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    J
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    Topics created by jonathan.meyer84

    • J

      Houserule Feedback

      House Rules
      • • • jonathan.meyer84
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      J

      @Baron:

      Do you know why you choose 2 complete rounds of battle?

      That is a question to which I’ve given a bit of thought.  From my experience in 1914, one round is too low.  You’re almost always going to get bogged down and for many a turn if you only roll one round per turn.  On the flip side, if you use too many rounds then the value of the special designation loses all meaning.  How many battles are going to last four or more rounds?  Not many.  Two or three seemed to strike the right balance to me, and since I wanted to err on the side of the new designation being more impactful, I opted for two rounds rather than three.

    • J

      Standard Bid

      1942 Scenario
      • • • jonathan.meyer84
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      J

      Hi all,

      Is there a standard bid/bid range for the Anniversary 1942 scenario?  Or is it considered well-balanced enough that a bid is not normally needed?

    • J

      Standard Bid

      Axis & Allies 1942 2nd Edition
      • • • jonathan.meyer84
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      Corpo24C

      Yup.  I usually get together once a month with a group of guys here in the San Francisco area.  Tonight Im solo though.  Trying out new strategies.  Game report update.  Germans already have 11 tanks close to Ukraine. Yikes! Though the Americans already have a nice fleet and are poised to land in Morroco. Next few turns are going to be interesting

    • J

      Funny Second Edition Video

      Axis & Allies 1942 2nd Edition
      • • • jonathan.meyer84
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      Imperious LeaderI

      Pretty funny even though ive seen videos like this many times

    • J

      Dumb question but…

      Axis & Allies Pacific 1940
      • • • jonathan.meyer84
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      C

      @Larrie:

      CWO Marc, I have to disagree with you on the infantry statement. The British infantry is different from the American one. Although the difference may be slight it is not the same, but you are correct in the statement that the Aussies’ are just gray Brits.

      I said that the Global 1940 1st edition UK sculpt set included a few American designs.  I didn’t say that it used American infantry units.  Every power except ANZAC in Global 1940 1st edition has a distinct infantry sculpt; in Global 1940 2nd edition, every power (including ANZAC) has a distinctive infantry sculpt.  The Global 1940 1st edition UK sculpt set used American designs for a few of its equipment (meaning non-infantry) units – not many, but a few.  I can’t recall the full list off the top of my head, but I think the Mech unit was one of them.

    • J

      Opening Moves

      Axis & Allies 1914
      • • • jonathan.meyer84
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      MukreminM

      @Flashman:

      I don’t think it matters a damn.

      The whole problem with this game is that the Allies are so much more mobile (they can virtually teleport by sea, and can feed units into the East via India) that whatever the CPs do the Allies can immediately and effectively counter-move.

      Only by allowing the CPs unlimited land movement by rail do they stand a chance of winning.

      i don’t agree, i have played 6 games against the same people and won 5 out of 6 games. You can win as the Central Powers. We opted for different opening moves which stunned the Allies every time. You can’t go for a total victory but you can hang on so they give up. Taking Russia and moving all west is critical.

    • J

      Online Play

      Axis & Allies 1942 2nd Edition
      • • • jonathan.meyer84
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      J

      Thanks!

    • J

      Online Play

      TripleA Support
      • • • jonathan.meyer84
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      PantherP

      Indeed, and browsing through the catalogue, I found

      1914 COW-Empires Domination 1914 Blood and Steel New World Order 1915 Lebowski

      I have never played those, but maybe someone wants to give them a try.

    • J

      A Question Of Balance

      House Rules
      • • • jonathan.meyer84
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      P

      “House Rules” changes or additions to Axis & Allies: 1914

      To better balance play between the Allies and the Central Powers,  to improve historical accuracy, and to add a new Irish rebellion option. This is how I will play A&A 1914 henceforth, chez moi.

      Germany Set Up
      Add a German Cruiser and Transport to Sea Zone 24 and a German Cruiser in Sea Zone 26.

