People probably already know I’m still around. Their probably getting sick of the cold war thread popping up again every five minutes in everyone’s unread folder lol.
Edit: Wow this is probably more upvotes then I get on my normal thread lol.
What? Over? Did you say over? Nothing is over until we decide it is! Was it over when the Germans bombed Pearl Harbor? Hell no!
National Lampoon's Animal House
Hi I’m militarized milkmen. My name comes from the fact that the first time I saw a french and Soviet mech infantry, I said, “That’s not mechanized infantry, that’s just milkmen trained to carry infantry instead of milk.” Hence my name, militarized milkmen.
You all probably know me as the guy who keep reopening dead threads specifically ones I started because no one else responds to them lol.
I encourage you to check out my Cold War threads. Me and my partner @GEN-MANSTEIN with help from @MonsieurMurdoch working on developing an adaptation of Axis & Allies (It’s closest to G40 Second Ed.) that takes place during the Cold War. We are actually currently working with Historical Boardgaming on offering our game on their site, and possibly even selling pieces (tokens, tech trees, IPC Tracking Charts, and possibly even minatures) specifically for this game!
We are always looking for help, no I can’t pay you for it, lol. We only have three people actively working on this project, including myself, and we really could use the extra help.
Maybe I should make a thread where all people do is put in plugs for the things they’re working on lol.
Hello everyone! I made a thread where people can put in plugs, adds, etc. for A&A games you guys have developed, are developing, think need attention, or are just cool. I’ll get the ball rolling by plugging my own.
We’ve all slapped a bunch of American and Soviet control markers on the board and called it the Cold War. Some of us have even developed alternative setups for existing a&a games so that it fits the Cold War. However, no one, to my knowledge, has developed a completely new game of A&A specifically for the Cold War, until now. The game @GEN-MANSTEIN, @MonsieurMurdoch, and I are developing does just that. We have four different powers to choose from, event cards to make stay fresh no matter how many times you play it, national advantages and other optional and additional rules to spice the game up for even the most veteran players, a tech tree to put most MMO’s to shame, polar regions for people to pointlessly obsess over, and best of all, plenty of nuclear weapons. Were even working with Historical Boardgaming! However, we are always looking for more playtesters and help in general. If your interested please DM me!
Also check out the Chinese Civil War thread. It’s got a ton of great stuff! See @MonsieurMurdoch for more information.
You mean a place where try-hard, know it alls, like me get to try and convince people of how intelligent I am, by getting inexperienced to use my startegy instead of someone else’s?
I’m sorry to reopen a dead thread, people usually hate that, but I wanted to put my two sense in. I’ve done a lot of research into the legal BS that makes up Hasbro Legal. Hasbro owns Wizards, which owns Avalon Hill, who owns Larry Harris’ poor tortured soul, which designed Axis and Allies. Wizards of the Coast has a fan content policy saying what you offer has to be free, and NOT REQUIRE DOWNLOADING. I’m not sure how they expect you to distribute it, but they do say that you can’t require, money, signups or downloads. I think it might also have to be original, I’m not quite sure. But either way, I think you may be breaking the rules and may get a take down notice. This website has seemed to fly under Wizards radar for a while now so you might be safe, I’m not sure. Just wanted to let yall know.
We can all agree that the optional R&D rules for A&A are complete garbage right? We’ve all browsed from forum to forum trying to find a set of rules that actually works. I mean sure, there are a lot of great ideas out there but all of them are just conceptual and incomplete. So I now present to you my revised set of R&D rules for Axis and Allies (beware of typos). By the way this version was written for 1940 Second Edition, but I made a version for 1942 as well if people want to see it. Enjoy!
Improved Axis and Allies 1940 Research and Development Rules (Revised)
New Turn Sequence:
Research and Development
Purchase and Repair Units
Mobilize New Units
New Unit: Research Centers
During the Purchase and Repair Units phase, any nation that is at war, who controls at least one victory city, may build research centers in illegible territories for fifteen IPC’s each. New research centers may only be built in originally owned territories with an IPC value of two or greater and are placed during the Mobilize New Units phase.
