman Empire would not have any.

      posted in House Rules
      Faramir
      Faramir
    • RE: [Global 1940] First round no combat. Theory to alternate bid

      @Caesar-Seriona I know, it is just that some people were saying that it was not a good idea because then Germany could not conquer France G1.

      posted in House Rules
      Faramir
      Faramir
    • RE: [Global 1940] First round no combat. Theory to alternate bid

      Would France really be able to hold out? Germany also gets 1 turn to bring more units in range of France and build more units that can attack immediately.

      posted in House Rules
      Faramir
      Faramir
    • RE: Wait a second… can't we just replace the multicolored stackables with pieces?

      @Imperious-Leader said in Wait a second… can't we just replace the multicolored stackables with pieces?:

      Yep replace with painted pieces, sell or store original. Ill bet the pieces will sell this moment due to anticipation factor

      I would be interested in the plastic pieces and stickers if you decide to sell them for a fair price.

      posted in War Room
      Faramir
      Faramir
    • RE: UK as one economy

      I think this would balance the game so there would be no need for a bid and make it simpler. Have the U.K. as one economy with the capital in London. Downgrade the factory in India to a minor factory. Remove ANZAC and add them to the U.K.

      posted in Axis & Allies Global 1940
      Faramir
      Faramir
    • RE: tanks in A&A 1914 - What is the value?

      If you would have had 46 more infantry instead of 23 tanks, you would have had 46 dice hitting at a 2, which is better than 23 dice hitting at a 3. And if you were attacked instead, you would have had 46 more infantry hitting at a 3 instead of 23 tanks hitting at a 1.

      posted in Axis & Allies 1914
      Faramir
      Faramir
    • RE: tanks in A&A 1914 - What is the value?

      30 infantry will beat 15 tanks. So no they are not worth it.

      posted in Axis & Allies 1914
      Faramir
      Faramir
    • RE: tanks in A&A 1914 - What is the value?

      Tanks are not worth it. They can block a hit, but you can buy 2 infantry for the price of a tank, and 2 infantry are much better than 1 tank.

      posted in Axis & Allies 1914
      Faramir
      Faramir
    • 1914 House Rules

      These house rules are meant to make the game more realistic while staying as simple as possible.

      Battleships cost 14 IPCs. They cost 1 IPC to repair.

      Switzerland has an IPC value of 4.

      The U.K. can only produce up to 4 units per turn in India. If India is captured by the Central Powers, the Central Powers cannot produce units there.

      If a capital is captured, the IPCs are discarded and not taken by the capturing power.

      Neutral territories that are not home territories still get units if invaded.

      Sea units, except submarines, must end their movement when they enter a sea zone with enemy mines.

      Units that retreat from a contested territory cannot move into another contested territory. They may move into any adjacent friendly territory.

      There is a combat move and a non-combat move. During the combat move, units can move into neutral, contested, and enemy territories. The non-combat move comes after combat. During the non-combat move, units that did not move during the combat move and did not conduct combat can move into friendly territories. Land units can move an unlimited number of territories during the non-combat move within their original territories.

      Optional Manpower Rule

      Keep track of the infantry that are destroyed for each power. If a power has had 2x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect half of the total IPC value of their territories when they collect income (rounded up). If a power has had 4x the number of their infantry destroyed as their starting IPC value (rounded up), they may only collect the IPC value of their capital territory when they collect income.

      posted in House Rules
      Faramir
      Faramir
    • RE: 1942 Second Edition House Rules

      Updated. Simplified the rules more.

      posted in House Rules
      Faramir
      Faramir