You know you guys could always build one for far less.
http://www.maximumpc.com/article/features/maximum_pc_builds_a_multitouch_surface_computer
You know you guys could always build one for far less.
http://www.maximumpc.com/article/features/maximum_pc_builds_a_multitouch_surface_computer
Mostly through a combination of very poor US rolls and incredible Italy rolls, Italy took over all of Africa and took the US Midwest.
Italy dice attacks were on fire, even when they were helping the Germans attack USSR, Italy bowled through Russian lines like nothing.
Normally we’d both think the dice were loaded, but they came with the game!
There is a “Axis and Allies: Deluxe” forum on his site, but if you look at it, the last post was from sometime in 2009, but the majority of stuff is from 2007/2008, I think Deluxe was the Global plan.
I’ve been looking at this sort of thing for a while, but mostly the wall idea.
The problems I ran into were the obvious ones.
Subs, where do you glue the magnet?
And you’d need enough models as chip stacking wouldn’t work unless your magnets were super super strong.
I had 4x Infantry, 6x Fighters, and 6x Tactical Bombers (Japan) attacking a China Territory that consisted of 2x Infantry. Honestly, my forces had nothing better to do.
After many rounds of combat, I took it with only 2 Infantry and 1 Fighter left. I probably shouldn’t have pressed on, but it was out last round to play as it was getting late and Germany had just fell with no hope of Italy rescuing them.
Not sure what they’re using, but we picked up a giant piece of lexan to cover our board. Totally worth it, no guys tipping over on the folds of the board!
Not bad, we averaged close to 2 hours per turn, but there were 7 of us.
Needless to say, we only made it the 6 full turns.
1. Who collects income from Canada?
2. Why does the Congo in Africa have “Administered from London”? I thought it was assumed that the Europe side of the game is all UK and the Pacific is India, but the Congo commend confused me.
So do you have some fancy rule for Italy switching sides in the game?
I understand the history, but not directly sure how that would work with a game.
Ooooh oooh, can we get some UK Union Jack symboled dice too?
We like playing the Europe/Pacific sides of the Global 1940 game completely seperate.
I’m drawing a blank, annoying as I’m usually good with WW2 history, but what would Italy’s “proper” roundels look like?
I would totally by a set if it included ANZAC and France.
Though, I’m strange and would like a seperate “Europe” board Union Jack UK dice set too.
Maybe that’s where all my dice rolls of 1 and 2 went. I was rolling nothing by 5s and 6s as Japan yesterday. Ugh.
I could be wrong, but that would only put the Soviet Union at war with Japan and the NO is for “War with Euro-Axis”.
Someone suggested to me over the weekend, played our first game, Axis lost (Horrible dice rolls for all Axis players), that as Japan I should have taken out the US transport in Hawaii with one of my Bombers from mainland Japan.
Makes sense as I was attacking the Phillipines anyways, but wouldn’t the bomber have to fight off all the scrambled Hawaii fighters before it could destroy the transport?
We’ve got our first game coming up this weekend and I’m curious about the US.
I’m playing Japan, but I keep hearing how ‘scary’ the US will be once it comes into the war.
But I’m I missing something? Sure they get a very nice economy boost, but they still have to watch their spending to either side right? Pacific versus Atlantic.
So we’ve got our first global game coming up this weekend, but there is a slight problem.
I invited many people figuring some wouldn’t make it and now I’m left with 7 players, including myself
So here’s my idea,
Player 1: UK
Player 2: US
Player 3: USSR
Player 4: Japan
Player 5: Germany
Player 6: Italy
Player 7: France, China, and ANZAC
Basically I’m hoping that extra player will be kept largely busy with ANZAC and China. France at least at the beginning and perhaps later if it’s liberated.
Thoughts?
August 25th, 10:30am CST
Wisconsin, USA
Coolstuffinc :lol:
I pre-ordered from Coolstuffinc earlier this month, it will be at my house tomorrow!
Awesome, maybe this time they’ll remove the figures and carboard tokens for factories/bases.
Instead, they’ll supply four number 2 pencils. You simply draw the units on the board where you have them placed, then erase and re-draw when they move.
Not more shortage of tac-bombers and no more complaints about crappy carboard factories/bases! Win win!
