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    Posts made by the_sponge

    • RE: AARHE Questions: Transports, "connected", and Rockets

      Hi tekky and Imperious Leader,

      thanks very much for the quick clarifications! I’ll post if other things pop up during gameplay  :-)

      Regards,
      sponge

      posted in House Rules
      T
      the_sponge
    • AARHE Questions: Transports, "connected", and Rockets

      Hello guys,

      my friends and I have started to play AARHE today, and frankly, we’re enthusiastic. Great rules, kudos to the community!

      Three questions cropped up on this first day which we could not resolve by reading the rules carefully over and over:

      1. Transports: there seem to be contradictory sections in the rules. In the section “upkeep” it says:

      Upkeep in special terrain
      Pay 1 IPC for … every unit occupying AP (transport) at the end of your last turn.

      And then it says later on in Non-combat move:
      Sea Transport
      Units on AP (transport) must be loaded and off-loaded the same turn.

      I guess both together do not make sense?

      1. With regard to building infantry the word “connected” pops up in the axis cost table:
        VC connected to Capital 3

      What does connected mean? IPC path? Also via convoy route?

      1. Rockets: They do damage like Strategic Bombing Raid within 3 spaces - if I research this as German (I need 2 boxes) I could pummel Britain with 10 dice per turn! (IC in Germany and Rome = 4 IDs, 3 ID’s in Form of AA’s and VCs in Berlin, Rome and Paris (=another 3 IDs.)
        The most Britain could do would be to develop Underground factories and save 3 IPCs (Production Value for “production interruption”). This comes nearly for free for Germany, as he has all the IDs from the beginning and researching rockets with 2 free research dice is manageable.
        Is this intended or did we misunderstand something?

      Regards,
      sponge

      p.s. thanks again for the great rule set!

      posted in House Rules
      T
      the_sponge
    • RE: Average number of rounds to moderate victory?

      Thanks for the answers. BTW, we usually end the game by 9 VC (no surrender),
      but to tell the truth, usually one player could surrender about 2 rounds before
      the last VC is taken (that’s the point where he can’t change anything anymore).

      posted in Axis & Allies Revised Edition
      T
      the_sponge
    • Average number of rounds to moderate victory?

      Hi,

      have any of you counted or know of a statistic, how man
      rounds it takes on averag to achieve a moderate victory (= 9VC)
      (ie, how long does the game take in rounds ;-) ?

      I’m assuming LHTR rules.

      Regards,
      Peter

      posted in Axis & Allies Revised Edition
      T
      the_sponge
    • Question on availability of house rules: tech/general/naval combat

      Hello,

      I want to develop rules on three subjects, but would like to know if there
      are any rules already made by the communigy (searching the forums give
      overwhelming results, guidance from community elders who know their
      way around would be appreciated).

      1. Tech:

      I would like to eliminate or reduce the luck factor from tech. I was
      thinking something in line of having to research teck. Requisites would
      be that IPC would have to be spent for tech (no extra tech points) - because
      a lot of fun results from not knowing if it is better to research or to buy
      units. Second: time limits. Simply buying techs and having them in the
      first round is boring. There should be some long time research involved,
      at least 3 or even more rounds.

      1. Generals:
        Has anybody thought of introducing “generals”? Like, place a marker
        under a tank or a plane and make this a general. They would placed
        one higher on the combat resolution chart than their original unit place,
        and when they are casualties they get placed back in the capital at the
        end of the next round. (wounded, not killed ;-)

      2. Naval combat:
        I would like to make naval combat more appealing. Downgrade the battleship
        a bit (ie, damage stays, you have to move to a port city to repair), upgrade
        subs, something of the sort. But not too complicated, definitely not introducing
        new units.

      Pointers would be very appreciated.

      Regards,
      Peter

      posted in House Rules
      T
      the_sponge
    • RE: Submarine Submerging Rule

      Imperious Leader:
      the whole idea of subs is to be on station waiting for some target to come by… If you just allow any destroyer to “SEE” the sub automatically on CM it defeats the purpose. I feel you must install that roll the DD has to make to achieve detection ( either that 3 or 2)

      ++++ Thanks Imperious Leader for your comments, you are right, I’ll drop this. Ditto the hidden subs.
      Here are the new rules (bold stuff is new):

      1. A player can submerge a submarine in his NCM phase or during his CM phase
        when he retreats from an attack. Place a control marker under the
        sub every round after the round where the sub submerged. When two markers are under the sub, it has to surface
        in the next round. (In effect, it can move 8 fields submerged: 2 in the submerging round, 2 in marker one
        round, 2 in marker two round, 2 in surfacing round).

