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    Posts made by oztea

    • RE: Oztea tries to make a map

      I gave up because putting the roundels all over the map and numbering everything got very tedious.

      Combat would be limited to 3 rounds, and after that you can retreat or your can dig in, but this exposes you to counter attack.

      Tanks (and mech when paired) would have some cool rules.
      First of all, they can roll to retreat as the defender after one round of combat. (you may only retreat half)
      Second, they could blitz into new combats.
      Because combats last 3 rounds, for mechs and tanks, if they participate in a combat that ends in the first or second round, they can blitz into another combat and fight for the remaining rounds. In this way Germany can really pour into Russia and France.

      Not sure 100% what the city circles would do, but in the very least they would allow defending infantry to defend at 3 during the first round of combat. (representing how difficult it would be to take a city)

      For movement, something like “city to city” might be possible.
      For instance, the IPC values of each city is how many units can use its rails to ride to any other city within 4 spaces (noncombat only)

      posted in Other Axis & Allies Variants
      ozteaO
      oztea
    • RE: Modified 1914 Map file

      From now on can we split Spain in half.
      Even though its hardly relevant, its weird seeing a territory touch FIVE sea zones.

      posted in Customizations
      ozteaO
      oztea
    • RE: 1939 Map

      I already have the current map, and it leaves a sour taste in my mouth. As we have addressed before, its not inflated in the right places, Europe is too small, the US is too big, etc.

      But I WILL purchase a 1936 map if the map is more aesthetically pleasing. More like the A&A maps with a hint of topography, but not too much noise printed on the map. Roundels, values, names, and cites are fine. But of course no more printed on bases, and convoy zones done away with.

      You guys are putting a lot of effort into this, but don’t do what Larry does, let us see the work in progress and critique it before the final cut.
      I know you fear people printing it out on their own and losing money. Well you wont on me, the vinyl is great and I am willing to support you guys.
      But the quality has to be there.

      posted in Global War
      ozteaO
      oztea
    • RE: An idea for balancing OOB with minimal change

      Italy should never switch sides, that’s just too complicated.
      But the central powers should be able to bribe Italy to stay neutral for a while.

      Italy rolls a die at the start of each of its turns. If the number is EQUAL TO or LESS THAN the current turn number, then they go to war.
      Any central power player can pay 5 IPCs during this phase, and if they do, Italy adds one to its die roll. (Bribes must be made before the die is rolled)
      Italy adds an additional one to its die roll for each 5 IPCs paid.
      Italy will automatically go to war on the roll of a ‘1’ at any time after the United States is at war or Russia has capitulated to the Central Powers.
      Italy will automatically go to war if it is ever attacked.

      posted in House Rules
      ozteaO
      oztea
    • RE: Naval base repair limit?

      A cool thought that had crossed my mind:

      Each time you repair a capital ship at a port, it suffers one point of damage.
      If it is at 6 damage, it can’t repair any more ships.

      Also capital ships can only be built at factories that also have a port in the same territory.

      Also ports now cost 10

      And even, dare I say, reinstating the rule that you only get +1 move when moving from “port to port”
      No more slingshotting….

      Now we are getting goofy.

      posted in Axis & Allies Global 1940
      ozteaO
      oztea
    • RE: Oztea's 1941 Global Setup

      I didn’t install 1.7.0.3 yet….
      I will when I get time.

      posted in House Rules
      ozteaO
      oztea
    • RE: Simple Victory Condition

      I am fond of win conditions that are prefaced with “after turn X”

      This idea could be good

      posted in House Rules
      ozteaO
      oztea
    • RE: Reinstating the lost NOs

      Does that include their own victory cities?

      I was going to have this in a rule set (my own enhanced ruleset)

      Victory City Occupation
      To occupy a victory city you must do the following:
      1. You must assign units to occupy the city equal to the IPC value of the territory. (This may include AA guns)
      2. The enemy does not have any surface warships in adjacent sea zones.
      3. You control the territory containing the victory city.
      4. You are at war with at least one enemy power.

      Each victory city you occupy grants the flowing bonuses
      1. Units assigned to the occupation defend at +1 (Including AA Guns)
      2. You collect 3 IPCs extra for each victory city you occupy
      3. You may mobilize one more infantry than normally allowed in a territory you control with an occupied victory city.

      posted in House Rules
      ozteaO
      oztea
    • RE: G40e 1.0: The Game.

      I like how the techs are divided, but I do not like that the tokens are different costs, because then you have to keep 4 separate stacks of tokens, so you aren’t rolling for the wrong tech next turn.
      Very clunky.

      Don’t make the Japan NO for eliminating China 10 IPCs because then every single game Japan will go for that whole heartedly, which isn’t the point of China. It’s supposed to be annoying, not a cash cow for Japan. Probably why Larry didn’t give Japan a China NO in the first place.

