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    Ucross

    @Ucross

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    Latest posts made by Ucross

    • RE: Clearing the Dark Skies

      Just thought I’d share what our group uses:

      The max attack of all of your strategic bombers is capped at the number of enemy units.

      It means massing them kinda sucks for attacking and defending.

      posted in House Rules
      U
      Ucross
    • Twix House Rules 1.4 - Figured I'd post our final rules for anyone else to use

      Twix AA Rules - b1.4
      Multi-Turn Battles (encourages a slower and wider front for large armies)
        Place a marker for the defender of the territory to identify that the territory is engaged
        Each battle only progresses one round per turn (attacking aircraft must retreat)
        Each round of battle occurs during the original attacker�s combat phase
        Ownership for NOs, IPC collection, and production does not occur in engaged territories
      Defender Retreating (gives them an option � albeit a punishing one)
        Defenders can retreat after any round of combat into any adjacent friendly zone
        When defenders retreat, the attackers get one full round of attacks without retaliation
      Capitals
        Engaged capitals do not stop overall IPC collection; Captured capitals do not transfer IPCs
        Capitals grant 20 IPCs when taken or re-taken
      The person rolling chooses which units take hits (for realism and more interesting choices)
        Aircraft dodge everyone (except fighters, AAA, AA guns, and ships) at 4
        Non-aircraft dodge fighters at 3
        Armor dodge inf/m.inf at 3
        Land units cannot target artillery or AAA until there are no other ground units remaining
        Sea units cannot target aircraft carriers until there are no other surface ships remaining
        The roller can assign multiple hits to a single target (which may trigger multiple dodge rolls)
        Units can fire in any order, but hits must be assigned to targets as they are rolled
      Naval spotting (navy is less vulnerable)
        Before general combat occurs in a sea zone, attackers must roll to spot the defenders in order for a battle to occur
        A roll of 2/3/4 or less spots a defending navy of 0-1/2-4/5+ surface ships
        Defending navies can choose to engage if they were not spotted
        If a defending navy is not spotted and declines to engage, amphibious assaults still occur
      Air interceptions (mimics air superiority, let�s fighters shoot down bombers before they bomb)
        At the defenders choice, before any round of normal battle, all aircraft engage for 1 round
        Strategic bombers roll at 1 in the air interception round
      Turn order change (allows 2 players to have more consistent action in Europe 1940)
         Germany goes after America (Russia -> US -> Germany -> UK -> Italy -> France)
      Research (makes it simple and less swingy)
        Each power rolls 1 die each turn.  On a roll of 1 they pick a tech tree and roll to see which tech they get.  You cannot research if you do not own your capital or it is engaged.
      Combined Arms (boost to mechanized Infantry)
        Mechanized infantry attack at 2 as well as allowing them to blitz with tanks
      AAA (makes em useful)
        Fires before each round (hits removed immediately) at up to 5 planes each
      Battleships (the big guns)
        Fire an extra shot before each round (only hits surface ships - hits removed immediately)
      Cruisers (AA guns)
        Cruisers, in addition to their normal attack, have AA guns which fire at up to 2 planes each
      Facilities (airport, seaport, minor factory, major factory) can be destroyed
        They can receive twice their max damage (12, 12, 12, and 40) and then are destroyed

