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    General Spengler

    @General Spengler

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    Best posts made by General Spengler

    • RE: [Global 1940] Units Expansion Set

      @the-captain

      I’m still working out some of the rules and details, though just this post plus my last one is the bulk of the set.

      I’m aiming for a lightweight expansion that adds to the game but is not hard to learn or explain. Kind of like making the jump from 1942 to 1940 if you will.

      I have not done any play testing yet, I don’t have a regular play group at the moment so that might take some time. Of course if anyone out there thinks it looks interesting and wants to try it let me know how it goes.

      Also if anyone has thoughts on the values (particularly cost) and if they seem balanced that would be good info as well.

      I’m also compiling some 3D print files that can be used to create new units for each of these.

      posted in House Rules
      G
      General Spengler
    • [Global 1940] Low-Quality Infantry Expansion Rules/Set

      Hello all, long time lurker, first time poster. Wanted to get some feedback on an expansion I have been thinking about for some time.

      This is a composite of several versions of the “low quality infantry” that has been proposed from time to time.

      Basically, the concept is to add a new unit, and new form of production center, to G1940 to expand the set a bit while maintaining reasonable balance and historical accuracy.

      So, here is the proposal.

      Units

      Conscripts-Attack 0, Defend 1, Move 1, Cost 1.
      Cannot participate in an attack. Cannot move in the Combat Move phase.
      Can be produced in an IC or in a Recruiting Center.

      Recruiting Centers-Attack -, Defend -, Move -, Cost 6
      Can produce only conscripts. Must be located on originally controlled territory with IPC value of 1 or more. Cannot be moved, cannot be captured, if territory is captured, RC is destroyed. Can co-locate with an IC. Limit of 1 per territory.

      National Specifics

      USSR
      Unwilling Comrades
      [TBD]

      UK
      Home Guard/Colonial Troops
      Place 3 free conscripts in United Kingdom if Paris is captured by the Axis. (conscripts must be placed in territory that remains under British control). Units are placed at the start of the UK Purchase and Repair Units Phase.

      Germany
      Volkssturm (People’s Storm)
      Place 3 free conscripts in Germany, Western Germany, or Greater Southern Germany if the Allies capture any territory originally controlled by Germany (conscripts must be placed in territory that remains under German control). Units are placed at the start of the German Purchase and Repair Units Phase.

      USA
      State Militia/The Second Amendment
      Place 10 free conscripts in Western United States, Central United States, or Eastern United States if Axis forces capture Western United States, Central United States, or Eastern United States (conscripts must be placed in territory that remains under American control). Units are placed at the start of the American Purchase and Repair Units Phase.
      In any turn where Axis forces control Western United States, Central United States, or Eastern United States at the Purchase and Repair Units Phase, all American controlled recruiting centers in Western United States, Central United States, or Eastern United States may produce 10 conscripts that turn.

      ANZAC
      Volunteer Defense Corps
      Place 2 free conscripts on any originally controlled ANZAC territory with an IPC value of at least 1 if Axis forces capture any originally controlled ANZAC territory with an IPC value of at least 1 (conscripts must be placed in territory that remains under ANZAC control). Units are placed at the start of the Italian Purchase and Repair Units Phase.

      Italy
      Black Brigades
      Place 2 free conscripts in either Northern Italy or Southern Italy if Northern Italy or Southern Italy is captured by Axis forces (conscripts must be placed in territory that remains under Italian control). Units are placed at the start of the Italian Purchase and Repair Units Phase.

      Japan
      Kokumin Giyū Sentōtai (Volunteer Fighting Corps)/Colonial Troops
      If Allied forces conduct an amphibious assault on Japan, Japan may choose to place 10 conscripts in Japan prior to resolving the amphibious assault phase, however the ability can only be used once per game.

