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    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
    • 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
    • RE: 1942 Second Edition House Rules

      Updated.

      posted in House Rules
      Faramir
      Faramir
    • RE: 1942 3rd edition map thoughts

      I like DK’s hybrid map.

      posted in House Rules
      Faramir
      Faramir
    • German Starting IPC Count Wrong

      On Germany’s setup card, they are said to start at 40 IPCs. However, when you count the IPC value of their territories, it is 41 IPCs. Not sure if this has been brought up before or not.

      Edit: the UK also starts with 31 IPCs instead of the 30 that is printed on their card.

      posted in Axis & Allies 1942 2nd Edition
      Faramir
      Faramir
    • RE: Cruisers vs fighters [House Rules]

      What would you say to cruisers attacking and defending on a 4 without changing anything else?

      posted in Axis & Allies 1942 2nd Edition
      Faramir
      Faramir
    • RE: Factory Capture House Rules Ideas?

      Damage the factory to its max value when captured.

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

      These house rules are meant to create a more realistic game while being as simple as possible.

      Anti-aircraft artillery attack and defend on a 1.
      Fighters defend on a 3.
      Bombers attack on a 3.
      Aircraft carriers defend on a 1.
      Transports defend on a 1.

      Damaged battleships have to be adjacent to a friendly territory with an industrial complex to be repaired and may be repaired for 1 IPC each by the player who owns the industrial complex at the start of that player’s turn.

      Fighters may intercept bombing raids and hit on a 2. Defending bombers hit on a 1, and defending fighters hit on a 2. The intercept lasts for 1 round of combat. Fighters that intercept cannot defend vs an invasion of their territory that turn.

      Industrial complexes are not purchasable.

      After an industrial complex is captured, it is damaged to its fullest extent.

      No IPCs are lost if a capital is captured. That power continues to collect income and may produce out of other industrial complexes they own. If their last industrial complex is captured, they discard all of their IPCs and do not collect any more.

      Changes to Starting Setup

      Buryatia S.S.R. – 1 Anti-Aircraft Artillery
      Karelia S.S.R. – 1 Anti-Aircraft Artillery
      Russia – 1 Bomber
      Eastern Australia – 1 Anti-Aircraft Artillery, 1 Fighter, 1 Industrial Complex
      Eastern Canada – 1 Anti-Aircraft Artillery, 1 Industrial Complex
      Anwei – 1 Infantry
      Brazil – 2 Infantry
      Sinkiang – 3 Infantry
      Szechwan – 1 Infantry, 1 Anti-Aircraft Artillery
      Yunnan – 1 Infantry

      posted in House Rules
      Faramir
      Faramir
    • RE: Cruiser Rework

      If you wanted to make them a more attractive purchase without altering the game rules too much, give them a move of 3 with or without a naval base and a cost of 10.

      posted in House Rules
      Faramir
      Faramir
    • RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)

      Ya I will concede the game to you.

      posted in Play Boardgames
      Faramir
      Faramir
    • RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)

      There’s only 1 victory city in China I thought. I would fight to the bitter end but if you want to call it a game that’s fine with me.

      posted in Play Boardgames
      Faramir
      Faramir
    • RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)

      The German fleet defended pretty poorly  😞

      posted in Play Boardgames
      Faramir
      Faramir
    • RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 5

      Purchase Units - Italians
                  Italians buy 1 destroyer; Remaining resources: 1 PUs;

      Combat Move - Italians
                  1 bomber moved from Southern Italy to 91 Sea Zone

      Combat - Italians
                  Italians creates battle in territory 97 Sea Zone
                  Battle in 91 Sea Zone
                      Italians attack with 1 bomber
                      Americans defend with 2 destroyers, 5 submarines and 1 transport
                      5 submarines owned by the Americans Submerged
                      Americans win with 2 destroyers and 1 transport remaining. Battle score for attacker is -12
                      Casualties for Italians: 1 bomber

      Non Combat Move - Italians

      Place Units - Italians
                  1 destroyer placed in 97 Sea Zone

      Turn Complete - Italians
                  Total Cost from Convoy Blockades: 3
                      Rolling for Convoy Blockade Damage in 97 Sea Zone. Rolls: 3,5
                  Italians collect 5 PUs (3 lost to blockades); end with 6 PUs total
                  Objective Italians 1 Control The Mediterranean: Italians met a national objective for an additional 5 PUs; end with 11 PUs

      triplea_38313_Ita5.tsvg

      posted in Play Boardgames
      Faramir
      Faramir
    • RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 5

      Purchase Units - Japanese
                  Japanese buy 1 artillery and 4 destroyers; Remaining resources: 6 SuicideAttackTokens; 1 PUs;

      Combat Move - Japanese
                  1 artillery and 1 infantry moved from Korea to 6 Sea Zone
                  1 artillery and 1 infantry moved from Japan to 6 Sea Zone
                  1 artillery and 1 infantry moved from Japan to 6 Sea Zone
                  1 armour and 1 infantry moved from Japan to 6 Sea Zone
                  4 infantry moved from Korea to 6 Sea Zone
                  1 destroyer moved from 44 Sea Zone to 45 Sea Zone
                  1 infantry moved from Dutch New Guinea to New Guinea
                        Japanese take New Guinea from ANZAC
                  1 bomber moved from Celebes to 45 Sea Zone
                  1 bomber moved from Philippines to 45 Sea Zone
                  5 fighters and 5 tactical_bombers moved from 35 Sea Zone to 45 Sea Zone

      Combat - Japanese
                  Battle in 45 Sea Zone
                      Japanese attack with 2 bombers, 1 destroyer, 5 fighters and 5 tactical_bombers
                      Americans defend with 1 submarine
                      Japanese win with 2 bombers, 1 destroyer, 5 fighters and 5 tactical_bombers remaining. Battle score for attacker is 6
                      Casualties for Americans: 1 submarine

