It’s the 1940 game board; the one you normally play on.
Posts made by Make_It_Round
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RE: Shifting Politics A&A: Grendal vs. rjpeters70
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RE: Shifting Politics A&A: Grendal vs. rjpeters70
The steps in brief:
(1) Start of every turn, roll 1d191 for a random territory (find it on the list).
(2) It goes over to the opposite side: roll 1d10 (if going to Allies) or 1d5 (if going to Axis) to see which specific nation it becomes.
(3) Edit in the changes and go on with your turn as normal.Any questions, just ask…
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RE: Zombie Apocalypse A&A: pr0c3ss vs. Gargantua
Preference of axis or allies Gargantua?
It’s probably best to PM him… thread’s been inactive for a while.
BTW, on the other thread, rjpeters70 has left the forum; if you have time, would you mind trying out the politics variant with Grendal there?
Cheers, MIR
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RE: Shifting Politics A&A: Grendal vs. rjpeters70
Grendal, looks like rjpeters70 has left the forum.
You and pr0c3ss have time to play this one out?
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RE: Looking for A&A Variant Playtesters
Grendal vs. rjpeters70 is posted here, with rules and introduction:
http://www.axisandallies.org/forums/index.php?topic=33368.0
I leave it to each of you to get in touch with your respective opponents and begin the games on the appropriate threads.
If you have any questions for me about the variants, rule-related or otherwise, feel free to post them here and I will respond as soon as I receive them.
Thanks again, and have fun,
M_I_R
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Shifting Politics A&A: Grendal vs. rjpeters70
Shifting Politics A&A Rules
The year is 1941, and the major powers of the world are making history-altering choices of allies and enemies.
Nothing is certain, and the cutthroat world of politics is especially volatile now.
Long-standing friendships can be cut off at a moment’s notice, and age-old animosities can be signed away with the stroke of a pen… You must be ready for any and all eventualities.
How does this affect the game?
- At the beginning of each player’s turn, roll on the forum for a random land territory (1d191).
[Find your roll on the random territory table below.]
- That territory, and all of the units in it, change allegiance from one side to the other.
If it is an Axis-controlled territory, roll on the following table in the forum to determine who now controls the new territory:
#1: USSR
#2: UK
#3: USA
#4: ANZAC
#5: China
#6: France
#7: Pro-Allied Neutral
#8: Pro-Allied Neutral
#9: True Neutral
#10: True NeutralIf it is an Allied-controlled territory, roll on the following table to determine who now controls the new territory:
#1: Germany
#2: Japan
#3: Italy
#4: Pro-Axis Neutral
#5: True Neutral- Edit in the changes, and proceed with your turn as normal.
You’re in Shifting Politics A&A until the end of the game. Usual game win conditions apply. Good luck gentlemen!
1 United Kingdom* (6)
2 Scotland (2)
3 Iceland (0)
4 Quebec (2)
5 Ontario (2)
6 New Brunswick / Nova Scotia (1)
7 Gibraltar (0)
8 Malta (0)
9 Alexandria (0)
10 Egypt (2)
11 Anglo-Egyptian Sudan (1)
12 Union of South Africa (22)
13 West India (2)
14 India* (3)
15 Burma (1)
16 Malaya (3)
17 Kwangtung (3)
18 Alberta / Saskatchewan / Manitoba (1)
19 Newfoundland / Labrador (0)
20 British Guiana (0)
21 Gold Coast (1)
22 Nigeria (1)
23 Belgian Congo (1)
24 British Somaliland (0)
25 Kenya (1)
26 Tanganyika Territory (1)
27 Rhodesia (1)
28 South West Africa (2)
29 Cyprus (0)
30 Trans-Jordan (1)
31 Ceylon (0)
32 Shan State (1)
33 Borneo (4)
34 Gilbert Islands (0)
35 Fiji (0)
36 Samoa (0)
37 Western Canada (1)
38 Szechwan (1)
39 Yunnan (1)
40 Hunan (1)
41 Kweichow (1)
42 Shensi (1)
43 Suiyuan (1)
44 Chahar (1)
45 Hopei (1)
46 Anhwe (1)
47 Tsinghai (1)
48 Kansu (1)
49 Sikang (1)
50 Russia* (3)
51 Archangel (1)
52 Karelia (1)
53 Novgorod (2)
54 Vyborg (0)
55 Baltic States (1)
56 Eastern Poland (1)
57 Belarus (1)
58 Western Ukraine (2)
59 Bessarabia (0)
60 Ukraine (2)
61 Caucasus (2)
62 Volgograd (2)
63 Smolensk (1)
64 Rostov (1)
