@Panther this is a optional rule in the roster.
Is only practical in combat movement.
Air planes can go to a battle regardless if they have movement points left to land after the battle. So air plane flies to a battle, on four territories far. The battle ends, win or retreat, survival “kamikaze” plane dies.
Option for all powers
Can attack all units (but no subs and AAA)
If you declare a carrier will move in non combat to a sea zone, were you use a kamikaze, them technically, if you control the sea zone after the battle, the plane can land.
As the rule reads only fighter planes can be kamikazes.
Posts made by Valladares
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RE: Kamikaze in Classic 3rd Edition
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RE: Axis & Allies RTS PC-2004 Win10fix&Mod
@gamer1354 Hello, thanks for the greeting. Many years have passed, how interesting that you remember my little interactions in those forums.
Actually, “my” modification, was only to gather the qualities of other mods, which I liked, in their time. Sadly i am not a programmer, so i can’t create one from zero, only make a mix.
And yes, this is the latest version of my mod mix, all the credits are in the ‘read me file’, if you want a one of the vanilla base mods that you can’t find in other page, I can upload it for you. -
1998 PC GAME MAP
FOR CLASSIC THIRD EDITION RULES
A&A Classic 3rd Edition v3.5.pdfIF you can do better, you are free. I use paint. Here is the PC original
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G40 France Strikes Back
G40 France Strikes Back
This is a rule for our G40 mode that we are testing, in order to make France a little more relevant in the game, but we think any one can use it .
The Rule:
1- Once Paris is taken by the axis, the treasure of France passes to the enemy, as in OOB rules.
2- Automatically, the de facto capital of France is London, France will be able to add new IPC at the end of its turn, as any nation does.
Note: There is no Vichy vs Free France dynamic. France is a single entity, and it maintains the mechanics of the game simple, and without requiring the purchase or painting of new pieces.
3- France can buy and place infantry in any original territory on the map.
4- France can buy equipment in London, and place it right there, land, sea, air; but, cannot place new infantry in London. France can buy technology dice, ports and airports, for its original territories
5-France cannot produce units in industrial complexes that captures from the enemy, in this case the complexes will take full damage. France cannot buy industrial complexes.
Note: in the territory of France, the same applies, unless France or the allies take parís.
6- If parís is free, it merges into the capital of France again, France will return to the rules of OOB.
7- If Paris is retaken, a second time, the money passes to the conqueror (subsequent reconquests will have the same dynamics). And the capital of France will pass London again, unless it is taken by the enemy.
8-If London is taken by the enemy, and is the de facto capital of France, the IPCs of the two are delivered to the conqueror.Balance: we have found that in some occasions Italy will have more pressure in North Africa. To counter this, we believe that this rule for Italy should be used to.
Italy Lean-lease: During WW2, Germany sold or licensed equipment to its allies, especially Italy.
1- During its non-combat face, Germany can send to the north of Italy any air unit or ground machines (except infantry) for sale. A maximum of 2 per round.
2- Italy in its face of purchases can buy at half price, the German units on loan. The money is delivered to Germany.
Units are immediately replaced by Italian equivalents for immediate use.Restrictions: Infantry and ships cannot be sold. Berlin must be in the hands of the axis, northern Italy must be in control of Italy.
Note: If Rome falls, this rule still works, if italy had warbonus tec. In this case, dice need to by the number to pay.=================================================
See the current tested rules of our mod, here:
https://www.axisandallies.org/forums/topic/33074/g40-historial-v1-1?lang=es&page=1Our videos: https://www.youtube.com/channel/UCRZntU00ooZQX6KTb3gbKgg
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RE: Pieces of World in War for A&A Global
@Midnight_Reaper well, i use the 3 pieces of the first image, they serve me well, for that they are.
Now, the system and the mechanics of the game are made for a fast gameplay, and map and combat are more a -ww2 in europe- theme or abstraction, instant of a true 100% historical simulation.
Yes, random dice can by a problem some times, but rock-paper-scissors system can minimice the dice factor. And there are some post-production official optional rules and ideas, i find in the forums, to engance gameplay.
Wen i playtest all options, i can put here, if you want to know, my full opinion on the game. -
RE: Axis & Allies RTS PC-2004 Win10fix&Mod
@Noddynod443 hello. No, i dont have, back in the time on windows xp, oob game crash, only stoped wen i buy one of the last ATI video cards of the time.
You can ask on the https://www.moddb.com/games/axis-allies/mods treat for a solution. But i think there is no one, old games have crash problems. -
Pieces of World in War for A&A Global
Hello, if you are looking for pieces for light tanks, costal submarines, and artillery of any type look for those of world in war.
Models are Panzer 35t, O-type sub. and 88mm Artillery, they are a sise compatible.And those are to little to use, at last for my taste.
