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    phd_angel

    @phd_angel

    Happy to join and host games in the Chicagoland area. Send me a PM. :-)

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    Best posts made by phd_angel

    • RE: General 6 Stars 1941 Global War Game

      It was an amazing game, 11 hours straight! Well worth my drive from and to Chicago. Thanks for hosting, @SS-GEN !

      As Italy, my strategy had several directives and characteristics:

      1- creating havoc in Africa and the Middle East to force UK, and even USSR, to divert efforts to those regions, so to support Germany’s main thrust. I see this as my “remote can opener”. Result: pushed UK out of Africa (except a contained pocket in Johannesburg) and the Near East

      2- secure gradual IPC growth by capturing as many small (often neglected) territories as possible. Result: These 1 IPC territories plus national bonuses (controlling Med islands) enabled me a whopping 60 IPC income later in the game

      3- invest decisively in influencing neutral nations: Congo, Angola, and Turkey. This was a calculated risk, based on probabilities it was well worth the risk of dice against the IPCs saved/gained. Result: gained strategic advantage in Africa and Near East by controlling those countries, armies and IPCs.

      4- corrode UK and US IPC gains by attacking their convoys as aggressively as possible with my super subs. Result: temporarily drove down Allies IPCs and slowed down their final advance across the Atlantic

      5- relentlessly pursue the British navy in the Med, Red Sea and Indian Ocean. Result: destroyed British navies, securing Italy’s naval dominance (near-supremacy) in those regions, and helping Japan by corroding India’s defense

      6- I refrained from supporting Germany in France and Balkans. Germany didn’t want my help in France, and my support in the Balkans was irrelevant against the massive armies Germany amassed in the Eastern Front. I thus diverted my land units to the Middle East. Result: US did invade Western Europe but it was too late. Italy gained oil rigs in the Middle East, helping the Axis to secure victory points needed.

      Avanti Italia!

      Thanks again. Lots of fun! Looking forward to playing soon. Cheers.

      posted in Other Axis & Allies Variants
      phd_angel
      phd_angel
    • [Global 1940] A&A Mod with Cross-Domain Concept: Additional Moves in Combat and Non-Combat

      In reading “Tabletop Wargames: a Designer’s Handbook”, I came across the concept of cross-domain (page 45), which would remedy a major drawback in A&A gameplay: the tremendous downtime as players have to wait about 1 hour between turns.

      Cross-domain means that other players can also move during someone’s turn. If I apply this concept to A&A, for example:

      • Germany player purchases units and makes all combat moves; then all other nations can make a single combat move anywhere (if they want) and resolve it;

      • then Germany player makes all non-combat moves; following that, each other player can also make a single non-combat move;

      • then, Germany player mobilizes units and collects income. Next nation (USSR in G40) then starts their turn following the same cross-domain of combats and non-combats.

      The big advantage is that it curtails downtime and keeps all nations engaged all the time, adding focus and excitement - and faster unit mobility. This seems pretty radical, as I’ve never seen this “house rule” discussed anywhere online or offline. I’m sure other players can find problems or appreciate advantages in this alternative mechanics…

      What do you think?..

      posted in House Rules
      phd_angel
      phd_angel
    • Realistic Vichy France Rules - Global 1940

      Realistic Vichy France Rules

      When playing optional Vichy rules in Global 1940 games, I found that although the general idea was quite exciting, the implementation could be improved in terms of historical realism and playability. I reviewed several Vichy rule sets online, and developed an improved version which I tested using regular (out of box) and modified rule systems (e.g., Bloodbath) with some satisfying results. I also give the historical justification for each rule (see numbered footnotes below). Feedback or questions are appreciated, here or via email: phd_angel@yahoo.com

      Activation: upon occupying France and Normandy-Bourdeaux territories, Germany player can declare the Franco-German Armistice with Southern France (if no other Allied units are present in this territory). The French Republic therefore becomes Vichy France (officially known as the French State based in the “Free Zone” of mainland France). This change happens during Germany’s income collection phase. Vichy is friendly to the Axis but under some neutral conditions. Yet, a few French territories will join the Allies instead. (1)

      Territorial Setup: French units and markers are substituted as follows: Southern France, SZ93, Morocco, Algeria, Tunisia, Syria, and French Indochina become Vichy, including all French units located in these territories. All other French territories and units remain Free France (Allied units in any French territory also keep the territory Free). This arrangement ideally requires different color schemes (you can buy or paint), for example: light blue units and markers for Vichy France, and regular dark blue units and roundels for Free France. (2)

      Movement: Vichy units cannot move. Axis units can move into Vichy territories but do not occupy them (the only exception is French Indochina which can be taken over by Japan). These rules are abolished if Vichy France collapses (more later). Free French units can move normally (but are enemies of Vichy, resulting in combat).

