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    Slip Capone

    @Slip Capone

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    Best posts made by Slip Capone

    • RE: Why is Global better than Revised?

      @Argothair
      WBC rule as requested. We play for 6 rounds as opposed to the time limit as sometimes games are over 2 sessions or include lunch breaks etc.

      Tournament Rules:
      For games using the Revised Edition, the rule set that will be used for this tournament is the Larry Harris Tournament Rules (v 2.0). No Appendix 3: Optional Rules (National Advantages) will be used. Larry Harris Tournament Rules (LHTR) can be downloaded at http://www.axisandallies.org/LHTR.

      Adjudication System:
      The determination of who wins a game will be based upon the control of Victory Territories (VTs). The Victory City method of determining a winner will NOT be used. Each side controls 12 Victory Territories at the beginning of the game. The Victory Territories are listed below.

      AXIS POWERS-
      GERMANY
      Germany
      Western Europe
      Southern Europe
      Eastern Europe
      Ukraine SSR
      Norway

      JAPAN
      Japan
      Manchuria
      French Indochina
      Philippine Islands
      East Indies
      Borneo

      ALLIED POWERS-
      USSR
      Russia
      Caucasus
      Archangel
      Novosibirsk

      UK
      United Kingdom
      India
      Anglo-Egypt
      Australia

      USA
      Eastern US
      Western US
      Hawaiian Islands
      Sinkiang

      If a player holds 18 (or more) VTs for a full round of game play (from the end of a country’s turn to the beginning of that same country’s next turn.), then that player automatically wins.
      In the event of a VT tie at the end of the game, whichever side increased its IPC total is the winner. If the game is still tied after reviewing the IPC totals, then the GM will make a determination of the winner based upon the game situation at the time the game ended.
      If a player chooses to concede before the game has reached the 18 VT automatic win threshold or the game time limit (4.5 hrs), a default score of 19 VTs and +30 IPCs will be awarded to the winner.

      Bidding for Sides-
      If the players cannot agree upon which side they will play, then they will bid to play the preferred side.

      Players roll one die and the higher roll starts the bidding. The player who won the roll (Player #1) starts with an IPC amount that he is willing to give to the other player for the privilege to play the desired side. The other player (Player #2) then decides if the bid is an acceptable amount to receive for playing the undesired side. Player #2 can either accept the amount bid by Player #1 or Player #2 can counter with an IPC amount higher than that of Player #1. Bidding continues until one player decides to accept the amount of IPCs offered by the other player.

      Example:
      Player #1 rolls a 5, Player #2 rolls a 3. Player #1 starts the bidding (The player who wins the privilege to start the bidding can choose to defer the first bid to the other player.) Player #1 puts forth a bid of Allies (+4). What this means is that Player #1 wants to play the Axis and is willing to give Player #2 four IPCs to play the Allies. Player #2 must either accept the bid amount to play the Allies or counter with a bid greater than the one offered by Player #1.

      Player #2 decides to counter with a bid of Allies (+5). Now it is up to Player #1 to decide if he will accept five IPCs to be the Allies or counter with a higher bid. Player #1 changes his mind about wanting to play the Axis and decides to accept the offer of five IPCs to play the Allies.

      The player who accepts the offered IPCs receives that amount from the bank. These IPCs can be split among the countries of the accepted side in any manner that the player chooses. The IPCs can be used to purchase units that are immediately placed upon the board and/or the IPCs can be saved for use during that country’s turn later in the game. Units can only be placed into territories or sea zones that that country controls. A controlled sea zone is one that has units of that country in it. There is no limit to the amount of units that can be added to one territory or sea zone.

      Note with these rules a bid of 3-5 to the allies is the most common, with placement usually in Caucasus or India.

      posted in Axis & Allies Global 1940
      S
      Slip Capone
    • 3 Newbies and a Game of 1914

      So, a group of us got together for our first game of 1914 utilising the Gen Con tournament rules. We were aiming to get in 5-6 Rounds.
      1914 - Tournament Rules - Bid +12 Central Powers

      Bid in the form of infantry were placed in:
      Trieste, Tyrolia, Alsace and Budapest.