65 Bryansk (1)
66 Tambov (1)
67 Vologda (1)
68 Nenetsia (0)
69 Urals (1)
70 Novosibirsk (1)
71 Samara (1)
72 Kazakhstan (1)
73 Turkmenistan (0)
74 Timguska (1)
75 Evenkiysky (1)
76 Yenisey (1)
77 Yukut S.S.R. (1)
78 Buryatia (1)
79 Sakha (1)
80 Amur (1)
81 Siberia (1)
82 Soviet Far East (1)
83 Eastern United States* (20)
84 Central United States (12)
85 Western United States (10)
86 Hawaiian Islands (1)
87 Midway (0)
88 Wake Island (0)
89 Guam (0)
90 Philippines (2)
91 Johnston Island (0)
92 Line Islands (0)
93 Aleutian Islands (0)
94 Alaska (2)
95 Mexico (2)
96 Southeast Mexico (1)
97 Central America (1)
98 West Indies (1)
99 Greenland (0)
100 New South Wales* (2)
101 Queensland (2)
102 New Zealand (2)
103 Victoria (1)
104 South Australia (1)
105 Western Australia (1)
106 Northern Territory (1)
107 New Guinea (0)
108 New Britain (0)
109 Solomon Islands (0)
110 France* (4)
111 Normandy / Bordeaux (2)
112 Southern France (3)
113 French West Africa (1)
114 Morocco (1)
115 Algeria (1)
116 Tunisia (1)
117 Syria (1)
118 French Central Africa (1)
119 French Equatorial Africa (1)
120 French Madagascar (1)
121 French Guiana (0)
122 French Indo China (2)
123 New Hebrides (0)
124 Southern Italy * (3)
125 Northern Italy (4)
126 Albania (1)
127 Libya (1)
128 Tobruk (0)
129 Italian Somaliland (0)
130 Ethiopia (1)
131 Sicily (0)
132 Sardinia (0)
133 Germany* (5)
134 Western Germany (5)
135 Denmark (2)
136 Norway (3)
137 Holland / Belgium (3)
138 Greater Southern Germany (4)
139 Slovakia / Hungary (3)
140 Romania (3)
141 Poland (2)
142 Japan* (8)
143 Iwo Jima (1)
144 Okinawa (1)
145 Korea (3)
146 Manchuria (3)
147 Jehol (1)
148 Shantung (2)
149 Kiangsu (3)
150 Kiangsi (1)
151 Kwangsi (1)
152 Siam (1)
153 Formosa (0)
154 Palau Island (0)
155 Caroline Islands (0)
156 Hainan (0)
157 Marshall Islands (0)
158 Marianas (0)
159 Olgiy x 2 inf
160 Dzavhan x 1 inf
161 Tsagaan Olom
162 Central Mongolia
163 Ulaanbataar x 1 inf
164 Buyant-Uhaa x 2 inf
165 Venezuela (2) x 2 inf
166 Columbia
167 Ecuador
168 Peru
169 Bolivia
170 Paraguay
171 Uruguay
172 Chile (2) x 2 inf
173 Argentina (2) x 4 inf
174 Rio de Oro
175 Portuguese Guinea
176 Sierra Leone
177 Liberia
178 Angola (1) x 2 inf
179 Mozambique (1) x 2 inf
180 Portugal (1) x 2 inf
181 Spain (2) x 6 inf
182 Switzerland x 2 inf
183 Sweden (3) x 6 inf
184 Saudi Arabia (2) x 2 inf
185 Afghanistan x 4 inf
186 Turkey (2) x 8 inf
187 Suriname
188 Sumatra
189 Java
190 Celebes
191 Dutch New Guinea -
RE: Looking for A&A Variant Playtesters
Gentlemen!
Thank you very much indeed for your interest, and apologies for the two-month absence. I hope you’re still willing to run your playtests on these new variants…
Gargantua vs. pr0c3ss game is posted here, with rules and introduction:
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Zombie Apocalypse A&A: pr0c3ss vs. Gargantua
Zombie-World A&A Rules
The planet has been infected by a mysterious spore, which does not let organisms die naturally.
Soldiers thought to have been killed are found wandering the battlefields, hungry for human flesh.
They are more resilient than normal soldiers, but have been found to be easily destroyed by flame.
The world leaders of WW2, desperate for new troops, have found a way to control these shambling undead.
Some through necromancy, others through mad science, have formed entire functional Zombie Corps, operating alongside regular troops.
How does this affect the game?
- During each battle, players need to keep track of the number of the total land units killed by both sides.
[Only [i]land units are important here, because we’re assuming that soldiers serving in planes burn up when they die, or are trapped in their ships when they sink to the bottom.]
- At the end of each combat round, roll 1d6 for each land unit that died in every territory.
[Roll separately for each territory.]
- On the result of a ‘6’, the WINNER of the battle adds 1 Zombie Corps to the territory under his control. LOSER gains nothing.
[In case it’s not clear, you have to EDIT in these free infantry during the unit placement phases of your turns. Since we’re playing by forum, it makes sense for each player to add their enemy’s zombies to the board as well as their own, in order to minimize downtime.]