      The Germans had a respectable navy operating in the South Atlantic and in the Pacific in 1914 and there were running sea battles between German and British flotillas during this time in these regions.  The game should reflect this, and it also adds a necessary element of tension in what is otherwise a complete sideshow (Africa) where the UK and France are not challenged at all.

      Movement: ENTRAIN
      Once a turn, before resolving combat, a player may move any number of pieces from one single space directly along a path of contiguous spaces to his capital, as long as the capital is uncontested and the route is not blocked by hostile or contested territory.  Any sea spaces involved also must be free of all enemy naval units and also contain at least one friendly Transport ship.  This movement must end in the capital; units may not stop elsewhere en route.

      This reflects nations’ abilities to transfer troops rapidly along a rail system from front to front, as happened regularly during the war, particularly for the Germans for their big 1918 offensive after their Eastern Front stabilized; the current game, with its slow movement rates, makes this impossible.

      Submarine Sneak Attack
      Submarines always have a “first shot” ability when attacking or defending and then the option to submerge after any round of combat.  Submarines as defenders only hit on a roll of 1.  Hits by submarines are inflicted before returning fire.  Submarine versus submarine combat is considered simultaneous, as per normal combat.

      Similar concept to “regular” A&A (WWII).  I don’t know why the 1914 game doesn’t allow for “sneak attacks.”  It was even harder to detect or avoid enemy subs in WWI than WWII.  And Germany badly needs this equalizer.

      Swiss Mobilization
      If  Switzerland’s neutrality is violated, it mobilizes 6 units (1 artillery and 5 infantry) hostile to the invaders.  Switzerland’s IPC value remains at 1.

      Switzerland preserved its neutrality through two world wars by deterring attackers who would have faced a nation fully in arms and prepared to resist from many mountain strongholds and fortresses.  The Swiss should be much harder to subdue than this game provides and a special rule is in order, especially given the game board’s layout that makes Switzerland an overly tempting target out of proportion to to geography.

      Russian Revolution
      The Russian revolution rule is always in effect, not merely an optional rule. If the Revolution occurs, Russian IPCs are returned to the bank, not awarded to a player, but the Central Powers DO get credit for “capturing” a capital (Moscow).

      The Revolution knocks Russia out of the war and it’s silly to punish the Central Powers by denying them credit for this.

      Revolt in Ireland
      No non-British Allied land or air units are permitted in Ireland. The German player may invest a total of 3 IPCs during each Purchase Units phase in hopes of fomenting an Irish rebellion – similar to the technology tables in early edition A&A, 3 IPCs spent buys ONE immediate die roll THAT TURN only (i.e., the spent IPCs are not retained or carried over to succeeding turns).  Having any German ship adjacent to Ireland at this time provides a +1 to the die roll for this check. If a modified roll of 6 is rolled on a die, Irish nationalist republicans revolt.  Irish rebellion is also automatically triggered by any German land unit present in Ireland at the end of a German turn.+

      If Ireland rebels, immediately place two infantry figures in Ireland under the control of the German player; these represent Irish rebel forces hostile to Great Britain.  If Great Britain loses control of Ireland or Ireland is contested, at the start of each British player Purchase Units phase the British player forfeits as many IPCs as there are enemy units in Ireland directly to the German player, up to a maximum of 8.  If Great Britain loses control of Ireland and Ireland is not contested Ireland becomes controlled by Germany and Germany receives its IPC value. At the start of each German turn that Ireland is controlled by Germany or contested, another Irish rebel infantry figure is placed in Ireland, up to a maximum of four rebel infantry units. Only infantry units are raised as Irish rebel units but there is no limit to other nation’s units that can be moved to Ireland.  Irish rebel units may not leave Ireland. Ireland will only revolt once in a game.

      This rule simulates the complicated political situation existing in Ireland during WWI and the historical “Easter Uprising” of 1916. Because German submarines were often used to smuggle weapons and personnel to Ireland during this time, and German invasion prospects encouraged the Fenians,  the presence of German naval units increases the chances of rebellion.  The USA and France traditionally sympathized with Irish republicanism and their governments were not likely to agree to their militaries forsaking the war against Germany to suppress Irish nationalism.

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