@seancb LoL just give me the state , date, place and time. That sounds amazing.
Posts made by Sgt Mclusky
RE: A List of Expansions for Milton Bradley-era Axis & Allies
@Midnight_Reaper There was a group of pieces made by pewtercraft each had their rules with them for use with axis and allies from that time period of MB. not sure if the rules can be found anymore and pewtercraft has been done for a while. The ones I currently have.
Anti tank guns
Mechanized infintry (this is in game now)
Troop Trains (versions of this are now in game)
Scorched earth ruins
Some of the ideas are good if they are tweaked a bit.
RE: WWII movies
@suprise-attack best of the best in the background as you play Axis and Allies Battle of the Bulge
The Longest Day
Bridge over the river quy
Battle of Britain
Sink the Bismark
To Hell and Back
Force 10 from Navarone
If the game isnt over by the time you get to Dirty Dozen you love this game too much.
What are your comfortable game lengths?
Most of us have been playing this game for quite a while. I was curious to know with all the house rules we seem to come up with that game length keeps increasing. Hit dice definitely speeds up the game but what are your comfortable game lengths that you can Finnish in a play session? Is it a day? Or weekend? Or are some of you so serious that you play a game over the course of weeks?
RE: Complex repair
@Aaron_the_Warmonger As far as I remember and read. The damage reduces capacity. So majors have 10 minors have 3. If you damage a major by 3 then 7 units can be placed. If you damaged a minor by 3 you build nothing unless you pay down the damage. Also remember that capitol ships cannot be repaired at all if the seaport is damaged by any number of points. Clean ports can repair and use movement bonus. But damaged factories always have production reductions.
RE: [Global 1940] Reasons for a cruiser.
@SS-GEN There was a rule set in Gamers paradice book from early 90s that used a method of getting Japan to actually battle in the Pacific. It isnt perfect or realistic but it does have the effect you want. If I remember correctly all islands without ipc value have a value of 2(3) but it is only subtracted from japan and not added to anyone else. It doesnt add to japans income either they still have their normal income. This way japan must maintain a presence in pacific like the actual war and allows america/anzac to pull japan to battle for the islands. Without disrupting economy. It was just a game mechanic that allowed a little history to happen.
[Global 1940] Capitol ship targets (priority carrier)
2 hit ship’s are wonderful but just because you have the luxury of using this ability as a free hit we need to tweak this ability just a bit. Here is the tweak.
If you have a battleship and a carrier defending with other surface ship’s when the time comes to choose a hit on a capitol ship the carrier must be chosen before a battleship. Symbolizing carriers as primary targets.
If you had 2 carriers and a battleship you would be able to choose the battle ship as the second target after the carrier who was already chosen. So a carrier must be chosen before a battleship when a capitol ship is to be taken as a hit.
Now before everyone freaks out about losing planes on the attack because loss of carrier there is one more tweak. The player who can’t land on a friendly space does not lose the planes automatically. We can make 2 options they are
Planes can return to carrier but can no longer attack or defend until carrier is repaired if carrier is hit again the planes are considered as cargo and go down with ship.
A roll is made for each plane returning to carrier (you guys can discuss the roll) my idea is 50/50 so for each 4 or higher plane can return. But then follows option 1 rules of not being able to attack or defend until carrier is repaired.
I believe this will give players some options rather then just outright not attacking because of fear of losing planes automatically. We understand it’s suppose to be assumed that a damaged carrier is suppose to mean catastrophic damage. But we don’t have to lose 2 squadrons of planes just for sake of realism. At least let there be an option.
BTW these rules have been around since the early 90’s they are part of the Gamers Paradise rule sets. Called World war 2 the expansion ( for use with axis and allies) you Should really look at those rules many of you are incorporating them into your games currently and don’t even know it. I think many of the rules in those expansions fit perfectly into the current game meta you guys are playing. They give a bit of realism without turning the game into an old school hexagonal game that takes a week to play. I gave the rules to young grasshopper he has the files if anyone is interested in them without having to buy them in second hand market. Some of the rules.
Japanese pill boxes
Carrier based planes (zeros and hellcats)
Full naval rules for subs and destroyers. A stab at battle for atlantic.