      AH1
      Purchasing two fighters on the first turn, the AH commander has decided that he will get the most out of his artillery if it is the last thing he does. Austria-Hungry opens the game with attacks into Serbia, Venice and Tuscany. Serbia went well controlling the territory with a medium stack remaining. The attacks in Venice and Tuscany did not go as well as planned with both of them remaining contested with a lone Italian infantry holding the door in both. The AH sends reinforcements to Galicia and Budapest.

      R1
      Russia decides on a 5 Inf, 1 Art, 1 Fig purchase to open up his account. The Russian’s send a token force to activate Romania while pushing into Mesopotamia and SZ20. Meso results in one lone Ottoman standing his ground, the Russian commander looks at his British counter part acknowledging that an Amphibious Assault into Meso should rid the Ottomans of their defences. The SZ20 Fleet is sent to the bottom of the Ocean leaving a Russia Cruiser to patrol the coast. Russians funnel to Sevastopol while a large stack meets in Poland.

      G1
      Germany liking the idea of numbers and air support goes 7 Inf, 2 Art and 1 Fig. Germany starts off walking into the Gold Coast, Nigeria and Belgium Congo. On the European front Germany launches the three pronged attack into Belgium, Holland and Lorraine. Lorraine and Holland remain contested as yet again lone infantry hold down the fort. Belgium is crushed and is now occupied by a medium sized German stack. The Navy also gets to work sinking the British Fleets in both SZ2 and SZ9. The SZ9 Fleet is standing tall having two Cruisers and a damage Battleship remaining. Reinforcements move to Alsace and Ruhr.

      F1
      The French roll out 2 Inf 3 and 1 Fig. Wanting to stand his ground early, the French launch pretty much everything into Lorraine crushing the Germans in one foul swoop. Picardy is left with a token defender in an attempt to bait the Germans on G2. The French activate Albania for the Italians, mass their fleet in SZ8 and march some troops to Algeria.

      B1
      Calcutta wants troops, the British start with a purchase of 4 Inf, 3 Art and 1 Fig. The British stroll into Angola and GEA with tea and biscuit in toe. The Egyptians roll into Trans-Jordan but the Ottomans hold strong with an Infantry and Artillery remaining. Remembering the look the Russian Commander gave him, 2 Inf and 2 Artillery lead and Amphibious Assault into Mesopotamia. The dice are brutal, it seems the British forgot to load their weapons. The lone Ottoman surrounded by Russian’s and Brits holds his head high, his reinforcement can now reach as the territory remains contested. Could this be the Entente’s undoing already?

      O1
      Strapped for funds the Ottomans purchase 4 Inf and 1 Art. A token force is sent to activate Bulgaria while troops reinforce Trans-J. Seizing the opportunity, the Ottomans launch and all out assault on Meso, this is a great result. All the Entente are cleared out while 8 Inf and 2 Art remain for the Ottomans.

      ITA1
      3 Inf 1 Art is the call. Italy gets moving launching attacks into Tuscany, Smyrna, Trieste and SZ18. Trieste results in a draw but keeps the AH pinned down, SZ18 is a disaster with the Italians losing their entire fleet while leaving the AH navy in tack. Tuscany and Smyrna are a huge success. Reinforcements are sent to GEA and Venice.
      USA1
      Not at War the US simply purchase 3 Transports.

      End 1 Reduced.jpg

      AH2
      6 inf and 2 Art are purchased. The AH hits, Venice, Albania, Tyrolia and the lone French Transport in SZ17. Venice remains contested but Albania and Tyrolia are in the hands of the AH.

      R2
      Continuing the trend 6 Inf 2 Art and 1 Fighter are purchased. The Russians launch into Galicia taking it from the AH. A Fighter backed by a large stack of Infantry and Artillery holds the territory. Reinforcements arrive in Poland and Sevastopol.