Now, the game have a good easy fast system and a clever combat mechanic, i recomen to use Axis and Allies pieces and chips, instad of the oob pieces, to little for play with children and to little for man/woman with big hands.Company no longer open, so game no longer in print, so original pieces are to hard to reemplace. This game come to CR, in a warehouse used stuff imports, and only 2 plastic pieces are lost from 360, not bad for a 2004 used game :)
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RE: Axis & Allies RTS PC-2004 Win10fix&Mod
@Imperious-Leader the mod make the game playable. In HK, the chinase revive the game, with a 3gb mod. Some people look the ideas, and last two years they revive the game. And well, like or not, this game have a lot of RTS fans, ¿how will know? :)
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RE: Custom 1939 Map based off of Tjoek's 1940 file
@TheAandAClassicDude Nice work. I will make Panama an Central America, two zones, 1 IPC for all. add spain morroco, and canaria island, France Corseca island. Gotland Island of swewden. make all neutral countries at last 1 IPC, Mongolia only 1 IPC in ulaanbatar. Hainan a Original Chinase island.
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Axis & Allies RTS PC-2004 Win10fix&Mod
Axis & Allies RTS (PC-2004) MEGA MODIFICATIONS MIX AND WIN10 FIX
¿What is Axis & Allies RTS?
Is a 2004 spin-off, PC video game, of Axis & Allies. See Larry H. expose the game in the documentary, here:
https://www.youtube.com/watch?v=OOlqJsDqwRgLMVG73’s Overlord MEGA MODIFICATIONS MIX.
The best of the USA comunity mods in one PACK. To install it, extract it to your ‘my documents’ folder /A&A/¡¡¡Only a 88MB Download!!!
https://www.4shared.com/archive/f6qXWi5Pea/Overlord_v100.htmlGame play of ‘Invasion of Russia’. See it in acción:
https://www.youtube.com/watch?v=RGZzN9Vu29o
Game play of ‘Manchuria’. See it in acción:
https://www.youtube.com/watch?v=WGoWL7IhqiY¿Don’t know how to install it? see this video:
https://www.youtube.com/watch?v=Vbza2Mv_D8MAxis & Allies RTS: Overlord MOD. Key Features and characteristics:
X. Official Preorder Bonus custom maps
Dunkirk, Invasion of Russia, Manchuria, Sand Storm.XX. Windows 10 compatibility
A fixed .exe for compatibility and stability, patch.1.LionheartBlitz a MorgenBlits update:
*Recon Infantry cost increased to $40.
*Unit Cap increased to 70 and redone. Now, individual regiments don’t take up a slot, Troop HQs take up 1-2 slots.
*Buildings cap increased to 40
*Supply Depots cost more and provide a little less money than in Morgenblitz
*Bunkers have more health and do much more damage, but can only target two enemies at a time.
*Artillery Batteries have more hp, def., and damage but less demoralization
*Artillery and AA Batteries have less upkeep
*Ammo and Oil Depots take up no building slots when deployed, but leaving them in a truck takes up a building slot
*Building limit increased to 30. Now Corps HQs take up 4 slots deployed and Airfields take up 2.
*Accurate bonuses from regional buildings(ex. African Refineries provide more oil, USA Banks provide more $)
*All generals now have 4 abilities.
*WWII:Costs for units and upgrades reduced, sides start with more units. Axis now must capture all three enemy capitols to win.
*Special Ops: Atomic Bomb removed, replaced with Carpet Bombing (come on, America only had TWO of the things, why let them drop them like rain every battle? Some other special ops changed (cost, effectiveness, etc.). Kamikazi and Vengence now much more effective, about equal to carpet bombing, to justify their equal XP cost.
Maskirovka and Panzer Hohle now create a full strength medium tank regiment, but the regiment cannot be resupplied. Removedcorps reorg
*Airfields: Now give extra resources rather than drain them, in fact they give the most resources of any of the buildings to make worth their large cash cost (though you get more money from producing several Supply Depots for less cost, see below). Now hold 8 fighters and 4 bombers each.
*Supply depots: Quick sources for cash now. Add +10 to cash income as well as +5 oil and ammo. Cheap and quick way to improve economy as well as strengthen supply lines.
*Carriers: No longer detract from resources, and carry 10 fighters and 4 bombers.
*Battleships: No longer detract from resources.
*Sides: Germany: given major boost, Tiger I and II greatly improved in health, Pz 4 slightly improved in health and attack, can research many more upgrades (infact, non german players should focus on taking out a German player quickly, or the units can become frighteningly powerful).
Japan: Sniper unit greatly improved (range and fire rate improved). Zero moves faster (almost useless upgrade except for scouting). Given more upgrades.
Russia: IS-2 stronger in health. KV I given stronger attack and armor. More upgrades.