In order to preserve the special character of the ‘Zombie Corps’, I have given control of them to the most geographically distant ally.
For the Axis:
German & Italian Zombies appear as Japanese.
Japanese Zombies appear as Italians.For the Allies:
Russian Zombies appear as ANZAC.
USA Zombies appear as ANZAC.
Chinese Zombies appear as French.
ANZAC Zombies appear as French.
UK Zombies appear as Chinese.
French Zombies appear as Chinese.Illustrated example:
Playing the USA, I tried to take Iwo Jima from the Japanese but failed.
In the process, I killed one Japanese infantry, and lost one USA infantry and one USA tank.
So: End of combat, I roll 3d6 for the Japanese player here on the forum. For every ‘6’ I roll, I add 1 Italian infantry to Iwo Jima for my opponent.
Pro Tip: Zombie calculations are probably going to be easiest to perform when looking at the ‘Turn Summary’. That gives you a nice total of casualties for each battle, assuming you hit the ‘show combat details’ tab.
Personally, I’d put those new Zombie Corps to work guarding the Atlantic Wall, or suppressing partisan activities behind the Eastern Front…
You’re in Zombie World until the end of the game. Usual game win conditions apply. Good luck gentlemen!
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Looking for A&A Variant Playtesters
If you are interested in exploring some new ways to play the game, please check this thread for more information:
http://www.axisandallies.org/forums/index.php?topic=32937.0
Cheers, M_I_R
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RE: New A&A chaos game C vs S
Let’s consider this game adjourned. Thanks again for all your work on this.
New playtest thread is up here for your reference:
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Looking for A&A Variant Playtesters
Greetings!
I’ve created several distinct A&A variants, each of which needs its own playtesting (on the latest version of TripleA):
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Zombie-World A&A
Killing your enemies turns them into free soldiers on your side. Sometimes. -
Kaiju A&A
It’s WW2, except that there are also giant monsters getting in the way of both sides. -
Apocalypse A&A
At a certain point in the game, huge asteroids will pound the earth. And WW2 will keep going. -
Gates of Hell A&A
The souls of the dead fight for control of Hell, winning Hellpowers for their living comrades. -
Shifting Politics A&A
You can’t trust trust anyone. Especially not Switzerland! -
Advanced Tactics A&A
Surprising twists and boosts to movement and combat add tactics to grand strategy. -
Teleporter A&A
What if your troops could show up anywhere on the board? What if you couldn’t control where? -
Time Travel A&A
Enemy troops are advancing on your bunker. You can either send them into the future, or yourself into the past…
Please leave a post below if you have the time to try out one or more or these variants, indicating your top three choices of variant in order of preference.
As soon as the queue fills, I’ll launch a game between two players with the same preference.
The rules for the variants will be published in the game threads at their point of launch.
Remuneration at this point will be a very unique play experience.
Looking forward to working with you soon,
M_I_R
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RE: New A&A chaos game C vs S
I get the feeling that battle fatigue might have set in during the holiday month off…
You guys want to call this game a draw and start something new, or do you want to see how it finishes?
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RE: New A&A chaos game C vs S
No more chaos rolls for the Allies? :mrgreen:
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RE: New A&A chaos game C vs S
bird settles in sz19…has 2 transports… (how to rolll for this?)
bird ��� roll
1 manchuria./ 2 sz6 / 3 sz 18 / 4 sz20 / 5 kiangsu / 6 shantung / 7 jjehol
Rolling 1d7:
(4)No rolls. Bird just stops for the turn and auto-feeds on defenseless transports.
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RE: New A&A chaos game C vs S
That’s only 1 round!
You need to fast-forward 3 more rounds before the next move… :-D
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RE: New A&A chaos game C vs S
Time Freeze!
Immediately skip the next
Rolling 1d4:
(4)rounds, stopping only to collect income at the end of turn.
One player can do this on their own, as no actions are allowed to take place, nor are any dice to be rolled.
Game continues as usual at point of stoppage, the beginning of the Russian turn in that future round.
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RE: New A&A chaos game C vs S
R-Chaos
Rolling 1d6:
(6)Level
Rolling 1d3:
(3)Class
Rolling 1d3:
(1) -
RE: New A&A chaos game C vs S
…in that case…
1 inf + 1 tank + 1 bomber (ger)
v
1 inf & 1 artinf
Rolling 1d6:
(2)
tank
Rolling 1d6:
(2)
bomber
Rolling 1d6:
(1)We got there in the end… Nice capital strike!
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RE: New A&A chaos game C vs S
You still need transports to get you there. Numpty~!
Do-over. :evil:
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RE: New A&A chaos game C vs S
1 inf dead…
remaining ger soliders2 tank
1 inf
1 mech infUK lost
Like this Chris?
Yup. I need to see the file to make sure, but it looks good on the forum.
Except that UK units that were hit should not have gotten their return fire shots.