      G2
      Thinking outside the square 4 inf 4 Art 1 Sub and 1 Fighter are purchased. German finishes off Holland and launches massive assaults into Poland and Lorraine. Both territories remain contested. The loss of units in Poland is extreme with Germany rolling up 16 hits to the Russians 11. Lorraine was almost as brutal with 6 Inf 2 Art and 1 Fig (German) remaining against 9 Inf and 6 Art (French).

      F2
      The French are thinking numbers and purchase 10 infantry while they can. The Germans did not fall for the Picardy trap. This has left the French in awkward position. Having intel on the current German positions, the order is made for all available French to fall back to Burgundy. The battle-weary troops from Lorraine are met by their Paris counter parts. The French Fleet moves to SZ9 locking the Germans in and creating a safety buffer for any British purchases.

      B2
      Sensing the French need help the British order 3 Transports and train 4 new regiments of Infantry. The British take control of the Belgium Congo and Persia while sinking the AH Fleet in SZ17 and reinforcing the Italians in Smyrna. Transports are launched along side the French Fleet and the Infantry sent to India.

      O2
      Ottomans go with a 3 inf 2 Art split. Troops are sent into Romania, Smyrna and Tran-J. Romania is a great success adding a much needed boost to the income while Smyrna and Trans-J remain contested.

      ITA2
      4 inf 1 Art is the call. Italy smashes into Venice but again come up short. The territory remains contested as these lone infantry just don’t know how to quit. A token force is left in Tuscany as the AH transport remains. Rome is re-stocked.

      US2
      Not at War. 2 Transports 1 Art and 1 Fig is purchased.

      End 2 Reduced.jpg

      AH3
      Wanting to keep the Entente navy on its toes, the AH purchases a Battleship along with 4 Inf and 1 Art. Austria-Hungry launch into Galicia and send reinforcements into Venice.

      R3
      Russia roll out 5 Inf and 4 Art. Attacks are launched into Meso and Galicia which both result in contested territories. They also send the Battleship to take out the misplaced German Submarine. Reinforcements are sent to Poland.

      G3
      Germany, following the footsteps of the AH purchase a Battleship along with 7 Inf and 3 Art. Attacks are launched into Poland and Picardy. The Germans easily remove the lone French defender in Picardy and crush the Russians in Poland.

      F3
      The French with diminished funds purchase 4 inf and 2 Art. Knowing support from the British and US is on it way, the French attack Lorraine and Picardy with reasonable sized forces. Both battles result in contested territories.

      B3
      The British purchase 7 Inf 1 Art and a Transport for the land-bridge. The boys get some work done this turn sending troops and ships into Belgium, Meso, Ankara and SZ18. FINALLY, the AH Fleet is sunk. Belgium has the Germans held up and the attacks into Meso and Ankara have put the Ottomans into Economic Collapse and will have them Politically collapsing unless they can recover by their turns end.

      O3
      Being in Economic Collapse no purchases can be made. The Ottomans launch a solo attack into Ankara, preventing a Political Collapse.

      ITA3
      3 Inf 2 Art is the call. Italy walk into Albania taking much needed IPCs and once again confront the AH in Venice. Are we setting a record for a territory being contested?!!!

      US3
      The US are at War! Purchases are 1 Sub 1 Transport 1 Inf and 1 Art. The Fleet with loaded transports reinforces Picardy.

      End 3 Reduced.jpg

      Unfortunately, the store was closing so the game had to be called at this stage. The Economic Victory Points were 9-9 at the end of turn 3. We had aimed to play 5-6 rounds however, being newbies, strategy, general thinking, reading of the rules and lunch ate into the game play. Either way I thought I would share the experience for entertainment value.

      Working off a 6 round game and the tournament rules, who do you think was going to be the victor?

      Hope you enjoyed.

      posted in Axis & Allies 1914
      S
      Slip Capone
    • RE: rmorel vs. djensen

      @djensen http://www.headlesshorseman2.com/gen-con.html

      There are the bids etc from last year.

      posted in Play Boardgames
      S
      Slip Capone
    • RE: Balance ideas ¿some help?

      Hey mate,

      We have had pretty good success with using the below bidding system with an average bid of 6 (2 inf). We ONLY use the tactics and order cards. Fortune cards are NOT used.