      France
      La Résistance (The Resistance)/Colonial Troops
      If France, Normandy Bordeaux, or Southern France is captured by Axis forces, place 2 conscripts in France, Normandy Bordeaux, or Southern France. (conscripts must be placed in territory that remains under French control). Units are placed at the start of the French Purchase and Repair Units Phase.

      Setup

      USA
      Western United States: 1 Recruiting Center
      Central United States: 1 Recruiting Center
      Eastern United States: 1 Recruiting Center
      Philippines: 1 Recruiting Center
      Alaska: 1 Recruiting Center
      UK
      Rhodesia: 1 Recruiting Center
      Egypt: 1 Recruiting Center
      West India: 1 Recruiting Center
      Scotland: 1 Recruiting Center
      France
      French Equatorial Africa: 1 Recruiting Center
      French Indochina: 1 Recruiting Center
      USSR
      Amur: 1 Recruiting Center
      Novosibirsk: 1 Recruiting Center
      ANZAC
      New Zealand: 1 Recruiting Center
      Japan
      Korea: 1 Recruiting Center
      Siam: 1 Recruiting Center
      Okinawa: 1 Recruiting Center
      Formosa: 1 Recruiting Center
      Italy
      Ethiopia: 1 Recruiting Center
      Germany
      Greater Southern Germany: 1 Recruiting Center
      Slovakia Hungry: 1 Recruiting Center
      Romania: 1 Recruiting Center

      For physical units I eventually want to come up with some 3d prints or the like.
      Thinking a tent for a recruiting center.
      For the various conscript units, in order to make them more easily distinguished from the regular infantry, thinking rifles should either be omitted or slung on sculpts…

      I have not included any pre-set units in the setup as I fear that would make balancing a far more difficult job.

      Thoughts?

      posted in House Rules
      G
      General Spengler
    • [Global 1940] Units Expansion Set

      Building on my previous expansion rules for the low quality infantry/conscripts concept I have a few more units to add to the game.

      Conscripts
      Users: All Nations (except China)
      Attack: 0
      Defense: 1
      Cost: 1
      Move: 1
      Abilities: Cannot participate in an attack. May be produced in an Industrial Complex or recruiting center. No more than 2 units may be produced in a territory in a single turn.

      Recruiting Center
      Users: All Nations (except China)
      Attack: N/A
      Defense: N/A
      Cost: 6
      Move: N/A
      Abilities: Produces 2 Conscripts Maximum, Can Co-locate with Industrial Complexes. Must be built on originally controlled territory. Cannot be captured, is destroyed if territory is taken by opposing side. Must be built on territory with an IPC value of at least 1

      Escort Carrier
      Users: All Nations (except China)
      Attack: 0
      Defense: 1
      Cost: 10
      Move: 2
      Abilities: Carries 1 Fighter or Tactical Bomber

      Green Water Ship
      Users: All Nations (except China)
      Attack: 0
      Defense: 1
      Cost: 5
      Move: 2
      Abilities: Cannot move into or through any sea space that does not border friendly territory unless accompanied by friendly surface units. If this requirement is no longer met due to combat, units and any transported units are destroyed.
      Can transport 1 infantry unit. Can participate in amphibious assaults. Can conduct shore bombardment during an amphibious assault, hitting on a 1.

      Additionally 3 units that can only be purchased after some set number of rounds (possibly with an R&D requirement as well).

      Super Battleships
      Users: Germany, UK, US, Japan
      Attack: 4
      Defense: 4
      Cost: 30
      Move: 2
      Abilities: Rolls 2 dice in combat or bombardment. Capital ship requires 3 hits to destroy.

      Intercontinental Bomber
      Users: Germany, US, Japan
      Attack: 4
      Defense: 1
      Cost: 20
      Move: 14
      Abilities: Rolls 2 Dice during an attack. Taking off from an Air Base adds 2 movement. Heavy bomber development results in rolling 4 dice and selecting the best 2 results. Takes 2 hits to destroy.