      Or if you must keep it….add the caveat that Japan must not be occupying Soviet territory (so it doesn’t have an incentive to keep going into Russia)

      posted in Axis & Allies Global 1940
      ozteaO
      oztea
    • RE: Russian winter

      I had tried converting them for G40 a while back, it was a little sloppy.
      Especially because there are 6 allied powers and only 3 axis powers.

      So you have to make up 6 for italy, then make up some for China, France and ANZAC (or not)

      But a neat fix for the balance was to make the French ones national DISADVATAGES to help Germany and Italy. Like

      “Manpower shortage”
      Roll a die before the first German Turn, remove that many French Infantry, removing no more than one infantry from any territory in this way.

      posted in House Rules
      ozteaO
      oztea
    • RE: Russian winter

      The game should have had a special rules last page that included stuff like this for every country
      Its unfair that Japan is the only power with a special rule.

      USA - Liberty Ships
      All US Transports cost 5 IPCs.

      UK - Colonial Troops
      UK can place one infantry on original territory during its place units phase

      Russia - Russian Winter
      Russia can declare a harsh winter at the end of one of its turns. Until its next turn, Axis units in original soviet territory or attacking into original soviet territory attack at -1

      ANZAC - For King and Country
      ANZAC can place one unit at any UK factory during it’s purchase units phase

      China - Peasant Army
      At the end of the Chinese turn you may remove an axis control marker from an original Chinese territory if it contains no axis units.

      France - Troop Bonus
      When Paris is liberated place 15 IPCs of French units in Paris.

      Japan - Kamikazes

      Italy - Mountainous Terrain
      Amphibious invasions may not be launched against Southern Italy or Northern Italy if the Allies do not control Sicily.

      Germany - U boat Interdiction
      German subs may roll a die before combat and may submerge even if destroyers are present on a roll of 1-3

      posted in House Rules
      ozteaO
      oztea
    • RE: G40 Enhanced begins. All are welcome.

      How is going down to 9 techs from the OOB 12 an  “enhancement”?

      posted in House Rules
      ozteaO
      oztea
    • RE: G40 Enhanced begins. All are welcome.

      I prefer the split economies to be honest. It’s not that confusing, and keeps the allies inherently on the defensive for the first few turns, because each force alone is too small to attack.

      You let them all move at once and it’s going to be the death of the Axis REAL quick.

      posted in House Rules
      ozteaO
      oztea
    • RE: G40 Enhanced begins. All are welcome.

      Also, what exactly is the reason for unsplitting the UK economy?

      If you keep that rule, then you can have the commonwealth power have a split economy (two capitals) Sydney and Ottawa, which is a lot better than Australia getting all the Canadian money an  spending it in the Pacific

      posted in House Rules
      ozteaO
      oztea
    • RE: G40 Enhanced begins. All are welcome.

      I think the tech post you saw may have been mine.

      Rolls cost 2 x tier level

      So tier 1 techs cost 2, tier 2 techs cost 4, tier 3 cost 6, tier 4 cost 8

      posted in House Rules
      ozteaO
      oztea
    • RE: G40 Enhanced begins. All are welcome.

      Here are some tech ideas to work with. Quite a bit to digest though.

      Research dice cost 5 IPCs
      Roll and consult the following chart:
      6: Breakthrough Point
      2-5: Tech Token
      1: Research fails

      Tokens are saved for next turn and award a free research roll.
      The player now allocates any breakthrough points they earned in the following manner:

      For each breakthrough you earned, you must allocate it to a tech tree, Land, Air, Naval or Economic. Then select a Tier. You must already have at least one tech in the tier below to allocate breakthrough points to a tier above.
      If you allocated 1 breakthrough point in a tier, roll a die; on 1-3 you are awarded the first tech, on 4-6 you are awarded the second tech.
      If you allocate 2 breakthrough points to a tier you receive both techs

      Land Technology:
      Tier #1
      • Paratroopers - Friendly airbases may now launch up to two of your infantry up to three spaces as a combat move, the territory must also be under attack by either your land forces or amphibious forces
      • Mobile Warfare Doctrine- Your Mechanized infantry attack at ‘2’ when paired with a Tank

      Tier #2
      • Tank Destroyers - During combat, rolls of ‘1’ to hit with your tanks may be assigned to enemy tanks by you.
      • Prepared Defenses- Artillery defend on 3 during the first round of combat, and also defend at 3 during all rounds during amphibious invasions

      Tier #3
      • Heavy Tanks - Tanks attack at ‘4’ on the first round of combat
      • Panzerfaust/Bazookas - For each two attacking enemy tanks, one of your infantry defends at ‘3’.