      Combat: Vichy units can never attack, only defend. Vichy infantries in colonies are weak and defend like militias (roll for 1), but Vichy infantries in Southern France defend at the regular rate (roll for 2 or less). All other Vichy units defend at regular rates. Axis units in Vichy territories also roll at regular rates, such as in multi-national defenses. (3)

      Income: Vichy collects no IPCs. Neither does Free France (until Paris is liberated). Germany loots all IPCs when it first occupies Paris. Germany also gets 3 IPC bonus per turn (4).

      • National Objectives: Southern France counts for Italy’s “Roman Empire”, but Vichy African territories do not count for Italy’s “North Africa” objective (regardless of the presence of Axis units). Japan’s occupation of French Indochina negates “Trade with America” objective. (5)

      End of Vichy France: There are two ways by which the French State collapses:

      1. Occupation: Germany occupies Southern France during its combat move phase, and declares it to be German occupied. No combat happens between Germany and Vichy units. Vichy units in Southern France and SZ93 are removed from the game. Other Vichy territories and units become either Free French (if no Axis units are present) or Axis (if Axis units were already present). As normal, Germany can build units in Southern France’s operational factory next round.

      2. Liberation: Allies occupy Southern France. Any remaining Vichy territories and units become Free French. Any Vichy territories hosting Axis units become Axis occupied (markers and IPC table are changed accordingly). France starts collecting IPCs in its turn.

      General Discussion: Vichy rules alter the game in the Mediterranean significantly. Germany seems to benefit the most: it earns 3 IPCs per turn without occupying Southern France (4), it creates a defense buffer, and it can move units into any Vichy territory (consider, for example, the benefits of using Syria…). In contrast, Italy seems to lose the most: it cannot capture any Vichy territories (5), thus missing out on easy IPC targets and on the “North Africa” national objective (Southern France still counts for the “Roman Empire” objective). Allies also get it a bit harder by having Vichy as an obstacle, while German units are freed to be used elsewhere.

      Historical footnotes:
      (1) Hitler wanted to neutralize France in the fight against Britain, particularly concerned with its fleet and bases in North Africa. In its turn, France was happy to not be destroyed by Germany, while maintaining its rich colonies in North Africa.

      (2) French officials were quite ambivalent about cooperating with Vichy and Germany. Most colonial authorities had weak ties with Vichy and flip flopped according to the circumstances.

      (3) Axis and Vichy troops agreed to coordinate military operations but rarely fought together. Vichy France refused to forge a military alliance with Germany, which was satisfied to keep France neutral for as long as possible.

      (4) Germany exploited Vichy economically, imposing a logistical and financial support for over 300,000 German troops stationed in Northern France, in addition to forced labor imposed on French soldiers captured before the armistice. Likewise, Germany didn’t have to burden itself with the administration of the Free Zone.

      (5) Hitler forbade Mussolini from occupying any French colonies in North Africa. But French Indochina stood precariously for Japan, interested in blocking supplies to Nationalist China, and launching attacks into Dutch-owned oilfields.

      Enjoy.
      phd_angel@yahoo.com
      Chicago, 2020

      posted in Global War
      phd_angel
      phd_angel
    • RE: General 6 Stars 1941 Global War Game

      @Folgore77 - Thanks for posting these amazing photos reporting the game as it unfolded. This a great storytelling. I’d love to see it again in the future. Cheers,

      posted in Other Axis & Allies Variants
      phd_angel
      phd_angel
    • RE: Vichy France - Global 1940

      @Chris_Henry,

      Congrats on a quite realistic Vichy mod (I write this in 2020). Much better than the silly Tolkien-like options I see throughout this forum. I like realism and simplicity, with minimized luck of dice.

      I raise four major points with suggestions, for your consideration:

      1. The uncertainty of allegiances pre-battle is quite interesting. But I try to minimize dice randomness. IRL (in real life), Vichy troops (just like Italians) surrendered as soon as seeing enemy superiority: thus, in the game, if Allies send more land + air units than defending Vichy units, there is no battle but surrender. Or, make it unlikely that a battle would ensue (for example, need to roll a 1).

      2. IPC system, however, is historically inaccurate (as in most, if not all, Vichy mods I’ve seen): IRL, Nazi Germany profited handsomely on Vichy which had to quite richly sustain 300,000 German troops stationed in Northern France! So, in the game, Germany should actually gain IPC bonus, whereas Vichy and Free France gain nothing. How much, certainly 3 IPC, at least.

