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    USA8

    @USA8

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    Best posts made by USA8

    • Pacific 2001

      Axis and Allies Pacific is one of the best games in the series of Axis and Allies.  It shows how the Allies raced against time to stop the Japanese from expanding their empire in the south Pacific and Asia.  Japan has the advantage even with the adjusted set-up.  Here are some house rules that have helped me balance the game.

      1. Victory conditions remain the same.

      If you are Japan, you win in one of two ways:

      • Occupy one Allied capital and hold it until the start of your next turn (must control Japan).
      • Accumulate 22 victory points.

      If you are the Allies, you win in one of two ways:

      • Occupy Japan and hold it until the start of your next turn (must control home country).
      • Prevent Japan from collecting any victory points on its turn.

      2. Place 4 Infantry in India before the game begins.

      • Provides some help with the India Crush by Japan.

      3. Japan receives one victory point at the end of the first round.

      • Same as Japan needing at least 24 victory points.

      4. Japan may not attack seazone 5 in round 1.

      • Japan will lose all 3 carriers in a counterattack and will not be able to recover and win.

      5. Submarines must conduct one round of combat before submerging.

      • This is how Larry Harris played the game after its release because substalling was an oversight in the rulebook.
      posted in House Rules
      USA8
      USA8

    Latest posts made by USA8

    • Pacific 2001

      Axis and Allies Pacific is one of the best games in the series of Axis and Allies.  It shows how the Allies raced against time to stop the Japanese from expanding their empire in the south Pacific and Asia.  Japan has the advantage even with the adjusted set-up.  Here are some house rules that have helped me balance the game.

      1. Victory conditions remain the same.

      If you are Japan, you win in one of two ways:

      • Occupy one Allied capital and hold it until the start of your next turn (must control Japan).
      • Accumulate 22 victory points.

      If you are the Allies, you win in one of two ways:

      • Occupy Japan and hold it until the start of your next turn (must control home country).
      • Prevent Japan from collecting any victory points on its turn.

      2. Place 4 Infantry in India before the game begins.

      • Provides some help with the India Crush by Japan.

      3. Japan receives one victory point at the end of the first round.

      • Same as Japan needing at least 24 victory points.

      4. Japan may not attack seazone 5 in round 1.

      • Japan will lose all 3 carriers in a counterattack and will not be able to recover and win.

      5. Submarines must conduct one round of combat before submerging.

      • This is how Larry Harris played the game after its release because substalling was an oversight in the rulebook.
      posted in House Rules
      USA8
      USA8
    • RE: House Rules A&A Pacific 2001

      Allies going together would be interesting.  Looks like it helped you a lot in Europe (1999).

      The recon destroyer/sub is also a good idea.  I wonder how it is done since you have to do the combat movement at the same time (probably have to clear out the sub before completing combat movement).

      posted in House Rules
      USA8
      USA8
    • RE: House Rules A&A Pacific 2001

      Also using the adjusted setup from Larry Harris.

      French Indochina receives 2 infantry, not 4.
      Hainan receives 6 infantry, not 4.
      Sea zone 37 receives 1 transport, not 2.
      The Mariana Islands receive 0 fighters, not 1.
      Sea zone 20 receives 0 subs, not 1.
      Sea zone 22 receives 1 sub, not 0.

      posted in House Rules
      USA8
      USA8
    • House Rules A&A Pacific 2001

      The first Pacific game is one of the best A&A games in the series IMHO.  One thing that is a little frustrating is how Japan has a big advantage OOB.  In doing some research on balance, I found 2 really good sources to help me with making up some house rules for balance.  Here are the two sites that I found most helpful for my following house rules.

      Saburo Sakai: http://www.axisandallies.org/forums/index.php?topic=7581.0

      Krieghund: http://www.harrisgamedesign.com/phpBB3/viewtopic.php?f=4&t=1086

      Axis and Allies Pacific House Rules

      1.  Japan wins by receiving 24 victory points.

      (Japan can capture enemy capitals, but it must reach 24 victory points to win the game)

      2.  Allies receive 12 IPCs to purchase units before or during the first round.

      (Allies need help in the beginning of the game, especially in India)

      3.  If Japan attacks sea zone 5 in the first round, it scores no victory points on that turn.

      (It will be difficult for Japan to lose at least two carriers in a counterattack and hold off the Americans.  This also reflects a higher level of anger and shock for the USA)

      **4.  Kamikazes activated if Japan drops below 30 IPCs.  **

      (Kamikazes were a desperation tactic used by Japan when they were losing the war)

      5.  Attacking subs must fight one round before submerging.

      (No substalling allowed.  Larry Harris did not intend to have substalling)

      posted in House Rules
      USA8
      USA8
    • RE: Recommend?

      You are right about the journey.  Because I found so much info about the game not being balanced OOB, I just want to find some tweaks before playing.  If I play as Japan knowing that I have a nice advantage even with the official adjustments, I would not have as much fun.

      The 24 VP and 12-15 bid is from an essay written by Savoro Sakai.  If I do use his suggestions, I would lean toward a 12 bid.

      Oh, and I was able to get the red Japanese units.  The game just seems even more cool with them.

      posted in Axis & Allies Pacific
      USA8
      USA8
    • RE: Recommend?

      Sounds good.  I am thinking about going with 24 Victory Points and giving the Allies 12-15 IPCs to help with India.

      posted in Axis & Allies Pacific
      USA8
      USA8
    • Ideas for Pacific

      While doing some research on Larry Harris’ sight, I came across a very interesting topic about house rules to balance the game and keep it more in line historically.  Krieghund had these suggestions in 2007:

      1. Count the Japanese victory points at the end of the US’ turn (that way Japan has to take and hold a territory to get credit).
      2. Japan can win only on victory points - not on capital capture.
      3. No substalling allowed (attacking subs must fight one round before submerging).
      4. Kamikaze may not be used until “activated” - they are activated on the first turn Japan collects less than 30 IPCs of income (this makes them more of a game-saving “desperation weapon” than an advantage for Japan).

      Thoughts?  Anyone try these?

      posted in Axis & Allies Pacific
      USA8
      USA8
    • RE: Recommend?

      Just curious…

      I wonder if removing Japan’s round 1 surprise attack would balance the game?  It may reduce a victory point for the first couple of rounds and keep the total to win still at 22.

      Love learning about the game!

      posted in Axis & Allies Pacific
      USA8
      USA8
    • RE: Recommend?

      Thank you Loose Moose and Krieghund!  Just got the game on eBay for a decent price.

      posted in Axis & Allies Pacific
      USA8
      USA8
    • Substalling explained (again)

      Learning how to play Pacific.  Substalling seems to be important.  Could someone explain how it works and how it slows down your opponent. Does it only affect transports?

      Thanks!

      posted in Axis & Allies Pacific
      USA8
      USA8