      The actual bid will be for a number of I.P.C.'s (based on AA Revised IPC values) that the Axis will give the Allies (US and UK ) before the start of the game. Even though there are no IPC’s in the game, this IPC value is an imaginary loan from the bank. This number of I.P.C.'s may be used to buy land units only. You may not purchase air support. Once the bid number has been determined, the Allies will make their purchase and place all pieces on the game board in either beachhead boxes or airborne drop zones. The total number of units in the beachhead boxes and airdrop zones may exceed the silhouette maximum for the bid units place in these zones for turn one only. Airdrop zones may not have armor placed in them as a bid, only infantry.

      We found even having those extra 2 infantry in an airbourne drop zone can make a difference. You could also start with 2 infantry and slowly increase it to see what suits your play group.

      Results are around 50/50 since implementing this.

      posted in Axis & Allies: D-Day
      S
      Slip Capone
    • RE: Why is Global better than Revised?

      @Argothair

      With the WBC rules, we found that this opened up a lot more options with strategy compared to out of the box rules. Nothing like Global but did open the door to a lot more viable strategies.

      posted in Axis & Allies Global 1940
      S
      Slip Capone
    • RE: 1914 Battle Report

      @MasterMark26 nice mate. Look forward to the rest of the game!

      posted in Axis & Allies 1914
      S
      Slip Capone
    • RE: Seeking help with Japan strategy - scenario outlined

      @mfgeorge

      Check this link out mate:

      https://www.youtube.com/watch?v=lk7S2EGncSI

      posted in Axis & Allies Classic
      S
      Slip Capone
    • RE: Axis And Allies D-day strategy

      @superbattleshipyamato123 said in Axis And Allies D-day strategy:

      Hi! I just got the Axis And Allies D-day game at an amazing 35 US dollars, and I just finished my first game and started by second one with the advanced rules. Any ideas for strategy for both sides? Thank you!

      Not strategy but I would recommend NOT using the fortune cards.

      posted in Axis & Allies: D-Day
      S
      Slip Capone
    • RE: Spring Battle of Britain - 24 March 2019 - See Battle Report

      @Private-Panic Hey Mate, what rule set will be used for 1914? Thanks

      posted in Events
      S
      Slip Capone
    • RE: Kill Italy First - An Alternative Central Powers Strategy

      @Private-Panic said in Kill Italy First - An Alternative Central Powers Strategy:

      Interesting. Not something I have tried but I can see the argument that the capture of Rome is achievable, perhaps more so than Moscow given the number of units Russia can consolidate at the start of the game.

      My doubt is holding on to Rome as the USA arrives and Turkey struggles against the UK.

      Something new to try! Thanks for sharing. 🙂

      Hey PP,

      There can be some back and forth with the Italian territories, this is what makes that purchase of the early game transport so important.

      Furthermore, do not underestimate the power of AH Naval builds in the later rounds. Either wiping out the Entente Fleet or forcing them into a naval battle prior to landing troops can really shaft the Entente’s rescue attempts. Another strategy with the CP navy is to simply place them in a vital SZ making it hostile. The hostile SZ then causes the Entente to stop even if not partaking in battle. This can give the Ottomans some breathing room on their flank.

      On the Ottomans, depending how the early naval battle went with the Russians their Fleet can also lend a hand.

      posted in Axis & Allies 1914
      S
      Slip Capone

    Latest posts made by Slip Capone

    • RE: 1914 Tournament rule players

      @theveteran Not the tournament rules. You would have to use a lot of edit mode.

      posted in Player Locator
      S
      Slip Capone
    • 1914 Tournament rule players

      Looking to locate 1914 Tournament rule players

      posted in Player Locator
      S
      Slip Capone
    • Commanders and Tactics WW2 Deck Building Game

      Hey Guys,

      I saw on Smorey Swamp that Commanders and Tactics WW2 Deck Building Game was played at Gencon. I have been trying to find the game on BGG with no luck. If anyone knows this game and can provide a link that would be awesome.