        (This may be a bit too much, I’ll have to playtest it. Maybe one marker is enough, making for 6 fields)

      2. A submerged submarine may move through hostile sea zones without restriction.
        Exception: When it enters a sea zone with an enemy destroyer in it, a die is rolled
        for every sub in the pack. All subs must surface if at least one 3 is rolled (super sub: one 2)
        Corollary: It is only allowed to enter a sea zone with a destroyer in it in a combat move phase.
        Combat ensues when the subs have to surface.
        The number of destroyers does not influence the detection dice roll, only the number of subs
        (similar to AA gun / Fighter / Bomber rule)

        The player may of course make a normal move and simply surface and attack the
        destroyers in its CM.
        All subs in the same sea zone have to surface at once.

      3. **If a destroyer enters a sea zone where submerged enemy subs are stationed in a combat move,
        they are detected on a roll of three (on a two for super subs). Again, roll as many dice as there are
        subs in the sea zone, the number of destroyers has no effect. If a sub is detected, they are all detected
        and have to suface.
        (Optional rule: DD can go sub hunting: if they only move one sea zone in their CM phase instead of two

      • this has to be declared in advance - they may add 1 to their detection roll.**
        Subs are never detected during a destroyer non combat move.

      **4)  Attacking and defending subs may submerge except when an enemy destroyer is present (as stated in LHTR 1.3.).
      If the sub submerges during combat, this round counts as a full submerging round.
      Example: A sub has one marker under it, indicating that it has been submerged for two rounds.
      In this round, it attacks on its CM phase, but retreats during the attack by submerging (or, if victorious, it
      submerges in its NCM phase). Do not remove the control marker, instead, place another control marker under
      the sub.

      1. The markers are only removed if the sub surfaces during its NCM phase. (In effect, giving the opponent
        the chance to take at least one combat action against subs even if he does not posess destroyers).**

      So, I think I’ve thought of most of the stuff that can occur, I’ll start playtesting,  any feedback is welcome :-)
      Additional thought: with this new sub capabiltiy, maybe it would be wise to raise the price of the sub?
      (for instance to 10 IPCs?) And maybe the super sub advantages should not be applied to the DD detection
      roles. Any comments would be much appreciated.

      Regards,
      sponge

      posted in House Rules
      T
      the_sponge
    • Submarine Submerging Rule

      Hi,

      I had an interesting idea concerning submarines and wanted to know if anybody
      has tried something similar out and your experiences with this.

      1. A player can submerge a submarine in his NCM phase. This submarine can
        stay submerged as long as it wants. (Alternative: place a control marker under the
        sub every round. When one/two/x markers are under the sub, it has to surface
        in the next round.

      2. A submerged submarine may move through hostile sea zones as it likes.
        Exception: When it enters a sea zone with an enemy destroyer in it, a die is rolled
        for every sub in the pack. All subs must surface if at least one 3 is rolled (super sub: one 2)
        Corollary: It is only allowed to enter a sea zone with a destroyer in it in a combat move phase.
        Combat ensues when the subs have to surface.
        (The player may of course make a normal move and simply surface and attack the
        destroyers in its CM. All subs have to surface at once).

      3. If a destroyer enters a sea zone where submerged enemy subs are stationed in a combat move,
        they are immediately detected (normal combat).
        They are never detected during a destroyer non combat move.

      Alternatives: submerged subs may be taken off the board and remain hidden (write down their
      moves and reveal only when they resurface during attack or after x turns, so that other players
      can check against cheating. Problem here: you have to rely on the player noticing when a DD
      enters a sub field, could be inadvertently forgotten).

      What do you think of these rules? Game breakers? Interesting additions?
      Other ideas?

      Regards,
      sponge

      posted in House Rules
      T
      the_sponge
    • RE: Rule Question concerning Air Unit Retreat (LHTR)

      Hi,
      thanks for your answers, two things are clear to me now:

      1. Amph. Assault: All air units can retreat at the same time, if they wish.
      2. Normal Battle: Air units, if they retreat, have to do this also at the same time.

