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    Monroe

    @Monroe

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    Latest posts made by 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
    • New Italian Sculpts?

      Are there pictures of the second edition italian sculpts?

      Are these totally new or retreads from 50th Anniv which offered some unique Itialian units?

      Thanks!

      posted in Axis & Allies Global 1940
      M
      Monroe
    • RE: Review of FMG Italians and HBG Axis Minors

      Hats off to both HBG and FMG for their great products!

      Personally, these are the types of products I have wanted for years and I am extremely happy.  They have added a whole new dimension to my game.

      As someone who works for a major company heavily involved and reliant upon manufacturing from overseas factories, I marvel at the time, energy, investment, and risk HBG and FMG have given to their respective projects - especially in this crazy economy.  I also know that producing a product for the niche group of enthusiasts (like us on this forum) is even more challenging because it’s the toughest crowd to please (vs. the mass consumer).

      I’m sure both companies appreciate constructive feedback, but I think before we get too critical on price/product/timing, we should all remember a few short years ago when neither of these companies existed.  It’s very rare you get someone to invest in a niche project and also get them to listen to all of the input from the audience before the go to production.  It’s not like they can go and pitch their product to Walmart or Best Buy…they rely heavily on this forum to spread the good word and help create bottom up demand for their products.

      So a few extra cents for tanks; a few less tanks in the pack then we’d like, etc, etc…not a majar deal vs. not having these companies around.

      Bravo to HBG and FMG.  Keep up the good work gents!

      posted in Other Axis & Allies Variants
      M
      Monroe
    • RE: FMG & HBG Unit Rules

      From HBG Minor Axis set:

      Self Propelled Artillery:
      Cost: 5
      Att: 3
      Def: 1
      MV: 2

      • On Attack: Called shot against Light & Heavy Tanks / Mech Infantry
      • On Defense: First Shot in opeing round of combat (prior to attacker rolling)
      posted in House Rules
      M
      Monroe
    • RE: FMG & HBG Unit Rules

      Stat Ideas for New Units:
      New FMG to integrate:
      Light Tank v. Heavy Tank

      Light Tank:
      Cost: 5
      Att: 3
      Def: 2
      MV: 2

      • Can Blitz
      • No Combined Armor Bonus with Tac Fighters
      • Boosts Mech Infantry to Attack: +1 [Artillery now boosts only Infantry +1]

      Heavy Tank:
      Cost: 6
      Att: 3
      Def: 3
      MV: 2

      • Can Blitz
      • Combined Armor Bonus w/ Tac Fighters

      Truck:
      Cost: 3
      Att: 0
      Def:  0 - but can be chosen as casualty
      MV: 2

      • Transport (1) Infantry unit /Truck (2) spaces (Land version of Transport)

      Air Transport:
      Cost: 6
      Att: 0
      Def: 0
      MV: 6

      • Can transport  & drop (2) Infantry units (as paratroopers)
      • Subject to AA Gun fire if dropping into territory with AA gun

      Commander:

      • Each nation has a starting number of Army generals and Naval Admirals “of note” (varies by nation) and a “new addition” after a set # of turns has been completed (note:  Must have surface ships other than transports or subs on board to place Admiral commander unit):
        Germany: 3 generals/1 admiral / (+1 General or Admiral after every 3 turns)
        Italy: 1/1 / (+1 General or Admiral after every 6 turns)
        France: 1/1 (+1 General or Admiral after every 6 turns – Only when France is Allied occupied)
        UK Europe: 2/1 (+1 General or Admiral after every 3 turns)
        UK Pacific: 1/1 (+1 General or Admiral after every 3 turns)
        Anzac: 0/0 (+1 General or Admiral after every 5 turns)
        Japan: 2/3 (+1 General or Admiral after every 4 turns)
        Russia: 3/0 (+1 General or Admiral after every 3 turns)
        Canada: 0/0 (if played as separate nation) (Not available)
        Axis Minors: 0/0 (if played as separate nation) (Not available)

      • Starting placement is determined by each player

      • No cost / No ATT / No Def / MV: 1

      • Removed from game if territory is taken

      • Pay attacking nation 2 IPCs if General or Admiral is lost

      • Cannot  be stacked or combined (only 1 per territory)

      • Cannot be taken as casualty

      • Army General:
        (1) Provides +1 attack to each land unit for 1st round only (Infantry; Mech Infantry; Tank; Artillery)
        (2) When defending, allows units to retreat after 1st round of combat;

      • Admiral:
        (1) Can make (1) “called shot” per combat round against a specific naval unit
        (2) When defending, allows units to retreat after 1st round of combat

      HGB Units:
      Marine (US Only): (use original AAP rule)

      LTV (US only):
      Cost: 5
      Att: 0
      Def: 0
      Mv: 1 (sea movement)
      -Cannot move on land
      -Must move in conjunction with sea transport unit but does not count against that transports load value
      -Automatically lost if transport is sunk or if amphibious assault fails.
      -Cannot be taken as casualty
      -Can transport 1 Infantry unit for +1 Attack during Amphibious assault

      posted in House Rules
      M
      Monroe