USA: Can build marines at all battleships. Airfields have 1 extra bomber and 2 extra fighters.
Great Britain: Best anti-air units in game, with stronger, faster, and more long range attacks. SAS troops have more range and have a slightly stronger attack.
*Upgrades: Schurzen now also increases health of German Tanks, adds resistence to explosives and gunfire, and defence value.
Garand Rifle further decreases reload time. Entrenchment now decreases entrenchment time by 50%.
Mech Reliability now adds 15% health. Regular AT infantry upgrade now adds 15 to attack value. Panzerfaust AT upgrade now adds 25 to attack value.
Coscription now decreases infantry cost by 40%.
Improved Logistics now increases Visability and Supply Zone by 7.5. Marksmanship adds 3 to attack value.
Improved Machine Guns turns Machine guns into scary infantry killers (the way they should be) with a +10 to attack value. Units using sub machine guns benifit from improved machine gun upgrade.
Special Forces is now available to all sides, is cheaper, and adds 15% health.
Military Surplus is cheaper, and available to all sides. Improved Recon adds +10 to sight. Long Range Artillery adds +10 to range and bombard.
Improved Mortars adds +10 damage, and reduces fire time by 25%. Ammunition and Oil Production upgrades now increase each by +10.2.LT1956’s mod:
*Added Waffen SS unit to the germans. Only display in custome maps
*Bodies & vehicle wreckage do not disappear. Only if you reload a save file they disappear.
*All Regiments fully recruited, so now when you recruit after the build time you get a full regiment, not one man at a time.
*Supply replenish time to take longer, since unts are recruited faster, the supply of these units takes longer.
*Regiments gain Experience faster since it takes a while for units to resupply men.
*Banzai Infantry now have All banzai units in it and Higher Morale.3.Kurisu’s Anti-Tank and Engineer Paratrooper regiments:
*Adds Anti Tank and Engineer Paratrooper regiments to the game. Only Paradrop option, not deply.4.Simcardo’s A&A Retexture:
*Reskinned most of the units in game.
*Removed most faction colours.
*Switches the German’s CO tank and Medium tank (so CO is now Pz 3 and Medium is Pz 4)General Problems:
*Game load will take a bit longer, 2 min at last, but game should run fine after.
*Some random unusual crashes, may happend, so save every 15min of play is recomended.World War II:
Some times factions ending victory movies don’t play at the end of the war, crashes to desktop.Multiplayer and custom games, LAN or vsr IA:
*Some random unusual crashes, may happend.Map Editor:
Wen you trie to write a misión description, do not use ( , ) symbol. or map will fail to load. This is not a error of the mod, but a error of te OOB game it self.Campain problems:
*Some in game cut scenes have lost units.
*(Allies) Fall of Berlin is too hard, so in mission, Press [Enter] then type any of the following code: swissbank 5000
*Select some buildins can crash the game, see images, those are in: (Axis) Battle of Suez Canal, Battle of Kursk and Invasion of India.
¿Want other MODs? look in
https://www.moddb.com/games/axis-allies/mods -
Axis & Allies 1941 Fix
Hi.
Thanks to the collaboration of Piloto P-51’s youtube chanel, and the tests we have done on our part; We believe we have determined that Pieces and how many are used to play optimally 1941, and incidentally make it work as was intended: an introductory “cheap” game.
You know, There are problems of design and edition of the product, which are a shame: 1 the error on the map, 2 a manual that spends many pages with spaces and drawings, useless, and does not develop a full turn of a power (Germany or Japan, they can do in their hole turn all steps and combat movements) 3 a box that should be much more compact, 4 lack of player aids, 5 lack of pieces.
We have uploaded in another post, the help to players we have created. And now here, we put the pieces that should have come from the factory day first… but that we must acquire, copy, improvise or create, to have an ideal gaming experience.This table is the result of several conscientious play test and an average of the data, we hope it serves to you.
Nota: Video en español, critica y soluciones.
https://www.youtube.com/watch?v=KxFgBPiiDQY -
A&A 1941 Player aids
Hello, those are player aids i made, in Microsoft Paint:
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About Axis and allies 1941 components
About Axis and allies 1941
Much has been criticized about this version, and much of the criticism is correct, because it fails in its main premise: to be a gateway for new players.-A manual that wastes a LOT of space, and does not include a complete developing of each face for a power as a example. It also does not include a glossary showing what the unit models are, such as if it is at the end of the 1940 manual. It does not include an IPC management table and industrial capacity, as if there were in 1940, for photocopying.
-There are no aid cards for players.
-And yes, there are not enough pieces to play optimally.
All this makes new people get a bad impression of the franchise, even asking, if the other versions have the same shortcomings. Now, videos say that there are missing pieces to play well, but they don’t say which ones or how many.Those are my ideas:
How many more pieces should the edition have (or you need to add).