      Ultra-Heavy Air Transport (H-4 Hercules)
      Users: US
      Attack: 0
      Defense: 0
      Cost: 12
      Move: 5
      Abilities: Cannot participate in an attack, Transports 2 Infantry or 1 Mechanized Unit, Must take off and land from territory adjacent to a sea zone.

      posted in House Rules
      G
      General Spengler

    Latest posts made by General Spengler

    • RE: Most Funny/Bizarre Global Game?

      This happened playing against a somewhat broke AI, so not exactly a normal situation but here goes.

      Germany conquers the Soviet Union and takes Egypt while Japan has conquered China and India.
      Just then the US cuts the head off of Japan by taking the home islands. Germany wants to sealion but can’t get back fast enough.
      Eventually you have ANZAC second only to the US in IPCS ( I bypassed liberating India and Moscow to keep the IPCS going to someone that could use them).

      posted in Axis & Allies Global 1940
      G
      General Spengler
    • RE: [Global 1940] Units Expansion Set

      @the-captain

      I’m still working out some of the rules and details, though just this post plus my last one is the bulk of the set.

      I’m aiming for a lightweight expansion that adds to the game but is not hard to learn or explain. Kind of like making the jump from 1942 to 1940 if you will.

      I have not done any play testing yet, I don’t have a regular play group at the moment so that might take some time. Of course if anyone out there thinks it looks interesting and wants to try it let me know how it goes.

      Also if anyone has thoughts on the values (particularly cost) and if they seem balanced that would be good info as well.

      I’m also compiling some 3D print files that can be used to create new units for each of these.

      posted in House Rules
      G
      General Spengler
    • [Global 1940] Units Expansion Set

      Building on my previous expansion rules for the low quality infantry/conscripts concept I have a few more units to add to the game.

      Conscripts
      Users: All Nations (except China)
      Attack: 0
      Defense: 1
      Cost: 1
      Move: 1
      Abilities: Cannot participate in an attack. May be produced in an Industrial Complex or recruiting center. No more than 2 units may be produced in a territory in a single turn.

      Recruiting Center
      Users: All Nations (except China)
      Attack: N/A
      Defense: N/A
      Cost: 6
      Move: N/A
      Abilities: Produces 2 Conscripts Maximum, Can Co-locate with Industrial Complexes. Must be built on originally controlled territory. Cannot be captured, is destroyed if territory is taken by opposing side. Must be built on territory with an IPC value of at least 1

      Escort Carrier
      Users: All Nations (except China)
      Attack: 0
      Defense: 1
      Cost: 10
      Move: 2
      Abilities: Carries 1 Fighter or Tactical Bomber

      Green Water Ship
      Users: All Nations (except China)
      Attack: 0
      Defense: 1
      Cost: 5
      Move: 2
      Abilities: Cannot move into or through any sea space that does not border friendly territory unless accompanied by friendly surface units. If this requirement is no longer met due to combat, units and any transported units are destroyed.
      Can transport 1 infantry unit. Can participate in amphibious assaults. Can conduct shore bombardment during an amphibious assault, hitting on a 1.

      Additionally 3 units that can only be purchased after some set number of rounds (possibly with an R&D requirement as well).

      Super Battleships
      Users: Germany, UK, US, Japan
      Attack: 4
      Defense: 4
      Cost: 30
      Move: 2
      Abilities: Rolls 2 dice in combat or bombardment. Capital ship requires 3 hits to destroy.

      Intercontinental Bomber
      Users: Germany, US, Japan
      Attack: 4
      Defense: 1
      Cost: 20
      Move: 14
      Abilities: Rolls 2 Dice during an attack. Taking off from an Air Base adds 2 movement. Heavy bomber development results in rolling 4 dice and selecting the best 2 results. Takes 2 hits to destroy.

      Ultra-Heavy Air Transport (H-4 Hercules)
      Users: US
      Attack: 0
      Defense: 0
      Cost: 12
      Move: 5
      Abilities: Cannot participate in an attack, Transports 2 Infantry or 1 Mechanized Unit, Must take off and land from territory adjacent to a sea zone.

      posted in House Rules
      G
      General Spengler
    • RE: Most valuable add-ons for "quality of life" improvements?