Research facilities function similarly to industrial complexes. They have a built in AAA, are subject to damage during strategic bombing raids, and can be captured. A research facility can take up to six points of damage, but like industrial complexes, cannot be destroyed. China may not build research centers.
New Unit: Patrol Torpedo Boat
Coastal Water Limitation: A patrol torpedo boat may only occupy sea zones adjacent to land, and may only move into or through sea zones that are adjacent to land, that share a common border with land adjacent to the sea zone they were just in.
New Game Setup:
The following changes should be made to the game setup:
Add one research center to Greater Southern Germany
Add one patrol torpedo boat to sea zone 114
Add one patrol torpedo boat to sea zone 115
Add one patrol torpedo boat to sea zone 100
Add one patrol torpedo boat to sea zone 81
Add one patrol torpedo boat to sea zone 20
Add one patrol torpedo boat to sea zone 10
Add one patrol torpedo boat to sea zone 35
Remove one cruiser from sea zone 101 and add one destroyer and two patrol torpedo boat
Add one research center to United Kingdom
Add one patrol torpedo boat to sea zone 39
Add one patrol torpedo boat to sea zone 109
Add one patrol torpedo boat to sea zone 96
Add one patrol torpedo boat to sea zone 97
Add one patrol torpedo boat to sea zone 63
Add one patrol torpedo boat to sea zone 110
New Rule: Research and Development Phase
During the Research and Development phase, all undamaged research facilities you control may roll one six sided die. If any of your research centers rolls a six then you have made a technological breakthrough and proceed to the Technological Breakthrough phase (you may only make one technological breakthrough each turn regardless of the number of sixes you roll). If not then you skip the Technological breakthrough phase of your turn.
New Rule: Technological Breakthrough Phase
If you made a technological breakthrough in the Research and Development phase, then you may select one of the following four categories to gain research in; Land Unit Research, Naval Unit Research, Aerial Unit Research, or Special Research. You then roll a four sided die and gain an advancement corresponding to the number you rolled on the chart you selected. Each four slot on each chart has advancements with three tiers. Once the first tier is researched, the second tier becomes available, and once the second tier is researched, the third becomes available. If you have already researched all possible advancements for the slot number you rolled then you may reroll. The slot corresponding to the number you rolled becomes developed for you and you gain access to all of its benefits at the beginning of your next turn.
New Rule: Capital Ship Repair Costs
Repairing a boat is not an inexpensive endeavor. Due to this, Battleships and Aircraft carriers no longer automatically repair themselves while in a sea zone adjacent to a friendly naval base during the Purchase and Repair Units phase. During the Purchase and Repair Units phase, any player with a friendly boat in a sea zone serviced by one of their naval bases may choose to pay to have those boats repaired. It costs ten IPC’s to repair a battleship and eight IPC’s to repair an aircraft carrier. Any boats that are being repaired may not move or be involved in combat during the turn that they are being repaired. A naval base may repair up to three boats each turn, minus the number of damage chips it has on it. Boats stats are altered when they are damaged. Damaged battleships have an attack of two, a defense of three, a move of one, and lose one die of shore bombardment capabilities. Damaged aircraft carriers’ attack value is unchanged, but it has a defense value of one and a move of one. Damaged aircraft carriers carry aircraft rules and air defense rules are unchanged (see page 30 of the Pacific 1940 rule book or page 32 of the Europe 1940 rule book. Ships repairs finish during the Mobilize New Units phase.
New Rule: Research and Development Charts: (This used to be a chart but the copy and pasting ruined it)
Land Unit Research
Improved Mechanized Infantry
Tier 1: Advanced Artillery → Tier 2: Defensive Emplacements → Tier 3: Long Range Barrage
Naval Unit Research
Tier 1: Super Subs → Tier 2: Superb Subs → Tier 3: Supreme Subs
Aerial Unit Research
Long Range Aircraft
Tier 1: Improved Defensive Armaments → Tier 2: Heavy Bombers → Tier 3: Nuclear Bombers
Increased Factory Production
Tier 1: AAA Rocket Battery → Tier 2: Cruise Missile → Tier 3: Ballistic Missile
New Rule: Technological Advancements
There are twenty-four technological advancements available and they are detailed below in ascending order.