      3. Finally, Germany never fought Vichy. IRL, with Operation Torch, Germany simply occupied Vichy in 1942, with no resistance whatsoever. Vichy units were disbanded. That can be also the case in the game.

      4. My main doubt is to what happens to colonial territories. I agree that the Vichy setup should reflect what happened IRL: North Africa, Syria and IndoChina go Vichy, while other French colonies stay Free. However, I’m not sure as to the best approach to subjecting them to invasion, and who benefits from IPCs, if any one.

      Congrats again on a quite realistic and fun Vichy mod.

      phd_angel@yahoo.com

      posted in House Rules
      phd_angel
      phd_angel
    • RE: Oak Park IL (Near West Chicago) area

      @shakebox Cool. Welcome. I sent you a PM.

      posted in Player Locator
      phd_angel
      phd_angel
    • RE: Submarine Surprise Strike

      So: units that are hit by a sub’s surprise attack don’t fire back and are simply removed. Got it.

      Good to know, because I’m coming across videos, threads and chats wrongly saying that they “fire back” from the “casuality zone”.

      Thank you. I appreciate your explanation.

      PS: Board glitch - I see your reply indented heavily to the right. I tried different browsers. Fyi.

      posted in Axis & Allies Global 1940
      phd_angel
      phd_angel
    • RE: Playing Solo

      Yes, and there are methods to make solo gaming more enjoyable. Check the classic book “The Solo Wargaming Guide”.

      Basically, you list key strategic paths for the opposing side, and before their round you roll the dice which will dictate the strategic path you must follow for that nation. This method prevents you from foreseeing how the enemy will operate.

      In sum, the enemy’s strategy is determined by luck before their round, but at a tactical level (battles), you need to make best decisions for all involved nations.

      Actually, this is an old rule for solo wargaming. You develop scripts for each enemy and roll the dice.

      posted in Axis & Allies Global 1940
      phd_angel
      phd_angel

    Latest posts made by phd_angel

    • RE: Playing Solo

      Yes, and there are methods to make solo gaming more enjoyable. Check the classic book “The Solo Wargaming Guide”.

      Basically, you list key strategic paths for the opposing side, and before their round you roll the dice which will dictate the strategic path you must follow for that nation. This method prevents you from foreseeing how the enemy will operate.

      In sum, the enemy’s strategy is determined by luck before their round, but at a tactical level (battles), you need to make best decisions for all involved nations.

      Actually, this is an old rule for solo wargaming. You develop scripts for each enemy and roll the dice.

      posted in Axis & Allies Global 1940
      phd_angel
      phd_angel
    • Realistic Vichy France Rules - Global 1940

      Realistic Vichy France Rules

      When playing optional Vichy rules in Global 1940 games, I found that although the general idea was quite exciting, the implementation could be improved in terms of historical realism and playability. I reviewed several Vichy rule sets online, and developed an improved version which I tested using regular (out of box) and modified rule systems (e.g., Bloodbath) with some satisfying results. I also give the historical justification for each rule (see numbered footnotes below). Feedback or questions are appreciated, here or via email: phd_angel@yahoo.com

      Activation: upon occupying France and Normandy-Bourdeaux territories, Germany player can declare the Franco-German Armistice with Southern France (if no other Allied units are present in this territory). The French Republic therefore becomes Vichy France (officially known as the French State based in the “Free Zone” of mainland France). This change happens during Germany’s income collection phase. Vichy is friendly to the Axis but under some neutral conditions. Yet, a few French territories will join the Allies instead. (1)

      Territorial Setup: French units and markers are substituted as follows: Southern France, SZ93, Morocco, Algeria, Tunisia, Syria, and French Indochina become Vichy, including all French units located in these territories. All other French territories and units remain Free France (Allied units in any French territory also keep the territory Free). This arrangement ideally requires different color schemes (you can buy or paint), for example: light blue units and markers for Vichy France, and regular dark blue units and roundels for Free France. (2)

      Movement: Vichy units cannot move. Axis units can move into Vichy territories but do not occupy them (the only exception is French Indochina which can be taken over by Japan). These rules are abolished if Vichy France collapses (more later). Free French units can move normally (but are enemies of Vichy, resulting in combat).

      Combat: Vichy units can never attack, only defend. Vichy infantries in colonies are weak and defend like militias (roll for 1), but Vichy infantries in Southern France defend at the regular rate (roll for 2 or less). All other Vichy units defend at regular rates. Axis units in Vichy territories also roll at regular rates, such as in multi-national defenses. (3)

      Income: Vichy collects no IPCs. Neither does Free France (until Paris is liberated). Germany loots all IPCs when it first occupies Paris. Germany also gets 3 IPC bonus per turn (4).