      Thanks heaps

      posted in Other Games
      S
      Slip Capone
    • RE: 9 Victory Cities for a shorter game??

      @black
      Any more games under your belt with the rules set?

      posted in Axis & Allies Revised Edition
      S
      Slip Capone
    • RE: 9 Victory Cities for a shorter game??

      @black said in 9 Victory Cities for a shorter game??:

      Thank you!

      Yeah what Doman posted was the full rule set at the tournament. On average 4.5 hours will get six rounds. So my groups plays for 6 rounds. We usually play 3, break for food, play 3.

      Thanks for finding that @DoManMacgee

      posted in Axis & Allies Revised Edition
      S
      Slip Capone
    • RE: 9 Victory Cities for a shorter game??

      the Allies had 20 VT at the end of our last round:

      So under the tournament rules the Allies win 20-4.

      6 rounds is the most even with the bid of 3-5 to the allies as once it goes to 7,8,9,10 rounds it moves more and more in favor of the Allies.

      I would be keen to play under WBC rules via triple A (play by email) if you are interested.

      posted in Axis & Allies Revised Edition
      S
      Slip Capone
    • RE: 9 Victory Cities for a shorter game??

      @black That is them above mate. The tournament no longer exists but I still swear that they are the best around for this version. A bid of 3-5 to the allies was the most common. Usually placed in Caucasus or India.

      Another bid utilised was a inf in India, save a dollar and build an IC (for India) and an AC for UK on UK1.

      This ruleset allowed IPCs to be held that were not spent during bid placement.

      @DoManMacgee

      posted in Axis & Allies Revised Edition
      S
      Slip Capone
    • RE: 9 Victory Cities for a shorter game??

      @slip-capone Adjudication System:
      The determination of who wins a game will be based upon the control of Victory Territories (VTs). The Victory City method of determining a winner will NOT be used. Each side controls 12 Victory Territories at the beginning of the game. The Victory Territories are listed below.

      AXIS POWERS

      GERMANY
      Germany
      Western Europe
      Southern Europe
      Eastern Europe
      Ukraine SSR
      Norway

      JAPAN
      Japan
      Manchuria
      French Indochina
      Philippine Islands
      East Indies
      Borneo

      ALLIED POWERS

      USSR
      Russia
      Caucasus
      Archangel
      Novosibirsk

      UK
      United Kingdom
      India
      Anglo-Egypt
      Australia

      USA
      Eastern US
      Western US
      Hawaiian Islands
      Sinkiang

      If a player holds 18 (or more) VTs for a full round of game play (from the end of a countrys turn to the beginning of that same countrys next turn.), then that player automatically wins.
      In the event of a VT tie at the end of the game, whichever side increased its IPC total is the winner. If the game is still tied after reviewing the IPC totals.If a player chooses to concede before the game has reached the 18 VT automatic win threshold or the game time limit 6 Rounds. The winner will be give a victory total of 19-5.

      posted in Axis & Allies Revised Edition
      S
      Slip Capone
    • RE: 9 Victory Cities for a shorter game??

      @black The WBC Tournament Rules are the best IMO.

      posted in Axis & Allies Revised Edition
      S
      Slip Capone
    • RE: Sci-fi themed A&A like games?

      @dsumner said in Sci-fi themed A&A like games?:

      I did a bit more tinkering on this over the past weekend. I’m in the process of working up the various factions as well as reading back through some of the comments you guys have made. I think I’m going with the idea of there being no specific time frame for game turns and a set number of turns per game (I’m thinking 12-15 turns per game, but I’d have to see how everything actually works out). On the faction side of the house, I’m thinking 3-5 major factions, and if another player jumps in, 3-5 minor factions and some neutrals. The minor factions could align themselves with one of the majors. One other idea I’m been giving some thought to is “Tech Levels”. More advanced cultures would get an attack or defense bonus vs. ones with less advanced tech, but I might drop the idea if it complicates things to much.

      How many hours are you wanting the game to take?

      posted in Other Axis & Allies Variants
      S
      Slip Capone