      Tier #4: Future Tech
      • Composite Armor - Tanks defend on a ‘4’, but now cost 7 IPCs
      • Assault Rifles - Half your infantry in combat attack at ‘2’ (round down)

      Sea Technology:
      Tier #1
      • Improved Depth Charges - Your destroyers attack on ‘3’ for each enemy sub present
      • Cruiser Flak Guns: If your Cruisers roll a one during combat, the hit may be allocated against an enemy air unit.

      Tier #2
      • Sonar - Cruisers gain all ASW abilities
      • Super Subs- Your subs now attack at 3 and defend at 2

      Tier #3
      • Improved Carriers - Your Carriers can now hold one plane when damaged.
      • Super Battleships - Your Battleships attack and defend at ‘5’ on the first round

      Tier #4: Future Tech
      • Nuclear Reactors - Carriers and Battleships may repair without the need for a port, during the purchase units and repair phase.
      • Super Carriers - Your carriers can now hold three planes and defend at ‘3’.

      Air Technology:
      Tier #1
      • Drop-Tanks - Fighters have +2 movement when only while escorting bombers
      • Long Rang Aircraft- All aircraft move one extra space

      Tier #2
      • Strategic Rockets- Your Airbases now serve as rocket launchers. During the strategic bombing raid step of your Conduct Combat phase each turn, each of your airbases may make a single rocket attack against an enemy industrial complex within 3 spaces of it. The attack deals one die roll of damage.
      • Airborne Rockets - Tactical bombers may attack industrial complexes.

      Tier #3
      • Advanced Bomb Sights - Your bombers may reroll misses during the first round, and may reroll their damage die during strategic attacks
      • Torpedo/Dive Bombers- Tactical bombers may assign their hit if they roll a ‘1’ in combat.

      Tier #4: Future Tech
      • Jet Fighters - The attack value of your fighters is now 4 and defense is now 5. During dogfights they hit on ‘3’ or less
      • Guided Missiles - Rolls of a 1 to hit with fighters may be allocated as a casualty on an enemy air unit or tank if available.

      Production Technology:
      Tier #1
      • War Bonds- Collect three IPCs for each victory city you control
      • Lend Lease- You may choose a friendly power and they get a free Artillery in one of their original territories that does not border enemy controlled territory.

      Tier #2
      • Hardened factories- 2 Points of Strategic bombing damage is repaired for every 1 IPC spent to do so.
      • Radar - Your AA guns hit on ‘2’ or less

      Tier #3
      • Shipyards - subs, transports, destroyers cost one less IPC, all other ships cost two less IPC.
      • Mass production - If you buy two land or air units, then the third is half price. (excluding infantry)

      Tier #4: Future Tech
      • Academic Grants - You get a free breakthrough every turn
      • Atomic Bomb - (Prerequisite - at least 2 Techs from each tech tree) One of your bombers may make a strategic attack and roll four dice for damage, and allocate the damage as you wish across any and all facilities in the territory.

      posted in House Rules
      ozteaO
      oztea
    • RE: G40 Enhanced begins. All are welcome.

      Well then weigh the following:

      Option A:
      Bomber - 2/1/6 - 10 IPCs
      Special rules:
      Ground Crews - Bombers that begin their turn in a territory with an operational friendly air base benefit from +2 to their combat value, and add +2 to their die roll when calculating damage during a strategic attack

      Option B:
      Bomber - 3/1/6 - 12 IPCs
      Special rules:
      Ground Crews - Bombers that begin their turn in a territory with an operational friendly air base benefit from +1 to their combat value, and add +1 to their die roll when calculating damage during a strategic attack

      Both options limit the potent firepower of the bomber to turns only when it starts at an airbase. Indeed making them vital.

      Honestly, I prefer option B, and a rule for “night bombing” should be looked into.
      Escorts/Interceptors rule suspended during attack, AA fires normally, bombers suffer -2 penalty to roll
      (I had mentioned this to Larry before and he seemed interested)

      posted in House Rules
      ozteaO
      oztea
    • RE: Is it worth it?

      This version is 10x better than 1942 1st edition.

      the closest we will ever get to an anniversary reprint
      I say get it. It’s great. A little tilted toward the axis, but still top notch.

      posted in Axis & Allies 1942 2nd Edition
      ozteaO
      oztea
    • RE: G40 Enhanced begins. All are welcome.

      Well then make bombers 3/1/6 - 10

      +1 to attack power when launched from air base
      +1 to damage roll when launched from air base

      You can lower the cost to 10 if you lower the attack and tie in the need for a base to bring them back to 4. The lower cost makes up for the need to be buying air bases more often.

      posted in House Rules
      ozteaO
      oztea
    • RE: G40 Enhanced begins. All are welcome.

      Are you wholeheartedly opposed to bombers getting back their +2 damage when launched from an air base?

      And even making bombers 2/2/6, and giving them +2 attack when launched from an air base.

      These planes were big and needed lots of support to do the hard hitting.

      posted in House Rules
      ozteaO
      oztea
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