      • National Objectives: Southern France counts for Italy’s “Roman Empire”, but Vichy African territories do not count for Italy’s “North Africa” objective (regardless of the presence of Axis units). Japan’s occupation of French Indochina negates “Trade with America” objective. (5)

      End of Vichy France: There are two ways by which the French State collapses:

      1. Occupation: Germany occupies Southern France during its combat move phase, and declares it to be German occupied. No combat happens between Germany and Vichy units. Vichy units in Southern France and SZ93 are removed from the game. Other Vichy territories and units become either Free French (if no Axis units are present) or Axis (if Axis units were already present). As normal, Germany can build units in Southern France’s operational factory next round.

      2. Liberation: Allies occupy Southern France. Any remaining Vichy territories and units become Free French. Any Vichy territories hosting Axis units become Axis occupied (markers and IPC table are changed accordingly). France starts collecting IPCs in its turn.

      General Discussion: Vichy rules alter the game in the Mediterranean significantly. Germany seems to benefit the most: it earns 3 IPCs per turn without occupying Southern France (4), it creates a defense buffer, and it can move units into any Vichy territory (consider, for example, the benefits of using Syria…). In contrast, Italy seems to lose the most: it cannot capture any Vichy territories (5), thus missing out on easy IPC targets and on the “North Africa” national objective (Southern France still counts for the “Roman Empire” objective). Allies also get it a bit harder by having Vichy as an obstacle, while German units are freed to be used elsewhere.

      Historical footnotes:
      (1) Hitler wanted to neutralize France in the fight against Britain, particularly concerned with its fleet and bases in North Africa. In its turn, France was happy to not be destroyed by Germany, while maintaining its rich colonies in North Africa.

      (2) French officials were quite ambivalent about cooperating with Vichy and Germany. Most colonial authorities had weak ties with Vichy and flip flopped according to the circumstances.

      (3) Axis and Vichy troops agreed to coordinate military operations but rarely fought together. Vichy France refused to forge a military alliance with Germany, which was satisfied to keep France neutral for as long as possible.

      (4) Germany exploited Vichy economically, imposing a logistical and financial support for over 300,000 German troops stationed in Northern France, in addition to forced labor imposed on French soldiers captured before the armistice. Likewise, Germany didn’t have to burden itself with the administration of the Free Zone.

      (5) Hitler forbade Mussolini from occupying any French colonies in North Africa. But French Indochina stood precariously for Japan, interested in blocking supplies to Nationalist China, and launching attacks into Dutch-owned oilfields.

      Enjoy.
      phd_angel@yahoo.com
      Chicago, 2020

      posted in Global War
      phd_angel
      phd_angel
    • RE: I don't get Vichy rules in BM. Little help?

      I’m reviewing all Vichy rules available out there, as I plan to make a unique mod, because I like historical realism and simplicity, with minimized luck of dice, and some “asymmetric balance”.

      Some major points I’ve posted elsewhere in the forum:

      1. The main issue for this expansion is how to develop French neutrality, while at the same time providing a bonus to Germany. Apparently ignored by most players, in real life (IRL), Germany economically exploited Vichy, which had to richly sustain 300,000 German troops stationed in Northern France. Therefore, in the game, it only makes total sense that Germany gets the 3 IPCs from Vichy Southern France.

      2. Another related major issue is what to do with French colonies in terms of neutrality/occupation and IPC flows. I agree that the Vichy setup should reflect what happened IRL: North Africa, Syria, and Indochina go to Vichy, while other French colonies stay Free. However, it messes up Italy’s incursions into North Africa (as IRL, Hitler denied French colonies to Italy). I’m not sure yet as to the best approach to subjecting these colonies to invasion, occupation, and who gains IPCs (other than agreeing that Japan has easy access “rights” over Vichy Indochina), and also remote units…

      3. Germany never fought Vichy. IRL, with Operation Torch, Germany simply occupied Vichy in 1942, with no resistance whatsoever. Vichy units were disbanded. That can be also the case in the game. Just remove Vichy units.

      4. The uncertainty surrounding local pre-battles is quite interesting (will Vichy troops welcome or resist Allies in North Africa?..). However, I’d try to minimize dice randomness that is often used to decide some outcome. IRL, Vichy troops (just like Italians) surrendered as soon as seeing enemy superiority: thus, in the game, if Allies send more land + air units than defending Vichy units, then there should be no battle but quick surrender. Or, make it highly unlikely that a battle would ensue (for example, need to roll a 1).