Improved Tanks: Each of your tank units now has an attack value of four.
Radar: Your AAA now hit on a one or a two when making their air defense roll.
Improved Mechanized Infantry: Each of your mechanized infantry units now has an attack value of two when paired with a tank and may now blitz without the support of a tank.
Advanced Artillery: Each of your artillery units can now provide greater support. One artillery unit can support up to two infantry, mechanized infantry, or a combination of the two, per attack.
Defensive Emplacements: Each of your artillery units now has a defense value of three.
Long Range Barrage: Your artillery’s range has grown to staggering levels. When defending, each of your artillery may fire once before combat. Any casualties dealt are removed before the first round of combat begins.
Improved Shipyards: Your sea units are now cheaper to build and repair. Use these revised costs:
Aircraft Carrier Repair
Patrol Torpedo Boat
Hydrofoils: Each of your patrol torpedo boats now has an attack of two and a move of three.
Improved Battleships: When your battleships participate in combat with enemy aircraft, your battleship may roll one die of AAA fire against those aircraft. In addition to this, your battleships may also roll twice when conducting a naval bombardment and select the best result. Damaged battleships have no air defense capabilities.
Super Subs: Your submarines now have an attack value of three instead of two.
Superb Subs: Your submarines now have a defense value of two instead of one. In addition to this, if your submarines hit while making a surprise strike, you may select the casualty that is taken.
Supreme Subs: Your submarines are now supreme, whatever the hell that means. Your subs are now immune to the effects of destroyers.
Jet Fighters: The attack value of your fighters is now four instead of three. In addition, during bombing raids, your escorting and intercepting fighters now hit on a one or two instead of just one.
Long Range Aircraft: All of your air units’ ranges are increased by one space.
Paratroopers: Each of your bombers can act as a transport for up to one infantry during combat movement, but it must stop in the first hostile territory it enters, ending it’s movement. Both units must begin their movement in the same territory. The infantry is dropped after any possible AAA fire is resolved, so if the bomber is hit, the infantry it carries is also destroyed. The bomber may still attack during the conduct combat phase, but it cannot make a strategic bombing raid in a turn that it transported an infantry unit. If attacking along with land units the infantry unit may retreat normally to a friendly adjacent space during combat.
Improved Defensive Armament: During bombing raids, your tactical and strategic bombers hit interceptors on a one and a two instead of just a one.
Heavy Bombers: Your strategic bombers are now heavy bombers. When attacking, whether in a battle or a bombing raid, roll two dice instead of one.
Nuclear Bombers: Your heavy bombers are now nuclear bombers. When attacking, whether in a battle or a bombing raid, roll six dice instead of two.
War Bonds: During your collect income phase, roll a six sided die and add the result to your income.
Increased Production: Each of your industrial complexes can now produce units beyond their normal production capacity. Major industrial complexes may now mobilize up to twelve units and minor ones can now mobilize up to four. Also when repairing naval bases, air bases, research centers, and industrial complexes you may remove two damage markers for the cost of 1 IPC.
Sabotage: You have developed an extensive spy network. During the research and development phase of an opponent’s turn, if an opponent makes a technological breakthrough, you may choose to sabotage their research. If you sabotage their research you roll a six sided die. On a one, your spies are caught and killed and you may not sabotage that country again. On a two through five nothing happens. On a six their research is sabotaged and they lose their technological breakthrough (this does not mean if you successfully sabotage them and they roll two sixes that they still get a technological breakthrough).
AAA Rocket Battery: Your AAA now implements mass rocket salvo fire. Your AAA may now fire during each round of combat, in addition to its normal air defense capabilities, hitting on a one.