11 more gray chips
1 die
1 infantry and 1 destroyer, for USA
1 destroyer, 1 infantry, 1 transport, for Japan
1 submarine for Germany
1 USSR infantry
What pieces to subtract:
2 green chips
1 USSR submarine
2 USSR transportsIf Zombies has money, I don’t understand why not 1941, which is supposed to be a more important issue, because it is introductory. They require:
18 CPI of 1
5 CPI of 5
5 CPI of 10I would also add aeronautical movement counters, as in the revised edition:
4 of 1, 4 of 2, 2 of 3, 2 of 4I tink a new production an sell cost increase, but now is in Amazon $18us, with those new pieces i believe, no more of $28us. ¿What do you think?
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Component Manifesto (2005)
I have obtained an edition of 2005, of which it is incomplete at the factory.
After comparing what is said on sites, I make this table, with the supposed account of the manufacturer vs what came in my box. I hope it helps others.!
And 6 dices. -
Ideas for mechanized infantry and cruises
In saw some Corporal Clegg YouTube video ideas for units.
I’ve always wondered, what is the advantage of buying mechanized infantry or cruises. You, know, i see that for the cost, and the field of production in a minor I.C, they did not offer me a strategic or tactical advantage.
I would consider, for example, buying mechanized infantry, at the cost of 4 IPC, over artillery, if mechanized infantry attack and defend at 2.
Or offered me a skill, where in the face of non-combat movements, it could transport an artillery or infantry, 2 territories.
¿Do you have ideas or house rules, for mech’ or cruisers?, I would love to read, evaluate and adopt your ideas.
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RE: G40 Historial v1.1
@SS-GEN said in G40 Historial v1.1:
Good luck with your game tests. Don’t agree on some No’s but your game. Good Luck.
oH!.. :( i like to know what N.Os and why. Thus, when we are playing, we will consider your observations, to make corrections, alterations, or eliminate them, if that is the case. :)
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RE: G40 Historial v1.1
@SS-GEN These are some preview, new things, that we include in our new version 1.2:
New National Objectives:
UK Europe: Theme “Mediterranean supply line”: 2 I.P.C. if UK Europe controls Malta.
UK Pacific: Theme “Jewel of the far East”: 2 I.P.C. if UK Pacific controls all: India, West India and Cylon.
Japan: Theme “USSR Oil trade”: 2 I.P.C. if Japan is not at war with Soviet Union.
ANZAC: Theme “Anzac new day”: 5 I.P.C. If Anzac have at last one land unit in Egypt, Alexandria or Crete
China: Theme: “Asian Sherman”: China can purchase tanks if at last one USA land unit is in china controlled territory. Historical context: http://www.theshermantank.com/tag/china/
https://tanks-encyclopedia.com/ww2/china/m4a2-sherman-in-chinese-service/Modes of play
- Historical and Victory Conditions: With year historical restrictions and game max duration is 12 rounds, and axis or allies have 3 of 4 victory conditions, at the end of the round 12.
Majority of victory cities in Europe.
Majority of victory cities in Pacific.
Majority of oil world producing areas.
Majority of global team I. P. C. (Map and bonuses)Axis & Allies Global 1940 Historical MOD 6° Play Test
Video: https://www.youtube.com/watch?v=3BDQ5XXoyOE -
RE: G40 Historial v1.1
@Valladares Hello we have upgrade the SU Objetive.
4. New National Objectives:
Russia: Theme: “Western Worker’s military aid”. When Soviet Union is at war, during the end of SU turn roll a die for US, UK E and UK P, 1 = 2 I. P. C.,2 = Mechanized Infantry, 3 =Anti-Aircraft Artillery, 4 = Artillery, 5 = Tank, 6 = Fighter. To deliver the aid: USA requires Alaska, sea zone 2, 3 and soviet far east not in axis control. Units spawn in Soviet Far East. UK E, requires sea zones 126, 127 free of enemy units and Archangel not in axis control. Units spawn in Archangel. UK P, requires All Persia and Caucasus in allied control. Units spawn in Caucasus. NOTE: If Moscow is in axis hands the objective is still in play. If USA, UKE and UKP capitals are in Axis control, that country can give the help.
Thanks to Milton Valerio Imports, now we have somo Historical Board Gaming Battle pieces, and we plan this Christmas to test new rules, and new ideas we find in the forums.
I make some videos in Spanish to:
https://www.youtube.com/watch?v=7qlBT8Thqc8&list=PLNsXNAAoIMXArsnnNHkEYJm92H4mV40uF&index=2 -
RE: Violating Spain’s neutral status
Well, the 3°ed rules (PC GAME 1998) still permit you to put a industrial complex in a neutral, but you can only make one unit on it.