Personally I think the civilian tracking is unneeded.
If zombies win and control the territory they get 2 zombies per IPC rating of the territory to reflect the civilian population being infected/taken. Yes that does mean that some of the bigger territories will hurt, Japan for example would generate 16 zombies if it fell. Though makes sense as generally higher IPC rating indicates a higher number of population. Make use of the originating IPC value of a country in the case of US or others that get income boosts.
Then reduce the combats losses to just 1 for 1. Tank, mech, etc, all end up being 1 zombie.
There are three types of models available from the Zombies!!! game. I suggest the following rules/stats for them
Regular Zombies: Attack 2, Defense 1, Move 1 (Can engage air units with ‘Zombie Pathogen’)
Zombie Babes: Attack 1, Defense 2, Move 1 (Can move across water at Movement 2 and engage navel units)
Zombie Dogs: Attack 1, Defense 1, Move 2 (Can blitzkreig like tanks)
All are equal in cost, IE you get to place 4 zombies, it can be any combination of the above.
Also remove the zombies random movement and make it more interesting. Have each player roll a d6 on the zombie phase, the highest rolling player gets to play the zombies. Attacks if possible must be made, IE can’t just keep the zombies standing at your border and not attack just because its you, but if you have more than one option you pick. Non-combat doesn’t follow this as zombies like to shuffle around mindlessly when not attacking.
Version 0.1: Playtesting still needed.
Starting on the 4th turn, roll a d6 for each faction/nation in succession.
-On the 4th turn, a roll of 6 is needed
-On the 5th turn, a roll of 5 is needed
-On the 6th turn, a roll of 4 is needed…etc
The first faction/nation to roll the required number is subjected to a zombie infestation.
All units, infantry/armor/mech/artillery/fighters/tac/bombers are all replaced by zombies at a 1:1 ratio.
Zombies have the following stats:
-Attack 2
-Defense 1
-Move 1
Zombies have a special Zombie Pathogen, an air/water-borne pathogen that allows them to attack aircraft and submaries at a reduced effeciency. Attacks at 1 against fighters/tac/bombers and submarines.
In addition, Zombies are tireless and have no need to breath and can thusly traverse bodies of water with a haphazard walk/swim across the bottom. Surface ships cannot attack the zombies due to their small if non-existant sonar signature, submarines loose their first strike ability due to their inability to acurrately target the zombies at range.
Zombies do not collect IPCs, rather they gain new zombies by two means.
1. Every two territories under Zombie control can build one Zombie. If they count an odd number, the fraction is lost. Placement allows one Zombie placed in any Zombie controlled Territory, in example; if you gain 3 Zombies, you can place them anywhere you control, just not in the same place.
2. During combat, any and all enemy losses are replaced by new zombie forces after all combat is resolved.
Win factors:
Zombies win by infecting the world.
Zombies loose by being wiped out by the rest of the world.
Zombies! do not override the existing Axis and Allies win factor rules. Axis is still versus Allies. Zombies are tossed in as the monkey wrench to the game. :evil:
Oops, yes, the zombies can be ‘destroyed’ through normal combat rolls. Zombies do not rise again as new zombies, they are simply destroyed.
So it may seem odd to have a tank be defeated and rise again as a Zombie, but think of it more of the guy(s) that were in the tank.
Still not sure what to do about naval and aircraft. I mean if the zombies broke out in the US, they could be left alone by the rest of the players and the US player would get pretty bored. If they sent planes over to attack the zombies, how do the zombies attack the planes? Otherwise the players would just stock up on fighters and bombers and have no resistance.
The biggest issues I see are dealing with air and water.
I thought about rolling a die after X turns. The unlucky player, based on the roll, has a biological weapon miss hap and all of their troops turn into zombies.
All units are replaced with zombie units. Attack of 2, defense of 1, move 1.
Any enemy losses during combat with the zombies become zombies.
In addition new zombies are created much like the Chinese infantry rules, but new zombies cost 5 IPCs. All I’ve got for a first shot.
Has anyone considered an Axis and Allies Zombie mod?
Just started thinking about it the other day, no real rules, but thought it might be neat if the losses from combat rose again as zombies.