      Unfortunately, one ambiguity remains:  :wink:

      Sankt Hallvard says:
      You have to retreat ALL units or press attack, amphibious assault is the only exception.

      That sounds ok and would be supported by LHTR rules. Either retreat everything
      or nothin.

      But then trihero:

      @trihero:

      If you withdraw fighters, you withdraw all of them at the same time. The fighters retreat separately from other units and can always retreat if they’re the attackers,

      Does this mean, that in a normal land battle, I can retreat all fighters at once, even if my land
      units continue the assault?

      Thanks,
      sponge

      posted in Axis & Allies Revised Edition
      T
      the_sponge
    • Rule Question concerning Air Unit Retreat (LHTR)

      Hi guys,

      I’m unclear on the following topid:

      In amphibious assault, air units can retreat all at once or not at all, all clear.

      But what about normal attacks: here, land or sea units must also retreat all
      at once or not at all. But, when considering the wording of the rules, it seems
      to follow that I can withdraw (attacking) air units in non-amphibious attacks arbitrarily
      (that is, at end of combat round)

      For instance:

      I attack a country with 2 tanks and 3 fighters.
      After first combat round, I withdraw 1 fighter.
      After second comabt, I withdraw second fighter.

      Is this a correct interpretation of the rules? And what about the
      defender? Can he withdraw his fighters?

      Regards,
      Peter

      posted in Axis & Allies Revised Edition
      T
      the_sponge
    • RE: Playing Minor Victory - Allies have no chance

      Ok, thanks, all clear now!  :-) Good strategy!

      posted in Axis & Allies Revised Edition
      T
      the_sponge
    • RE: Rolling the dice - all at once or separate for different attack/defend values

      Thank you very much!!  :-)

      posted in Axis & Allies Revised Edition
      T
      the_sponge
    • RE: Playing Minor Victory - Allies have no chance

      Thanks for the tipp.
      Uhmm, I’m a n00b, what do those two lines mean?

      R1 UK complex India
      R1 USA W USA fleet or Sink Complex

      :?

      posted in Axis & Allies Revised Edition
      T
      the_sponge
    • Playing Minor Victory - Allies have no chance

      Hmm, are we playing something wrong here (we played our
      first game today, Minor Victory -> Axis/Allies need 8 VCs).

      With my German troops I move into Karelia (=Leningrad), and the Japs
      move into India (Calcutta). With the inital troop placement, Allies have
      zero chance of preventing this (if Axis attack those two countries full scale
      with coast bombardement, planes etc etc) and also no chance of taking any
      other Axis cities.

      So Axis wins after first turn -always (except when getting extremely unlucky
      with the rolls).

      Something misunderstood on our part, or game imbalance?

      Regards,
      sponge

      posted in Axis & Allies Revised Edition
      T
      the_sponge
    • Rolling the dice - all at once or separate for different attack/defend values

      The rules say that I should roll all the dice at once for attacking/defending units.
      (What if I have more than 12 units attacking? - add some dice from somewhere else?)

      But my actual question is:

      Let’s say I have a bomber (attacks on 4 or less) and a tank attacking (hits on 3 or less).
      It makes a difference if I roll all at once or seperately.

      If I roll a 3 and 4 all at once, I say, hey, both have hit (3= tank, 4 = bomber)

      If I roll separately, and get a 4 for the tank and the 3 for the bomber, I only
      hit once instead of twice.

      How is it intended, what do you do?

      Kind Regards,
      sponge

      posted in Axis & Allies Revised Edition
      T
      the_sponge
    • RE: 3 Players: 1 Axis and 2 Allies possible?

      Thanks for the info. It seems that Axis has some advantage, so that the Allies need
      more coordination than the Axis to win.

      posted in Axis & Allies Revised Edition
      T
      the_sponge
    • 3 Players: 1 Axis and 2 Allies possible?

      Hello,

      I just bought the game, read through the instructions, and am
      looking forward to my first game :-)

      Probably we’ll only be three players, and the instructions say
      that in this case one should play all the Allies, one Germany and
      one Japan.

      Is it also possible to do it the other way round, so that Axis
      are played by one player and the other two divide up the
      Allies?

      I don’t see that it would make any difference, but I find it
      strange that the manual does not state this option. Are there
      any balancing issues which I don’t see yet as I haven’t played?

      Thanks for input,
      sponge

      posted in Axis & Allies Revised Edition
      T
      the_sponge
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