      @greyleaf3 Probably quite late to the party on this one, but a few items I have been thinking about for “quality” improvements that are simple include the following

      • Different colored chips for higher value-while I don’t find running out to be super common, I have ordered some blue chips that will hopefully interlock with the existing ones to serve as a 10 value chip (yay big battles)

      • More Dice-I am looking at getting more dice so that even large battles can be rolled quickly, and perhaps to allow each player to have their own set

      posted in Marketplace
      G
      General Spengler
    • RE: [Global 1940] Low-Quality Infantry Expansion Rules/Set

      @superbattleshipyamato

      I don’t know what the overall numbers were for conscripts versus not, but a non trivial number of soldiers were not conscripted. Of my relatives that fought in the war I think every one was a volunteer.

      That said, conscripts is perhaps a bad name given your point that many regular forces were conscripts, and the fact that these represent different things for each country.
      Irregular infantry?

      My plan is to include them for China, but omitting the recruiting centers and allowing them to spawn like normal infantry does.

      posted in House Rules
      G
      General Spengler
    • RE: [Global 1940] Low-Quality Infantry Expansion Rules/Set

      @the-captain

      No specialized abilities, every nations conscripts have the same attributes to keep it simple. The name is just for entertainment’s sake.

      posted in House Rules
      G
      General Spengler
    • RE: [Global 1940] Low-Quality Infantry Expansion Rules/Set

      @the-captain

      Took a look through.
      Perhaps I will rename the Soviet Conscripts to Partisans rather than unwilling comrades.

      posted in House Rules
      G
      General Spengler
    • RE: [Global 1940] Low-Quality Infantry Expansion Rules/Set

      @all-encompassing-goose

      I 100% agree on bogging the game down, which may or may not be a positive, depending on how much time someone has on their hands (March 2020 would have been a great time for this mod).

      I have some other mods in the works as well that need a bit more time to develop which might help counteract that tendency however so combined it might net out.

      posted in House Rules
      G
      General Spengler
    • RE: [Global 1940] Low-Quality Infantry Expansion Rules/Set

      Various Errata

      Place 2 free conscripts on any originally controlled ANZAC territory with an IPC value of at least 1 if Axis forces capture any originally controlled ANZAC territory with an IPC value of at least 1 (conscripts must be placed in territory that remains under ANZAC control). Units are placed at the start of the Italian ANZAC Purchase and Repair Units Phase.

      Recruiting centers produce 2 units per turn.

      IC can produce conscripts, but they count in the usual limits. So a Major IC can produce up to 10 conscripts, a minor one 3.

      The pre-war US can produce 3 conscripts in it’s minor industrial complexes, and 2 in the recruiting centers for a maximum of 5.

      Transports are limited to 2 conscripts as if they were infantry

      posted in House Rules
      G
      General Spengler
    • [Global 1940] Low-Quality Infantry Expansion Rules/Set

      Hello all, long time lurker, first time poster. Wanted to get some feedback on an expansion I have been thinking about for some time.

      This is a composite of several versions of the “low quality infantry” that has been proposed from time to time.

      Basically, the concept is to add a new unit, and new form of production center, to G1940 to expand the set a bit while maintaining reasonable balance and historical accuracy.

      So, here is the proposal.

      Units

      Conscripts-Attack 0, Defend 1, Move 1, Cost 1.
      Cannot participate in an attack. Cannot move in the Combat Move phase.
      Can be produced in an IC or in a Recruiting Center.

      Recruiting Centers-Attack -, Defend -, Move -, Cost 6
      Can produce only conscripts. Must be located on originally controlled territory with IPC value of 1 or more. Cannot be moved, cannot be captured, if territory is captured, RC is destroyed. Can co-locate with an IC. Limit of 1 per territory.

