sweetchops27
@sweetchops27
Axis and Allies since age 7. Love this game.
Best posts made by sweetchops27
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North Quabbin Axis & Allies: Global 1940
Our group has been messing with the A & A rules moderately since 1992 and extensively since 2008. This game is a combination of axis and allies global 1940 as well as Historical board gaming’s Global War expansions and Amerika expansions.
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RE: North Quabbin Axis & Allies: Global 1940
@SS-GEN we had alot of action during yeaterdays game. !
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RE: North Quabbin Axis & Allies: Global 1940
Here are our objective cards for 1940. There are unfinished cards for the neutral powers and some of the minor allied powers that are not typed up at the moment.U.S.S.R. Objective Cards AA.pdf U.S.A. Objective Cards AA.pdf Japan Objective Cards AA.pdf Italy Objective Cards AA.pdf Germany Objective Cards AA.pdf France Objective Cards AA.pdf Finland and Minor Axis Objective Cards AA.pdf England Objective Cards AA.pdf China Objective Cards AA.pdf ANZAC Objectice Cards AA.pdf
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RE: Red Skull and Hydra
Idk about the red skull but historical board gaming sells jet pack troopers and some other fantasy ww2 peices in their expansions. Might be worth getting the wunderwaffe for hydra. Might be easier to by a 1/72 scale kit with a german commander in it and paint him with red skin.
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RE: [Anniversary] Nuclear Weapons
So the rules me and my crew have been using for the last 5 or 6 years have worked for us so far.
Atomic bombs are a two part tech: require both heavy bombers and atomic bomb its self. Its a time consuming and expensive proccess. Although it is not listed here we have contemplated adding resource requirment for radioactive materials. Listed bellow is how our text appears in weapons and development:*Enables nuclear Bombs. It costs 5 IPCs to build each atomic bomb. Must be loaded at an airfield aboard a Heavy Bomber. An atomic
bomb run can only be shot at by Anti aircraft fire. Each bomb may be used in one of 3 ways.- Infrastructure target: automatically destroy a grey infrastructure target of your choosing as well as roll a D-6 to decide
how many enemy units die. - Strategic Nuclear Bombing: roll a d-10 to decide IPC property value to be destroyed and a d-6 to decide how many
enemy units die. The property value will increase by 1 IPC per turn until it is returned to its starting value. - Naval Bombing: Automatically destroy your primary target, regardless of hit points; also roll a d-6 to decide how many
ships are destroyed. You may not damage ships.
(Explanations not in text)
.Bomb is destroyed from its single use
.no limit on bomb stockpile or building
.one bomb per heavy bomber
.loading a bomb consumes bomber movment for that round
.bombs can only be loaded at airfields
. a stategicly nuked territory can never deplete value below zero. Every following round its value will climb by 1ipc value per round until it reaches its original value - Infrastructure target: automatically destroy a grey infrastructure target of your choosing as well as roll a D-6 to decide
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North Quabbin Axis and Allies 1914 custom
1914 Axis and Allies Custom variant based on other threads, A&A, HBG Global 1914, and some historical documents. I initially used Tjoek’s A&A 1914 OOB as the underlying canvas but took suggestion i had been collecting since 2013 from these forums to build it out and modify the map. Playtested, great map; still working out some setup and unit kinks.
Full PDF of Map: https://www.mediafire.com/file/7f3jrb4z9b02q7e/AA1914+map.pdf/file
Tech Chart: Great War Tech Chart.pdf
Central and Allied Setup 1914.pdf
More to come…
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RE: The Bunker Rules
@GEN-MANSTEIN said in The Bunker Rules:
@sweetchops27 said in The Bunker Rules:
Our rule book is a living rule book. Our group changes wording or corrects mistakes at least twice a year. Also it borrows heavily from other gamers on these forums as well as HBG. Currently these are used for our custom map of global 1940 and our custom global 1941:
Specials of Neutral Powers (12).pdf
Specials of Minor Powers (12).pdf
Specials of Major Powers (12).pdf
Specials 1940 Rules.pdfSo how do u require theses in game? We have basically same thing but only 6 per country and roll for 2 to use for whole game.
This is what we use for now in a game starting turn 2.nice looking board. im not there yet but slowly getting their lol
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RE: North Quabbin Axis and Allies 1914 custom
The neutral setups prove to still need work. Also i am testing an updated tech chart. The chart worked better for my original map edits, with this one i needed to make some slight modifications. Major power setups available in edit above.
Great War Tech Chart mk iv.pdf still being tweaked
Latest posts made by sweetchops27
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RE: North Quabbin Axis and Allies 1914 custom
@Midwest-Doughboy so the naval base icons were replaced with peices which could be added through use of research and technology points. I do have a rulebook in the works however i keep getting sidetracked by other projects.
The technology list is the most key component to this game. Every nation gets points every round and must choose how to spend them. Re-usable items include coercing minor allies into the war as well as establishing new factories and naval bases.
Unit list were expanded, much in thanks to historical board gaming.
My rules for the russian revolution still need work as they feel entirely broken at the moment.
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RE: North Quabbin Axis and Allies 1914 custom
The neutral setups prove to still need work. Also i am testing an updated tech chart. The chart worked better for my original map edits, with this one i needed to make some slight modifications. Major power setups available in edit above.
Great War Tech Chart mk iv.pdf still being tweaked -
RE: North Quabbin Axis and Allies 1914 custom
@panzerfreak i know these guys printed my map and do odd and end sizes.
https://www.uprinting.com/large-format-posters-printing.htmlOne down side is even though the cost is cheap shipping was not.
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RE: North Quabbin Axis and Allies 1914 custom
@spitfire i found their files on thingiverse and used my 3d printer however i has seen people sell simular sculpts pre printed and painted advertized on fb axis and allies.
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RE: North Quabbin Axis and Allies 1914 custom
I printed mine to be 4 foot by 4 foot, i would not suggest going smaller.
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North Quabbin Axis and Allies 1914 custom
1914 Axis and Allies Custom variant based on other threads, A&A, HBG Global 1914, and some historical documents. I initially used Tjoek’s A&A 1914 OOB as the underlying canvas but took suggestion i had been collecting since 2013 from these forums to build it out and modify the map. Playtested, great map; still working out some setup and unit kinks.
Full PDF of Map: https://www.mediafire.com/file/7f3jrb4z9b02q7e/AA1914+map.pdf/file
Tech Chart: Great War Tech Chart.pdf
Central and Allied Setup 1914.pdf
More to come…
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RE: The Bunker Rules
@DocFav said in The Bunker Rules:
We’ve been playing with our house rules and they seem to be working OK. We’ve added some more stuff to it as well. Some I’ve taken from other posts here and tweaked. Some from our Double Blind game. Let me know what you think. TheBunkerRules.pdf
Honestly, I really like the great barrier reef for Australia. My ANZAC specials have always felt dry to me. Should make things interesting for an ambitious Japanese player!
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RE: The Bunker Rules
I made the table to fit the map. Map is 4 foot by 9 foot. Table is close to 4.5 x 10 foot. I still have more i want to do to the thing.
a video i made of one of our games last year:
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RE: The Bunker Rules
@GEN-MANSTEIN we have event cards, about 25 per nation. pick 3 initially then can burn one per turn and replace it if you dont like it. Mine dont look as colorful though.