• why is it that when ever i post something here no one answers me??? :cry:

  • '14

    @cminke:

    i need some clarafacation….

    e. Fortification add (2) die 12 and defend at 5 or less

    …what exactly does this mean?

    ill be playing a 1939 game this weekend so any additional comments are helpful.

    sorry for not posting sooner, I’ve been working 84 hours a week for last 3 weeks. Ok, fortifications defend with 2 d12 and hit on a roll of 5 or less, all defending infantry and artilley defend +2.  All this is for first round of combat only.  Hope this helps. Also for fortifications we don’t purchase any because they are so strong. If you wantto be able to build fortifications then I suggest increasing the cost….alot, maybe 20 ipc’s


  • Because the force is with you. You’re not suppose to need any help. LOL


  • ok good idea and they should be atlest 20ipc’s  and thanks.  also what dice do you use for the game(most common) D12 or D10???

  • Sponsor '17 '13 '11 '10

    @cminke:

    ok good idea and they should be atlest 20ipc’s  and thanks.  also what dice do you use for the game(most common) D12 or D10???

    Tigermans rules uses the 12 die system.
    Axis and Allies HAS to move to this system if new pieces like, Airborne, Commandos, SP Artillery, Tank Destroyers, new aircraft, SS,  trucks, new ships.
    There has to be a system where you can have some room to use the many numbers needed in a 12 die system.


  • @coachofmany:

    @cminke:

    ok good idea and they should be atlest 20ipc’s  and thanks.  also what dice do you use for the game(most common) D12 or D10???

    Tigermans rules uses the 12 die system.
    Axis and Allies HAS to move to this system if new pieces like, Airborne, Commandos, SP Artillery, Tank Destroyers, new aircraft, SS,  trucks, new ships.
    There has to be a system where you can have some room to use the many numbers needed in a 12 die system.

    Hmmm… so when are we going to start seeing FMG custom 12-siders to go with the new rules?


  • that would be kool 8-)

  • Sponsor '17 '13 '11 '10

    FMG is promoting the 6 die system I believe.

    Historical Board Gaming (HBG) promotes the 12 die system on my site as well as Tigermans threads.

  • '14

    D12 system is better if you are going to have a wide variety of units. I used dice from the Battle of the Bulge game and also get red and white dice from historicalboardgaming.com. I’m hosting a Global 1939 game this weekend and I’m trying out 2 new units, a torpedo bomber for US and Japan and a Naval fighter for both. I’m also using a tech system that I found on the House Rukes board that i have tweaked and gonna play test. I’ll have pictures and hopefully a good play by play of each round.

    The future of Axis and Allies style games, with all the new and different pieces comming out, will have to go to a D12 combat system. It only makes since.


  • @coachofmany:

    FMG is promoting the 6 die system I believe.

    Historical Board Gaming (HBG) promotes the 12 die system on my site as well as Tigermans threads.

    Ah yes, I do seem to recall that FMG put together a set of set-up tables for a simplified game using the 1939 map…

    Sorry, had a brain cramp there for a moment…

    So when are we going to see a set of HBG custom 12-siders?

    Not that I’m encouraging you to let the idea distract you from your roundel and piece-set projects, which I fully support… and am excited about.

  • Sponsor '17 '13 '11 '10

    The custom 12 sided dice probably will not happen. I have too much money and energy in other projects as of now. Won’t count it out but not on my radar screen.
    You will see some dice trays in the next few days on my website and another new item in a couple weeks. I am working on many projects as well as the new pieces which is consuming lots of my time and personal money.
    Thanks for supporting me.

  • '10

    We used the d6 variant at FMGC 2011…  I will post more about it later.

    All I can say is… AWESOME and EPIC!


  • Hey coach…

    I was looking over your set-up charts and have a question: what do you use to distinguish SS Panzers from regular armor units?

  • Sponsor '17 '13 '11 '10

    @DrLarsen:

    Hey coach…

    I was looking over your set-up charts and have a question: what do you use to distinguish SS Panzers from regular armor units?

    Use my SS roundels from the special units.

    Or

    Color your panthers a different color, I sprayed some silver for one person.
    Use the grey tanks from revised, I have those too.

    I have got you coveted ! :-)

    Like the map?