Cruise Missile: Your air bases can now launch rockets. During the strategic and tactical bombing raid step of your conduct combat phase each turn, each of your air bases can launch a single rocket attack against an enemy naval base, air base, research center, or industrial complex within four spaces of it. This attack does one die roll of damage to that facility. Rockets may not be fired over neutral territories.
Ballistic Missile: Your air bases can now make long range, anti-personnel, targeted strikes. During the combat combat phase your undamaged air bases may make a rocket attack against a unit of your choosing within eight spaces of the air base. To signify this, place your control marker under the unit you targeted. At the beginning of the conduct combat phase, before any other roles are made, roll a six sided die to determine whether your rocket strike hits. On a five or less the targeted unit is destroyed, on a six nothing happens. An air base that makes a rocket attack against a unit may not make a rocket attack against a facility, and vice versa, in the same turn.
I’m open to suggestions and I hope this serves you well. Cheers!
@Eisenhower I was really just making a joke and trying to poke fun at other people on this site, however, in all honesty I am sure there are many people on this site who would be happy to show you how to play.
@Navalland #1: I completely disagree. Just because an island is small doesn’t mean it’s not important. The startegic value of staging areas was very important in nearly every war, ever. And just because a island is important, strategically, doesn’t mean that it should get it’s very own seazone. Like I said above, size does not correlate to importance.
@Navalland East Germany is more valuable because that’s how it is in other games. I assume that is based on the natural resources and industrial ability of that area and would therefore still hold true in the 50’s. The fact that East Germany was worse off historically had more to do with economic neglect from the soviet government, something that players get to control in this game.
@Imperious-Leader I wasn’t aware that there was any other edition
While I think having cuba be its own power would be cool, it would kind of like having New Zealand be its own power in g40. You would have to wonder how much they really contribute. Maybe you could make it so that the Warsaw Pact can pay to build units to support Castro and the gang in cuba, possibly at higher cost cuz of the blockades and embargoes and stuff, if the Warsaw pact is smart, like they were during the cold war, they’ll buff the hell out of cuba to prevent a traditional land invasion, and nukes aren’t always realistic. If they’re dumb then cuba will just be invaded and it will be an opportunity lost, which absolutely could have happened if the ussr wasn’t paying attention. I’m thinking about alternative rules where one or two players play each Nuetral category so it feels like they’re entities and not roadblocks, but I’ve got a ton of stuff I need to do before then soooooo… The setup for cuba will not change for balancing reasons, it accurately represents their power near it’s height, which was also the time when it was diplomatically plausible for the US to invade. For your expansion however, I recommend cuba starts the game Strict Nuetral with an army of one infantry.
I thought about doing the time things the problem with that is then people see stuff coming and then they can prep for stuff. The whole purpose of them is to destabilize and shake up the game. This encourages people to do stuff instead of just build nukes and mice tanks to the border.
@Navalland These parts confused me
Playing options. I tend to like scenarios if they are playable for example with techs or no tech. Or with National objectives or not.
Nations should not loss all of their remained incomes, neither mobilizing unit abilities after losing their capital(s). I would also suggest it for any scenario.
Well I’ve realised a few things. First of all, I thought the military power of cuba was much bigger than it actually was. It was barely an infantry. Both Cuban and Batista. I’m going to greatly decrease their military power. Also, the military power of Castro, at it’s height, was 10000 people, less than an infantry. When I started writing this I thought that maybe you could just havev the che and Fidel units take on an infantry, but the problem with that is if america’s smart, they will just invade, annex and highly militarize cuba turn one, and then just smash Fidel. Even if Fidel wins america will just nuke them. So I’m not sure what to do with that. I will be changing the starting units in cuba, and just know that neither side had all that much. You should also know that cuba got involved in a list of proxy wars. One idea I had was whenever a card is drawn related to a proxy war they got involved in, the communist side of the war would get an extra infantry, and one of the communist players could choose to automatically move the che guevara piece there. Which is what happened in bolivia and the congo. Just an idea. I could make a list of all the ones they got involved in that there are cards for if you want.