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    Topics created by tekkyy

    • T

      Mountainous/snowy defender bonus
      House Rules • • tekkyy

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      Imperious Leader

      +2 defense modifier? Id rather have each unit take 2 hits to kill ( but you must allocate a HIT unit first if their is one before you select a SECOND hit unit)

      how bout that?

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      AAR + AARHE on real map
      Other Axis & Allies Variants • • tekkyy

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      removed: incorrect connection between Central US and Panama
      changed: redrawn USSR territories borders (tried to use mountains and rivers)
      added: latest AARHE terrain values

      2008-02-06 AAR
      .pdf
      http://www.mediafire.com/?5pcb1mnygzy

      2008-02-06 AARHE
      .pdf
      http://www.mediafire.com/?fdb0msys25y

      2008-02-06 AAR/AARHE
      .ai
      http://www.mediafire.com/?5ogpchje5gi

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      Convoy Raid
      House Rules • • tekkyy

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      T

      @Cmdr:

      I guess a simple solution would be limit ships to one sea zone movement, instead of two.

      But would that not ruin the game in the Pacific to some degree…?

      Shipping of this era was not so slow. They could get accross the Atlantic pretty quick.

      Besides, as abstract as Axis and Allies is, it is more realistic to have IPC loss rather than entire armoured corps sunk during transit.

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      AARHE demo
      Other Axis & Allies Variants • • tekkyy

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      Adlertag

      I love this

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      Abattlemap help files
      Software, Tools, and Aides • • tekkyy

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      Hi Tekkyy,

      I too would like to know how to use the rsek.exe and the csek.exe described in the Abattlemap help files… they don’t give much details even after translating it into english.

      Does anyone know how to do this?

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      AARHE: TripleA project
      House Rules • • tekkyy

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      T

      by the way, its buggy at the moment

      *some units can move in both combat and non-combat

      *not landing friendly air units (which you can’t control) would render them destroyed
      (eg. Japanese planes in the axis collided “turn”)

      *you can SBR victory cities (which is not too bad since in AARHE SBR is not restricted to ICs)

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      AARHE: Phase 3: Air Combat
      House Rules • • tekkyy

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      Imperious Leader

      ok agreed. make it so.

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      AARHE: Phase 2: Individual Victory
      House Rules • • tekkyy

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      oh no worries
      we can still have your goals instead of territories
      just copy over the goals you had initially and we go from there

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      AARHE: Phase 3: Income
      House Rules • • tekkyy

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      Imperious Leader

      Ok that explaination makes more sence. Can you reword it in such a manner that it captures both the examples and the language of your description?

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      AARHE: Phase 2: Combat and Non-Combat Move
      House Rules • • tekkyy

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      Imperious Leader

      oh ok.

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      AARHE: Rule files
      House Rules • • tekkyy

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      @Lelouch_21:

      2- On the rules I found this one “You do not collect any IPC during setup.” so on the first turn no one can buy right? It seems impossible, we try to play a game in this way but there weren’t anough troops on the board for conduct any combat… probably I don’t get the rule, someone can explain it to me?

      3- On the URRS special turn the Russian can collect ipc, buy units, develop weapons and diplomacy or they can only move troops and attcka?

      Hi Lelouch I just stumbled across these rules today, and I believe in the first turn only Russia moves, and does not collect any income and builds no units. Then, every successive round all nations collect income at the beginning of their turn* and so every nation also builds units starting from that turn.

      this is different from standard A&A where income is collected on the end of each turn. Thus also here, at the setup all nations start with 0 IPCs on their accounts.
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      AARHE: Phase 2: Victory Cities (VC)
      House Rules • • tekkyy

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      Imperious Leader

      ok good.

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      AARHE: Phase 1: Final Draft
      House Rules • • tekkyy

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      Imperious Leader

      ok

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      AARHE: Phase2: Game Sequence
      House Rules • • tekkyy

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      I love copy and paste  :-).

      I am a big fan of Diplomacy, but can’t imagine adding simultanious movement to A&A. First, as Imperious Leader noted, there would be a large amount of moves to write. In Diplomacy a leader has to write at most 17 orders, but will generally need to issue 5-10. In Axis and Allies both the number and the complexity of the orders increases.
      Second, writing down orders will likely serve as somewhat of a deterent to inivation. For example; as Germany I draft a set of orders to strike the U.S.S.R at Causcus and Karelia. If I suddenly see a stronger strategy that involves me completely changing my orders for both countries, the time I already put in that will be lost and the time I will need to write up new orders may deter me from attempting my new course of action. Having to continuously edit a page or two of orders will be tedious.
      Third, in real life military leaders would re-act to enemy movements. If as Japan I ordered my units in Kwangtung, Manchuria, and French Indochina to attack China, but was attacked by units in Soviet Far East and India my attack would not proceed. Not only that, the Manchurian units would likely be diverted to re-inforce and/or counter-attack.

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      AARHE: Phase 1: Income
      House Rules • • tekkyy

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      T

      replace
      “its income cannot be spent in other territories.
      That income and only that income can be spent in its IC or VC during purchase units phase this turn.
      That income is forfeited if not spent this turn.”

      with
      “The blockaded territory’s income can only be spent in its own VC or IC. Income from other territories may not be spent in the blockaded territory’s VC or IC.
      If the blockade territory’s income is not spent this turn it is forfeited.”

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