  • and for the heavy tank(tiger) buy the ghq ones  btw are thouses aaa scale


  • @coachofmany:

    @DrLarsen:

    Hey coach…

    I was looking over your set-up charts and have a question: what do you use to distinguish SS Panzers from regular armor units?

    Use my SS roundels from the special units.

    Or

    Color your panthers a different color, I sprayed some silver for one person.
    Use the grey tanks from revised, I have those too.

    I have got you coveted ! :-)

    Like the map?

    Yeah, the map is awesome, my favorite A&A board yet…

  • '14

    Played another game of global 39. Got some really good pictures of game, enjoy.

    http://www.mediafire.com/?u4dvdkwc4r38h


  • Hi,

    I would like to try your variant next week-end but I have 2 questions:

    1. What is the rule for fortification?

    Is it really +2 for all infantry for the first round or as I saw elsewere +2 by infantry when matched 1/1 with a fortification? And also can you buy new fortification and place them anywhere you want? Even on the first turn you conquered a teritory?

    1. What is the rule for strict neutral?

    Can you attack them whitout any penality?

    1. What is the exact rule for the american submarine at 3?

    2. Where is the best place ot obtain the latest version of the rule and the setup?

    Best,

  • '14

    @bachus:

    Hi,

    I would like to try your variant next week-end but I have 2 questions:

    1. What is the rule for fortification?

    Is it really +2 for all infantry for the first round or as I saw elsewere +2 by infantry when matched 1/1 with a fortification? And also can you buy new fortification and place them anywhere you want? Even on the first turn you conquered a teritory?

    1. What is the rule for strict neutral?

    Can you attack them whitout any penality?

    1. What is the exact rule for the american submarine at 3?

    2. Where is the best place ot obtain the latest version of the rule and the setup?

    Best,

    #1 All infantry defend at a +2 on the first turn of combat. We played that you can’t purchase fortifications, but I suggest if you do that they cost at least 20 IPC;s and you have to own the territory for a turn before you can place.

    #2 I left the strict neutrals alone and , they are neutral and are not swayed one way or the other. I am looking at a rule to be able to sway a neutral to your side.

    #3 U.S. torpedoes at the beginning of the war were very unreliable. I think the pre war stockpile were 75% duds.

    #4 I’ll post the latest revision of setups and rules Monday  night.

    Hope you enjoy the game, some feedback on how your game goes would be cool. One word of advice : start early and plan to play late, the game doesnt really start to get fun until round 8. also If Japan and Russia are not at war then allow Germany and Japan to move at the same time. And until Russia enters the war allow them to move with the UK. This will allow the game to progress faster until all countries are at war.

    Thanks,
    Adam


  • Hi Adam,

    Quote from: bachus on April 03, 2011, 08:19:10 am
    Hi,

    I would like to try your variant next week-end but I have 2 questions:

    1. What is the rule for fortification?

    Is it really +2 for all infantry for the first round or as I saw elsewere +2 by infantry when matched 1/1 with a fortification? And also can you buy new fortification and place them anywhere you want? Even on the first turn you conquered a teritory?

    1. What is the rule for strict neutral?

    Can you attack them whitout any penality?

    1. What is the exact rule for the american submarine at 3?

    2. Where is the best place ot obtain the latest version of the rule and the setup?

    Best,

    #1 Fortification: I was considering (house rule) : The fortification that are on the board at the setup are majors fortications and you can’t build more (maginot line, gibraltar,…) and they give a +2 to all infantry on the first turn of combat. But you can also build minor fortification on a territory you own at the start of your turn to a max of 1 per turn per territory at a cost of 6 ipc. They defend at 2 and give à +2 to one inf. The minors fortifications could be a great defensive unit.
    What do you think about it?

    #2 I left the strict neutrals alone and , they are neutral and are not swayed one way or the other. I am looking at a rule to be able to sway a neutral to your side.

    Do you mean that we can’t attack the strict neutrals or that if we attack one of them they all swing to the oposite side (as in global1940). But what can you do to attack norway or denmark?

    #3 U.S. torpedoes at the beginning of the war were very unreliable. I think the pre war stockpile were 75% duds.

    Ok, but when (which turn) did the US subs stop being at 3 (and go back to 4)? Turn 10?

    #4 I’ll post the latest revision of setups and rules Monday  night.

    thanks!

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