      Non Combat Move - Japanese
                  5 fighters and 5 tactical_bombers moved from 45 Sea Zone to 33 Sea Zone
                  2 bombers moved from 45 Sea Zone to Caroline Islands
                  1 artillery, 1 infantry and 1 transport moved from 6 Sea Zone to 35 Sea Zone
                  1 artillery and 1 infantry moved from 35 Sea Zone to Philippines
                  3 fighters and 3 tactical_bombers moved from Philippines to Japan
                  1 armour, 2 artilleries, 7 infantry and 5 transports moved from 6 Sea Zone to 33 Sea Zone
                  7 submarines moved from 35 Sea Zone to 33 Sea Zone
                  5 carriers moved from 35 Sea Zone to 33 Sea Zone
                  2 battleships and 1 destroyer moved from 35 Sea Zone to 33 Sea Zone
                  1 cruiser moved from 35 Sea Zone to 33 Sea Zone
                  1 destroyer moved from 6 Sea Zone to 35 Sea Zone
                  1 armour, 2 artilleries and 7 infantry moved from 33 Sea Zone to Caroline Islands

      Place Units - Japanese
                  4 destroyers placed in 6 Sea Zone
                  1 artillery placed in Japan

      Turn Complete - Japanese
                  Japanese collect 30 PUs; end with 31 PUs total

      triplea_38313_Jap5.tsvg

      posted in Play Boardgames
      Faramir
      Faramir
    • RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 5

      Research Technology - Germans

      Purchase Units - Germans
                  Germans buy 9 artilleries and 5 infantry; Remaining resources: 0 PUs;

      Combat Move - Germans
                  1 infantry moved from Vyborg to Novgorod
                        Germans take Novgorod from Russians
                  7 infantry moved from Karelia to Novgorod
                  1 infantry moved from Baltic States to Novgorod
                  1 artillery moved from Germany to Poland
                  1 infantry moved from Slovakia Hungary to Poland
                  1 infantry moved from Slovakia Hungary to Poland
                  1 artillery and 2 infantry moved from Slovakia Hungary to Romania
                  1 artillery moved from Slovakia Hungary to Romania
                  1 artillery moved from Slovakia Hungary to Poland
                  5 transports moved from 110 Sea Zone to 112 Sea Zone
                  5 artilleries and 5 infantry moved from Western Germany to 112 Sea Zone
                  5 artilleries, 5 infantry and 5 transports moved from 112 Sea Zone to 110 Sea Zone
                  5 artilleries and 5 infantry moved from 110 Sea Zone to United Kingdom
                  1 bomber moved from Western Germany to United Kingdom

      Combat - Germans
                  Battle in Romania
                      Germans attack with 2 artilleries and 2 infantry
                      Russians defend with 2 infantry
                      Germans win, taking Romania from Russians with 2 artilleries and 1 infantry remaining. Battle score for attacker is 3
                      Casualties for Germans: 1 infantry
                      Casualties for Russians: 2 infantry
                  Battle in Poland
                      Germans attack with 2 artilleries and 2 infantry
                      Russians defend with 2 infantry
                      Germans win, taking Poland from Russians with 2 artilleries and 2 infantry remaining. Battle score for attacker is 6
                      Casualties for Russians: 2 infantry
                  Battle in United Kingdom
                      Germans attack with 5 artilleries, 1 bomber and 5 infantry
                      British defend with 1 airfield, 1 armour, 1 artillery, 1 factory_major, 2 fighters, 1 harbour, 11 infantry and 1 mech_infantry; French defend with 1 infantry
                      1 bomber owned by the Germans retreated
                      British win with 1 armour, 1 artillery, 2 fighters, 4 infantry and 1 mech_infantry remaining. Battle score for attacker is -11
                      Casualties for Germans: 5 artilleries and 5 infantry
                      Casualties for British: 7 infantry
                      Casualties for French: 1 infantry

      Non Combat Move - Germans
                  1 bomber moved from United Kingdom to Western Germany
                  1 submarine moved from 110 Sea Zone to 125 Sea Zone
                  1 aaGun moved from Western Germany to Germany
                  1 aaGun moved from Karelia to Novgorod

      Place Units - Germans
                  5 artilleries and 5 infantry placed in Western Germany
                  4 artilleries placed in Germany

      Turn Complete - Germans
                  Total Cost from Convoy Blockades: 3
                      Rolling for Convoy Blockade Damage in 93 Sea Zone. Rolls: 5,1
                      Rolling for Convoy Blockade Damage in 105 Sea Zone. Rolls: 2,5
                  Germans collect 47 PUs (3 lost to blockades); end with 47 PUs total
                  Trigger Germans 5 Swedish Iron Ore: Germans met a national objective for an additional 5 PUs; end with 52 PUs
                  Objective Germans 2 Control Novgorod Or Volgograd Or Russia: Germans met a national objective for an additional 5 PUs; end with 57 PUs

      triplea_38313_Ger5.tsvg

      posted in Play Boardgames
      Faramir
      Faramir
    • RE: Faramir (Axis) vs. Arthur Bomber Harris (Allies)

      TripleA Turn Summary for game: World War II Global 1940 2nd Edition, version: 3.9

      Game History

      Round: 4

      Purchase Units - Italians
                  Italians buy 1 fighter and 1 submarine; Remaining resources: 1 PUs;

      Combat Move - Italians

      Place Units - Italians
                  1 submarine placed in 97 Sea Zone
                  1 fighter placed in Southern Italy

      Turn Complete - Italians
                  Italians collect 8 PUs; end with 9 PUs total

      triplea_38313_Ita4.tsvg

      posted in Play Boardgames
      Faramir
      Faramir
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