      I’m now working on my own house rules, for an expansion (HBG lingo) that is quite realistic, fun yet simple. If anyone is interested, let me know and I’ll be happy to share my rules when ready…

      phd_angel@yahoo.com

      Chicago, December 2020

      posted in Other Axis & Allies Variants
      phd_angel
      phd_angel
    • RE: Vichy France - Global 1940

      @Chris_Henry,

      Congrats on a quite realistic Vichy mod (I write this in 2020). Much better than the silly Tolkien-like options I see throughout this forum. I like realism and simplicity, with minimized luck of dice.

      I raise four major points with suggestions, for your consideration:

      1. The uncertainty of allegiances pre-battle is quite interesting. But I try to minimize dice randomness. IRL (in real life), Vichy troops (just like Italians) surrendered as soon as seeing enemy superiority: thus, in the game, if Allies send more land + air units than defending Vichy units, there is no battle but surrender. Or, make it unlikely that a battle would ensue (for example, need to roll a 1).

      2. IPC system, however, is historically inaccurate (as in most, if not all, Vichy mods I’ve seen): IRL, Nazi Germany profited handsomely on Vichy which had to quite richly sustain 300,000 German troops stationed in Northern France! So, in the game, Germany should actually gain IPC bonus, whereas Vichy and Free France gain nothing. How much, certainly 3 IPC, at least.

      3. Finally, Germany never fought Vichy. IRL, with Operation Torch, Germany simply occupied Vichy in 1942, with no resistance whatsoever. Vichy units were disbanded. That can be also the case in the game.

      4. My main doubt is to what happens to colonial territories. I agree that the Vichy setup should reflect what happened IRL: North Africa, Syria and IndoChina go Vichy, while other French colonies stay Free. However, I’m not sure as to the best approach to subjecting them to invasion, and who benefits from IPCs, if any one.

      Congrats again on a quite realistic and fun Vichy mod.

      phd_angel@yahoo.com

      posted in House Rules
      phd_angel
      phd_angel
    • RE: HBG's Spanish Civil War

      Hi. What’s the initial setup of units in Spain? I can’t find it anywhere in HBG expansion documents! Many thanks in advance.

      posted in Other Axis & Allies Variants
      phd_angel
      phd_angel
    • Wanted: Italy fascist decals

      Does anybody have any leftovers of Italian fascist decals (tiny flags or roundel decals) for tanks or infantry to spare? Happy to paypal something. PM me if possible. Thanks for sharing.

      posted in Marketplace
      phd_angel
      phd_angel
    • RE: G40 MAP

      I’m selling my printout of Sireblood’s global map (I’m not sharing his file, to protect his copyrights).

      PM me if interested.

      IMG_1392.jpg image url)

      posted in Marketplace
      phd_angel
      phd_angel
    • [Global 1940] A&A Mod with Cross-Domain Concept: Additional Moves in Combat and Non-Combat

      In reading “Tabletop Wargames: a Designer’s Handbook”, I came across the concept of cross-domain (page 45), which would remedy a major drawback in A&A gameplay: the tremendous downtime as players have to wait about 1 hour between turns.

      Cross-domain means that other players can also move during someone’s turn. If I apply this concept to A&A, for example:

      • Germany player purchases units and makes all combat moves; then all other nations can make a single combat move anywhere (if they want) and resolve it;

      • then Germany player makes all non-combat moves; following that, each other player can also make a single non-combat move;

      • then, Germany player mobilizes units and collects income. Next nation (USSR in G40) then starts their turn following the same cross-domain of combats and non-combats.

      The big advantage is that it curtails downtime and keeps all nations engaged all the time, adding focus and excitement - and faster unit mobility. This seems pretty radical, as I’ve never seen this “house rule” discussed anywhere online or offline. I’m sure other players can find problems or appreciate advantages in this alternative mechanics…

      What do you think?..

      posted in House Rules
      phd_angel
      phd_angel
    • RE: Submarine Surprise Strike

      So: units that are hit by a sub’s surprise attack don’t fire back and are simply removed. Got it.

      Good to know, because I’m coming across videos, threads and chats wrongly saying that they “fire back” from the “casuality zone”.

      Thank you. I appreciate your explanation.

      PS: Board glitch - I see your reply indented heavily to the right. I tried different browsers. Fyi.

      posted in Axis & Allies Global 1940
      phd_angel
      phd_angel
    • Submarine Surprise Strike

      I’m still trying to understand what’s the advantage of the surprise attack… What’s the difference whether I roll before or during combat, if hit units still become causality and fire back. Isn’t the hit probability the same?.. What’s the math showing that surprise attack is a such as a big bonus?.. Thanks for the explanation.

      posted in Axis & Allies Global 1940
      phd_angel
      phd_angel