      National Specifics

      USSR
      Unwilling Comrades
      [TBD]

      UK
      Home Guard/Colonial Troops
      Place 3 free conscripts in United Kingdom if Paris is captured by the Axis. (conscripts must be placed in territory that remains under British control). Units are placed at the start of the UK Purchase and Repair Units Phase.

      Germany
      Volkssturm (People’s Storm)
      Place 3 free conscripts in Germany, Western Germany, or Greater Southern Germany if the Allies capture any territory originally controlled by Germany (conscripts must be placed in territory that remains under German control). Units are placed at the start of the German Purchase and Repair Units Phase.

      USA
      State Militia/The Second Amendment
      Place 10 free conscripts in Western United States, Central United States, or Eastern United States if Axis forces capture Western United States, Central United States, or Eastern United States (conscripts must be placed in territory that remains under American control). Units are placed at the start of the American Purchase and Repair Units Phase.
      In any turn where Axis forces control Western United States, Central United States, or Eastern United States at the Purchase and Repair Units Phase, all American controlled recruiting centers in Western United States, Central United States, or Eastern United States may produce 10 conscripts that turn.

      ANZAC
      Volunteer Defense Corps
      Place 2 free conscripts on any originally controlled ANZAC territory with an IPC value of at least 1 if Axis forces capture any originally controlled ANZAC territory with an IPC value of at least 1 (conscripts must be placed in territory that remains under ANZAC control). Units are placed at the start of the Italian Purchase and Repair Units Phase.

      Italy
      Black Brigades
      Place 2 free conscripts in either Northern Italy or Southern Italy if Northern Italy or Southern Italy is captured by Axis forces (conscripts must be placed in territory that remains under Italian control). Units are placed at the start of the Italian Purchase and Repair Units Phase.

      Japan
      Kokumin Giyū Sentōtai (Volunteer Fighting Corps)/Colonial Troops
      If Allied forces conduct an amphibious assault on Japan, Japan may choose to place 10 conscripts in Japan prior to resolving the amphibious assault phase, however the ability can only be used once per game.

      France
      La Résistance (The Resistance)/Colonial Troops
      If France, Normandy Bordeaux, or Southern France is captured by Axis forces, place 2 conscripts in France, Normandy Bordeaux, or Southern France. (conscripts must be placed in territory that remains under French control). Units are placed at the start of the French Purchase and Repair Units Phase.

      Setup

      USA
      Western United States: 1 Recruiting Center
      Central United States: 1 Recruiting Center
      Eastern United States: 1 Recruiting Center
      Philippines: 1 Recruiting Center
      Alaska: 1 Recruiting Center
      UK
      Rhodesia: 1 Recruiting Center
      Egypt: 1 Recruiting Center
      West India: 1 Recruiting Center
      Scotland: 1 Recruiting Center
      France
      French Equatorial Africa: 1 Recruiting Center
      French Indochina: 1 Recruiting Center
      USSR
      Amur: 1 Recruiting Center
      Novosibirsk: 1 Recruiting Center
      ANZAC
      New Zealand: 1 Recruiting Center
      Japan
      Korea: 1 Recruiting Center
      Siam: 1 Recruiting Center
      Okinawa: 1 Recruiting Center
      Formosa: 1 Recruiting Center
      Italy
      Ethiopia: 1 Recruiting Center
      Germany
      Greater Southern Germany: 1 Recruiting Center
      Slovakia Hungry: 1 Recruiting Center
      Romania: 1 Recruiting Center

      For physical units I eventually want to come up with some 3d prints or the like.
      Thinking a tent for a recruiting center.
      For the various conscript units, in order to make them more easily distinguished from the regular infantry, thinking rifles should either be omitted or slung on sculpts…

      I have not included any pre-set units in the setup as I fear that would make balancing a far more difficult job.

      Thoughts?

      posted in House Rules
      G
      General Spengler