      Research Technologies
      Country

      • Radar: Your AAA, facility AA guns, and cruiser AA guns hit on 1 or 2 and enemy navies adjacent to land that you currently and originally controlled are always spotted.
      • Capital and Coastal Walls: During the first round of enemy amphibious assaults or capital assaults: your infantry, mechanized infantry, and artillery defend at 3
      • Railroads: Your Infantry, Artillery, and AAA have 2 movement during the non-combat phase
      • Research Focus: You roll 2 dice at the beginning of each turn for research
      • War Bonds: During your collect income phase roll 2 dice and collect the highest roll in IPCs
      • Mandatory Conscription: You receive two free infantry in your capital at the end of every turn
        Land
      • Special Forces: Your infantry and mechanized infantry attack at 2
      • Trench Warfare: Your defending infantry dodge everyone at 2, fighters at 4
      • AT Loadouts: Tanks cannot dodge your infantry and mechanized infantry
      • Thick Armoring: Your armor dodge infantry and mechanized infantry at 5
      • Heavy Tank Guns: Your armor attack before each round (hits removed immediately)
      • Heavy Artillery: Each of your artillery gives support to 2 infantry and/or mechanized infantry.  They also attack before each round (hits removed immediately).
        Sea
      • Marines: During the first round of amphibious assaults your infantry attack at 3
      • Super Submarines: Your submarines attack at 3 and defend at 2
      • Heavy Transports: Your transports can carry an extra unit of any type
      • Sonar: Your destroyers and submarines fire an extra shot before each round (only hits submarines � hits removed immediately) and enemy navies are always spotted by your navies.
      • Heavy Cruisers: Your cruisers can take 2 hits
      • Dreadnought Battleships: The extra shot from your battleships can hit any target
        Air
      • Airborne Forces: Your strategic bombers may act as airborne transports. They can carry 1 infantry and 1 of any land unit. They have 0 attack and defense. They must start in a territory containing an airport.  They can only drop into 1 territory. Bombers paradropping units must survive both the air interception and the first round of AAA fire or their cargo is lost.  During the first round of a battle, paradropped infantry attack at 3 and other paradropped units attack at 0.
      • Jet Power: Your fighters and tactical bombers attack at 4
      • Heavy Bombers: Your strategic Bombers roll 2 dice instead of 1 and select the best result
      • Surgical Strikes: Your tactical bombers produce 2 hits if they roll a 1 during regular battles
      • Long-Range Aircraft: Your fighters/tactical bombers and strategic bombers have 5/5 and 7 movement
      • Dogfighting: Your fighters roll 2 dice during air interception rounds

      Note: Multiple abilities that alter attack/defense/dodge do not stack (only the highest value is used)

      posted in House Rules
      U
      Ucross
    • 1940 3rd edition?

      Just curious if there ever will be one.

      It seems like there is a consensus on battleships and cruisers being a little too expensive and other issues that could be fixed.

      Anyone have any information on the subject?

      posted in News
      U
      Ucross
    • Twix House Rules - Can I get feedback?

      I’ve played a lot of axis and allies with my local play group and we’ve decided on these house rules.  I was wondering if some of the vets around here could comment on what they thought of them.  A lot of the ideas were drawn from suggestions on these forums.  We play mostly 1940 Europe.

      Twix AA Rules - b1.0

      • Turn order change (Slight boost to the allies, allows 2 players to have more consistent action)
            Germany goes after America (Russia -> US -> Germany -> UK -> Italy -> France) on Europe 1940

      • The person rolling chooses which units take hits (stops infantry hordes from protecting units)
          The roller can assign multiple hits to a single target (which may trigger multiple dodge rolls)
          Units can dodge by rolling 3 or less when
              Fighters are hitting any non-aircraft
              Bombers are hitting any aircraft or defending infantry
              Land units (except AA) are hitting aircraft
              Infantry/m.infantry are hitting tanks
          Ground units cannot target artillery until there are no other ground units remaining
          Sea units cannot target aircraft carriers until there are no other surface ships remaining

      • Air interception round (mimics air superiority, let�s fighters shoot down bombers)
          If both sides of battle contain aircraft, all aircraft engage opposing aircraft for two rounds before the battle commences
          First round contains only fighters
          Second round contains all aircraft
          Occurs before bombardments
          Strategic bombers roll at 1 in the air interception round

      • AA guns (makes em useful)
          Fire before each round (like surprise strike from subs)
          The air battle during bombing raids may include AA guns (at a value of 1)

      • Naval spotting (let�s em survive)
          Before general combat occurs in a sea zone, attackers must roll to spot the defenders in order for a battle to occur
          A roll of 4 or less to spot a defending navy of 5+ surface ships
          A roll of 3 or less to spot a defending navy of 2-4 surface ships
          A roll of 2 or less to spot a defending navy 0-1 surface ships
          Defending navies can always choose to engage the attacking force if they were not spotted
          If the defending navy is not spotted and declines to engage, amphibious assaults still occur

      • Battleships and cruisers (the big guns)
          Battleships and cruisers bombard before sea combat (just like amphibious assaults)
          Occurs after air interception rounds
          ALL bombardments only target surface ships or land units

      • Research (makes it simple and easy and interesting)
          Each country rolls 1 die at the beginning of each turn.  If they roll a 1 they pick 3 techs.  They then roll to see which they get.
          Each country can only receive 1 research max, and France cannot receive any
          You cannot choose a research that another country already has (for variety)
          You cannot pay for extra research anymore

      • Defender Retreating (Gives them an option � albeit a punishing one)
          Defenders can retreat after a round of combat into any adjacent friendly zone
          When defenders are retreating attackers get one full round of attacks without retaliation

      posted in House Rules
      U
      Ucross