• I don’t understand the “5 rounds” thing…?

    Nor do I understand the whole “Technology transfer box” thing.  You can just give a free box of tech to an ally, while keeping your own?

    If I’m not going to use all the optional units, should I just use none of them?  The only ones I wanted to use were the self propelled artillery and heavy tanks (i’d designate by putting a control marker under the tank/artillery) since those are related to technology.


  • I don’t understand the “5 rounds” thing…?

    you select one card at random for the next 5 turns. To have 5 cards to play at once is too overwhelming.

    By turn 6 you have 5 randomly selected NA’s. You can play them right away, on the opponents turn, latter, or even never play them. Its your choice.

    Nor do I understand the whole “Technology transfer box” thing.  You can just give a free box of tech to an ally, while keeping your own?

    If you as the allies manage to develop one technology level or more, you can assign ONE level to another partner, except UK and USA don’t share with Russia and vice versa. Its extremely simple.

    ON say turn 2 Germany develops 1 level heavy tanks, 1 level jets… they elect to transfer ONE Jet tech to Japan. They can transfer one level to one nation per side per round ( round = all your partner nations playing one turn)

    If I’m not going to use all the optional units, should I just use none of them?  The only ones I wanted to use were the self propelled artillery and heavy tanks (i’d designate by putting a control marker under the tank/artillery) since those are related to technology.

    If you use the ones you listed you should also play with fighter bombers, because they are integral to heavy tanks.

    I would use mech infantry as well. To designate you use the Revised tanks for normal tanks and the AA bulge tanks for heavy.

    SPA can be the old AA gun or the milton bradley tank which is different looking.

    To PLay AARHE you probably need the Original AA from milton Bradley and the Revised set. thats about it.

    MB bomber is the transport plane
    MB Battleship is the cruiser
    MB fighter is fighter bomber
    MB sub is super subs
    jet fighter is buy some 1/700 tumbling dice planes
    MB tank is mech infantry

    etc…


  • So, in the first round, you have the first NA, then up till round 5, you draw a random NA each time?  It says that the first one is standard I believe.

    About historical history conditions…

    Establish Lebenstraum ~ End the game in control of Western Europe, Germany, Southern Europe, Norway,
    Eastern Europe, Balkans, Switzerland (if not neutral) and Spain (if not neutral).

    Isn’t that the first round?  Or is this saying, when the game is over, if you have control of those territories, you win?  What is the point of that, if the game is already over…?


  • So, in the first round, you have the first NA, then up till round 5, you draw a random NA each time?  It says that the first one is standard I believe.

    yea you got it. Its really easy and we dont load you up with too many cards because that would take too long to make decisions.

    About historical history conditions…

    Establish Lebenstraum ~ End the game in control of Western Europe, Germany, Southern Europe, Norway,
    Eastern Europe, Balkans, Switzerland (if not neutral) and Spain (if not neutral).

    Isn’t that the first round?  Or is this saying, when the game is over, if you have control of those territories, you win?  What is the point of that, if the game is already over…?

    LOL ….no that’s not it. You have to satisfy the ACTUAL war conditions as well PLUS these. I suppose it says this somewhere. The idea is to allow the possibility of say one axis player to win its own war, while its partner may actually lose the game, so basically you no longer win as a team and can win individually.

    Historically the war was 4 sides: Germany ,Soviet Union, UK/ USA and Japan and the only thing in common was destroying the common enemy. each group had its own design in the post war. It was entirely possible for the axis to have Germany win its war with Russia and USA to wipe the floor with Japan. This rule allows 1st, 2nd , 3rd etc. place results.


  • Tekkyy : please make this clear in the 1939 file. I notice its not explained how these work. lets discuss.


  • Tekkyy? where are you? wake up.


  • @Imperious:

    http://www.axisandallies.org/forums/index.php?topic=12105.0

    oh
    thought we were talking about grammar fixes

    anyway that list is a list of issues and needed clarifications
    first item

    1. issues on terrain benefits and how they effect naval invasions.

    its going to be difficult for me to track down the posts of the related discussion

    prioritise and bring up one issue at a time
    post the question again or link a post

    @Imperious:

    Tekkyy : please make this clear in the 1939 file. I notice its not explained how these work. lets discuss.

    ah yes the national victory
    they are just used for assessment rather than ending a game
    (ending a game follows non-optional portion of AARHE rules)
    just because Japan reaches its goals, it doesn’t make the war in Europe ends

    anyway I don’t have the time to maintain the 1939 file
    its a doc file
    just edit it
    and email it to me and I put it on my webspace


  • Hurray Tekkyy is here!!! finally man glad to see you back!

    http://www.axisandallies.org/forums/index.php?topic=12105.0
    oh
    thought we were talking about grammar fixes

    anyway that list is a list of issues and needed clarifications
    first item
    Quote

    1. issues on terrain benefits and how they effect naval invasions.
      its going to be difficult for me to track down the posts of the related discussion

    prioritise and bring up one issue at a time
    post the question again or link a post

    Quote from: Imperious Leader on October 06, 2008, 10:05:13 pm
    Tekkyy : please make this clear in the 1939 file. I notice its not explained how these work. lets discuss.
    ah yes the national victory
    they are just used for assessment rather than ending a game
    (ending a game follows non-optional portion of AARHE rules)
    just because Japan reaches its goals, it doesn’t make the war in Europe ends

    AS you can see some of these need work. They are too easy for say Germany to get them done. They have no viability if they are just useless ideas that have no effect on victory. Perhaps we should tweek them as alternative victory conditions or provide IPC bonus for occupation like AA50 does.

    anyway I don’t have the time to maintain the 1939 file
    its a doc file
    just edit it
    and email it to me and I put it on my webspace

    I can do this, but the problems are with the 4.0 and not the 1939 file.


