Also slowly working on making my own pieces and designs for my new resin printer. I’m going to open up an online store for new pieces, boards, rules, and other items in the near future.
Axis & Allies Anniversary upgraded version
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Just putzin.
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A ton of options out there.
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Like the Bismark idea. As a matter of fact, the whole “event” type house rule is pretty sweet.
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Giving the Bismarck-class equivalency with the Yamato’s certainly isn’t accurate. And IMO cheapens an exclusive NA to Japan - if that is part of your game.
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No I don’t have either NA battleships for Germany or Japan. I was just playing around but if I did then I would differently get a Yamo card in game.
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Be like Bismarck takes 3 hits and Yamo A D +1 plus takes 3 hits
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@SS-GEN Ah, gotcha. That is reasonable.
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Well using the template the aesthetic of going outside the text boxes is really ugly. We need people to make alot more cards including alot more Italian ones and about a dozen minimum for each side in global 40. Im working on 1914 cards using that template. But please make them INSIDE THE TEXT BOX PLEASE.
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You talking to me IL ?
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Well in general no, but that Bismarck thing looks terrible’
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Happy happy happy. It was just a quick design and show. Not final or official.
Your chill pills are getting weak again. :relaxed: -
@SS-GEN I have found when posting artwork that people don’t what the word mock-up/rough/prototype/draft/… mean.
They think everything is final art or written in stone.:white_frowning_face:
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@Imperious-Leader said in Axis & Allies Anniversary upgraded version:
We need people to make alot more cards including alot more Italian ones and about a dozen minimum for each side in global 40.
12 is too much for most powers… You’ll end up with non sense “National Advantages”… Even more difficult for the Italians… ;)
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12 cards each would be good. But best to use up to four only to start with. ( This can be adjusted over time ) List the 12 cards on a chart 1-12 for each country.
At start of turn each country rolls 4 D12’s. The numbers you roll will match to the numbers on the chart you made. Then each country receives those 4 NA’s at start of game. In my game I only have 2 per country because Its going to also depend on the strength of the NA’s you have. Some of mine are just as good as having tech. You will need to adjust the strength of cards to in time.
Using these NA’s will spice up your game with nice small twists. I’ve been using them in my game now for 2 years.Here’s another designed card I made for my 3 Island group NO s in game. I’m not computer friendly and just need to figure out how to spread pic in top of card to have same size color around pic.
Easy IL ! -
I figured it out. Another card. Still needs a picture tweak. Anyway on my way now to pick up my 76 cards from printer. Will post pics later of them.
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@SS-GEN said in Axis & Allies Anniversary upgraded version:
12 cards each would be good.
What I mean is, take the Revised Edition for example…6 NAs for each power, and you already end up with Banzai Attacks and Non-Aggression Treaty to fill up the total…
“6. Banzai Attacks
When you begin an attack with only infantry, all those infantry attack on a 2. This also applies to any amphibious assault in which your attacking land units consist of only infantry.”How come this is a National Advantage…? Never ever was a story of success with these attacks…
The same for the Non-Aggression Treaty… 4 Infantry for free just like that…
Now imagine squeezing 12 NAs… you’ll end up with anything but NAs imo
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Well I do only have the 6 NA from Revised but tweaked. So your saying with Banzi attacks and 4 free Russian NAs should be in game as normal and not a NA and just add 2 more new ones ?
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@SS-GEN No, Im saying these are no NAs at all… Historically Banzai attacks were never successful… why give a 2 attack value to infantry?! My point is, you might get maybe 12 NAs for Germany but not for Japan or Russia for example without creating non sense NAs…
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But you have to even out cards for each country. They all should get 2-4 whether drawing or rolling for or what ever works for your game.
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@Dagon81 (et al), spitballing some Italian NA ideas:
Italian Alps
All Allied ground forces that invade Italy from France roll no dice for the first round of the subsequent combat there. They are still participants in the combat and may retreat at the end of the first round and be taken as casualties as normal.Industrial Latecomers
If you control Rome, during the ‘Collect Income’ phase of your turn you collect additional IPCs according to the below schedule:
Turn 1: +1 IPC
Turn 2: +2 IPC
Turn 3–> : +3 IPC‘Bassotto’ SPG/A
Your Artillery have M2 and may accompany Tanks on a blitz on a 1:1 basis.The Winter Line
The first time Italy is the target of an Allied amphibious invasion, place three German Infantry there for free before that combat is resolved.Bordeaux Sub Base:
If the Axis controlled both Rome and Paris at the start of your turn, during the ‘Mobilize Units’ phase of your turn you may choose one of the following:- Deploy 1 Sub in Sea Zone 7 at no cost, or
- Move all Italian Subs in Sea Zone 7 into France (they no longer occupy SZ 7), where they behave exactly like defenseless transports at sea. Return these Subs to SZ 7 at the start of your next turn.
Red Sea Flotilla
If there are no Allied units in Italian East Africa, during the ‘Purchase Units’ phase of your turn, you may roll a die for each enemy Transport and Destroyer in Sea Zone 57. On a roll of 1 or less, that unit is destroyed.Italian Civil War
If Italy is ever conquered by the allies, your unspent IPCs are discarded (do not give them to the conqueror).Eritrean Outpost
During the ‘Mobilize Units’ phase of your turn, you may always choose to place exactly one of your purchased Infantry units in Italian East Africa (no IC required), regardless of which power controls it.