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    Monroe

    @Monroe

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    Best posts made by Monroe

    • A&A units using WiF map?

      Recently purchased WiF global map pack. Each hex = ~56 miles.

      Has anyone tried playing a variant using A&A/HBG units on this map; translating movement values and coming up with a stacking limit per hex?

      For example, if an A&A turn equates to ~3 months time, and an average Inf unit could move ~15 miles per day in clear weather/terrain, and assuming they are on the move for 60 of the 90 days, then average move for A&A Inf in WiF map would be ~16 hexes (excludes rail movement).

      Regarding stacking limits per hex, max would be 3 land units per hex.

      Idea would be to keep gameplay “simplicity” in line with A&A/HBG 1936, but take advantage of the WiF map details.

      Curious if anyone has experimented with this combo.

      posted in Customizations
      M
      Monroe
    • RE: Oztea's 1942 Global Setup

      @barnee thank you! So Germany goes first…

      posted in House Rules
      M
      Monroe

    Latest posts made by Monroe

    • Strategic Bomber Clarification

      Can attacking Strategic Bombers carpet bomb enemy naval units? Looking to clarify Strategic Bombers attack options for naval battles.
      Thanks!

      posted in Global War 1936
      M
      Monroe
    • A&A units using WiF map?

      Recently purchased WiF global map pack. Each hex = ~56 miles.

      Has anyone tried playing a variant using A&A/HBG units on this map; translating movement values and coming up with a stacking limit per hex?

      For example, if an A&A turn equates to ~3 months time, and an average Inf unit could move ~15 miles per day in clear weather/terrain, and assuming they are on the move for 60 of the 90 days, then average move for A&A Inf in WiF map would be ~16 hexes (excludes rail movement).

      Regarding stacking limits per hex, max would be 3 land units per hex.

      Idea would be to keep gameplay “simplicity” in line with A&A/HBG 1936, but take advantage of the WiF map details.

      Curious if anyone has experimented with this combo.

      posted in Customizations
      M
      Monroe
    • RE: Oztea's 1942 Global Setup

      @barnee thank you! So Germany goes first…

      posted in House Rules
      M
      Monroe
    • RE: Oztea's 1942 Global Setup

      Can someone confirm turn order for the “Ozeta 1942 Global” version. Thanks!

      posted in House Rules
      M
      Monroe
    • RE: The Great War 1914-1918: Clash of Empires

      Looks great!

      Is there a release date? Location to buy/pre order?  Estimated price for the game?

      posted in Other Axis & Allies Variants
      M
      Monroe
    • RE: The Great War 1914-1918: Clash of Empires

      IL
      Where will the game be sold when it’s available?  Will you have a separate site or thru HBG?  Want to make sure I don’t miss out!

      posted in Other Axis & Allies Variants
      M
      Monroe
    • D12 with Expanded Land Units

      D12 version I use in a 1941 variant of HBG Global War:

      Incorporates SPA / SPG / Motorized Infantry / Light & Medium Armor / Commander (General).

      I use National Advantages to address Heavy Armor (Russia & Germany).

      Cost/Move/Attack/Defense

      INFANTRY:  3 / 1(2) / 2(3) / 4(6)
      Combined Arms: Attack on (3) when supported 1:1 by Artillery or SPA.
      Defend on (6) during 1st round of combat when supported by Fortification (10:1).
      Move (2) during Combat or NCM when supported 1:1 by Mortorized Infantry.

      ARTILLERY: 4 / 1(2) / 3 / 4
      Combined Arms: Increase Infantry Attack to (3) when supported 1:1.
      Move (2) during Combat or NCM when supported 1:1 by Mortorized Infantry.

      SELF-PROPELLED ARTILLERY (SPA): 6 / 2 / 4 / 4
      Combined Arms: Increase Infantry & Mech Infantry Attack +1 when supported 1:1.
      Initial Bombardment: On Defense, successful hit results in immediate removal of enemy land unit.
      Cannot Blitz.

      MOTORIZED INFANTRY: 4 / 2 / 3 / 3
      Transport (1) Infantry or (1) Artillery 2 spaces during Combat or NCM Move.
      Cannot Blitz.

      MECHANIZED INFANTRY:  5 / 2 / 3(4) / 4
      Combined Arms: Attack on (4) when supported 1:1 by SPA or any Armor.
      Combined Arms: Blitz when supported 1:1 by any Armor.

      LIGHT ARMOR: 6 / 2 / 5 / 5
      Combined Arms: Increase Mech Infantry Attack +1 when supported 1:1.
      Combined Arms 1:1 allows Mech Infantry to Blitz.
      Blitz.

      MEDIUM ARMOR:   7 /  / 2 / 6(7) / 6
      Combined Arms: Attack on (7) when supported 1:1 by Tac Bomber.
      Combined Arms: Increase Mech Infantry Attack +1 when supported 1:1.
      Combined Arms 1:1 allows Mech Infantry to Blitz.
      Blitz.

      SELF-PROPELLED GUN: 8 / 2 / 6(7) / 7
      Attack on (7) while enemy Armor is present.
      Non-Infantry Land unit must be chosen as casualty.
      Combined Arms: Blitz when supported 1:1 by any Armor.

      COMMANDER (General): - / 1 / - / -
      Fixed number of Commanders per Nation.  If destroyed, replaced on fixed turn schedule by nation.
      Coordinated Attack: Provides (1) called shot against any Land unit during 1st round of Combat.
      Organized Retreat: Allows Land & Air units to retreat after 1 full round of Combat. No Defense rolled in round 2.

      posted in House Rules
      M
      Monroe
    • RE: Best Video WWII Game?

      Matrix Games just released a mega-version of World in Flames!

      Looks incredible…95% carryover from the hex and counter versions.

      Even has special hard bound manuals…

      Anyone play the hex and counter version?

      posted in Other Games
      M
      Monroe
    • RE: FMG & HBG Unit Rules

      Attached are the D12 Unit Rules and National Advantages I use for a 1941 set up of HBG’s 1939 MAP.

      National Advantages are a combination of good ideas from this forum over the years.

      Unit Stats Global Map D12.xls

      posted in House Rules
      M
      Monroe
    • Images of the Map?

      Has anyone found a link to images of the game board?

      posted in Axis & Allies 1914
      M
      Monroe