  • also their is a thread specifically dealing with the list of issues to be fixed for 4.0.

    http://www.axisandallies.org/forums/index.php?topic=12105.0

    lets get these done first.


  • AS you can see some of these need work. They are too easy for say Germany to get them done.

    too easy?
    besides Seize Mideast Oil all of them are like end game situations and can’t be achieved early game

    They have no viability if they are just useless ideas that have no effect on victory.

    national victory conditions are a guage of national success

    how else do you want to use them?
    should war in Europe end when war in Asia is won by Japan

    its a complex combination of team, national, city, income victory condtions, and also limited-turns game
    depends what you want

    I can do this, but the problems are with the 4.0 and not the 1939 file.

    my comment was regarding changes to 1939 that you would like

    http://www.axisandallies.org/forums/index.php?topic=12105.0

    ah, yes
    thats also what I quoted in my last post

    those are not grammar/wording changes or specific adjustments that I can just go to do
    and my reply was bring up one item as a time, discussing them in the existing thread if discussion started already


  • Quote
    AS you can see some of these need work. They are too easy for say Germany to get them done.
    too easy?
    besides Seize Mideast Oil all of them are like end game situations and can’t be achieved early game

    They are easier to achieve than the normal VC. I don’t see the value in them because we have victory conditions, and these most likely would be easy to also achieve if your close to victory. I would at least add some text to how they are played to make them relevant to 4.0

    Quote
    They have no viability if they are just useless ideas that have no effect on victory.
    national victory conditions are a gauge of national success

    yes but if they have no formal duty, they are just fluff

    how else do you want to use them?
    should war in Europe end when war in Asia is won by Japan

    Yes that was the idea with them originally, it should be possible for one axis nation to win and the other to fail, so partnerships dont need to take place to the extent they do under our current VC. THAT was the entire point of historical victory conditions. I feel we need to make a batter effort to tie this together to give it vitality and drive this point home.

    those are not grammar/wording changes or specific adjustments that I can just go to do
    and my reply was bring up one item as a time, discussing them in the existing thread if discussion started already

    yes lets begin this… pick one at a time. Old salty and Biergaden brought these up


  • @Imperious:

    They are easier to achieve than the normal VC. I don’t see the value in them because we have victory conditions, and these most likely would be easy to also achieve if your close to victory.

    Japan can do well and win for the Axis while Germany finishes the game without achieving enough of the national victory conditions

    yes but if they have no formal duty, they are just fluff

    they do have a duty
    if you don’t achieve them, you lost “nationally”

    Yes that was the idea with them originally, it should be possible for one axis nation to win and the other to fail

    to me once you considered all the possible combinations, you realise its not easy to define how to end the game
    Germany could be in a good shape
    but because Japan achieves their conditions the game ends and Germany loses
    doesn’t seem right

    the quick fix would be to make national victory conditions the 4th game mode
    that way you don’t have to worry about how it tanggles up with the city, IPC, etc game modes

    so partnerships dont need to take place to the extent they do under our current VC. THAT was the entire point of historical victory conditions. I feel we need to make a batter effort to tie this together to give it vitality and drive this point home.

    yeah, we can use national victory conditions as the 4th separate game mode


  • yeah, we can use national victory conditions as the 4th separate game mode

    well then lets add some text to explain what these conditions are about. Its very vague as written.


  • Tekkyy so whats next on the agenda?


  • oh yeah I just realise we don’t have to add 4th game mode
    its already there under Historical Victory

    currently Victory Condition is

    _Victory is achieved if victory conditions are maintained for one full game round. Three game modes are possible.

    Victory City: Axis wins if they control 45 VCP (Victory City Points). Allies win if they control 55 VCP. Each victory city has a VCP value.

    Historical Victory: The first nation that achieves it ranks first, with other nations ranking second and third accordingly. A list of historical victory conditions is found at the appendix.

    Economic Victory: Both teams bid the number of rounds that they want the game to last. The team that bids the higher number of turns plays Axis. The team controlling the majority of territory IPC at the end wins the game._

    so I’ll change Historical Victory to this?

    National Victory: Three national goals are selected randomly. The first nation to achieve the goals wins. A list of national victory conditions are found at the appendix[page blah].


  • perhaps we should turn the Historical victory conditions into IPC bonus of X IPC a turn that they are achieved, like in the new AA50 game?


  • um you saying you don’t want historical victory anymore?

    (just after we have AA50, with the same style historical conditions…)

    “IPC bonus of X IPC a turn” is just the individual economic victory in classic no?


  • Its pattern is similar to AA50. Look at the national objectives. They are basically a rip off of our idea for historical victory conditions except it rewards players with IPC, we don’t, we just say they won another aspect of our game, but it has no weight to a player other than a title of 1st or 2nd place.

    Since we actually came up with these ideas, we also take back “borrow” an idea from AA50.

    Lets assign our Historical victory as IPC. You decide how much. Look at the ones for AA50 in the fact sheet.


  • @Imperious:

    Lets assign our Historical victory as IPC. You decide how much. Look at the ones for AA50 in the fact sheet.

    so its going to be a free-for-all game mode?
    instead of historical conditions, its just IPC level?


  • Its a bonus for achieving historical conditions for conquest/liberation. Each one you take pays you a bonus, so when its clear your winning the game ends sooner because you got paid extra money and can now buy more stuff… Its just an optional rule anyway. The Historical conditions make have to be tweeked for 39 due to the new territories.

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