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    Chris_Henry

    @Chris_Henry

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    2024 '23 '22 '21 '20 '19 '18 '17

    Best posts made by Chris_Henry

    • New to Painting!

      Hey all!

      Been away from the forums for a little while, life seems to get in the way :)

      I’m getting that itch to finally paint my units, and am hoping for a bit of help here.

      Does anyone have any good painting tutorials/tips/etc.? I’m asking anything from the specific brand and colors of paint to use for each army/unit, to different techniques to getting this done!

      I’m hoping to get a lot painted. I’m talking all major powers, with some minor/neutral powers done too. Would love to have Canadian, South African, Greek, Finnish, etc. all looking awesome on the board. As well as desert, jungle, European, winter, etc. schemes for armies.

      I suppose of biggest concern would be getting the right colors! If anyone has any tips on any of this, all would be greatly appreciated!

      Thanks,

      Chris

      posted in Customizations
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      Chris_Henry
    • RE: A concept for an expansion

      @mrgoatcheese

      Interesting though. I’ve long thought about similar rules for minor nations. Have a sliding scale of who would join what alliance. It’s not unlike HBG’s expansion rule for diplomacy, I’ve just thought about this for a couple years haha.

      Yeah, have a scale, say 1-20. Strict neutrals start in the middle, others who may favor one side or the other start closer to who they favor (Romania, Bulgaria, Hungary closer to the Axis at 20; Netherlands, Greece, etc. closer to the Allies at 0). Different factors cause nations to slide one way or the other. Money lent, other neutrals being attacked, etc.

      What I thought would be fun was to do similar to what you’re discussing. Have one of the ways they slide be major battles. Let’s say Romania has joined the Axis. They can still slide back to neutral status if things go wrong. If the Romanian’s lose more than 8 units in a single battle, for example, that might be bad for morale on the home front, so they slide down one towards the neutral scale. Maybe the USSR gets closer to their border, it would slide down again, etc.

      Interesting, you say all units will cost the same in V3? I kind of liked that some countries had advantages over others in different costs.

      posted in Global War 1936
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      Chris_Henry
    • Vichy France - Global 1940

      Hey all,

      I’ve played AA for a long time and, as many others on here, find 1940 to be awesome. Most of our games almost always have consisted of my dad, brother, and myself over the years. The play is something that, I wouldn’t call predictable, but you of course don’t see as many different things happen with different/experienced players. While I usually win regardless of which side I am, that’s certainly more of a reason for a lack of diversity in players I am sure.

      Point being, we haven’t ever done a whole ton of HR’s, though they are something I’ve always wanted to do, though my dad is a bit hesitant on change in these games. As I’ve read posts here over time and see that the general consensus is that the Axis is too strong. While I would love to add HR’s to add Canada (and South Africa), Axis minors, paratroopers, etc., there is certainly a lot of balancing to take into consideration. While it may work for my own HR’s (because of that lack of difference in playing styles I pointed out), I’m trying to think of ways to try and evenly balance everyone’s games in this community at large. One thought I have on that is adding Vichy France rules.

      • When the France and Normandy/Bordeaux territories are overrun, the Vichy regime is set up. The territories of Southern France, Morocco, Algeria, Tunisia, Syria, and French Indo China become Vichy controlled, as well as the units on them and the naval forces in sea zone 93. The remaining French territories and units are considered Free French.

      • Vichy France gets it’s small income of 9 IPC’s to produce units in Southern France, while a Free French government is set up in London, using the remaining 4 IPC’s of French territory. Germany is still allowed to build units in Southern France, but the combined German/Vichy French forces can still not exceed the production amount (this is to allow Germany to build a navy in the Mediterranean still if they chose without having to build a minor in Yugoslavia if they don’t want to).

      • European Axis units are not allowed to enter Vichy French territories. They are only allowed to do so once an Allied invasion of North Africa happens (or we can just say once Allied units enter a Vichy French territory). Historically, the Vichy French government/cooperation with the Axis was very shaky, and Hitler did everything he could to make sure this wasn’t disrupted, for fear of the Vichy government turning on him. Mussolini wanted to take control of French North Africa, but Hitler would not allow it for fear of angering Vichy into war. It took a lot of diplomacy to get Vichy to agree to stage the Luftwaffe in Syria, which was only thwarted by a small, but difficult invasion by the Middle East Command.

      • The Japanese are still allowed to invade French Indo China as they normally are without any political repercussions. Historically, Japan was feeling pretty big about their Axis partners defeating France and wanted to get their share of the pie. They waltzed right into French Indo China and staged units there, essentially saying they had no choice as a defeated power to Japan’s ally Germany. This ended up a huge and important staging ground for Japanese units in the invasion of Malaya and Burma later on.

      • When the Allies attack, they roll a dice to see what the Vichy forces in that territory will do. On a role of 1-2 the Vichy forces will fight the Allied landing. On a 3-6 they refuse to fight and join the Allied side (this can be change to 1-3, and 4-6 if the odds don’t seem fair). Historically, neither side had much of an idea how Vichy units would react when Operation Torch (the American invasion of North Africa) commenced. Some were certain the French army would refuse to fight, but the French Navy was seen as more sympathetic to the Axis cause. Each time the Allies move into a Vichy territory this same sequence is done.

      • After the Allied landings the Axis are free to move in as they please, though it will be an act of war against the Vichy government and would have to fight as they normally would against them. So the Axis has the choice of hoping the Vichy units will stay on their side and fight the Allies, or chose to not risk it and attack to keep the ground.

      I feel that this generally will not help the Axis, and potentially balances out a bit. Germany and Italy loose out on the potential money of the Vichy French territories. Even though they don’t need to risk the units to kill the French, thus preserving some forces, they also don’t get that money and also don’t know for certain what the Vichy units will do once the Allies invade. They also won’t have the same kind of defenses set up to stop a Torch invasion because of it.

      This also allows the extra 4 IPC’s of French money to be put to use for the Allies under the Free French government, instead of wasting in purgatory waiting for the Axis to take them or Paris to be liberated.

      I understand this takes away an Italian NO in not allowing them to take control of the French North African territories. This either further balances the game against the Axis, or another NO can be featured for them. Perhaps +5 IPC’s for the Axis holding Malta, Crete, and Cyprus.

      Again, I’m more just spouting ideas out to see if anyone thinks this will help with balance. Too much in favor of the Allies? Just trying to think of ways to not have to include a bid. Please let me know what you think, I’d love to see. Brutal honesty is appreciated if you just hate the idea.

      Happy Gaming,

      Chris

      posted in House Rules
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      Chris_Henry
    • RE: Carpet Bombing

      When it comes to planes in this game, I tend to want to lean more towards a bit more historical realism. By that I mean, high level bombing/carpet bombing in WW2 was, by and large, extremely ineffective. And I don’t think should be amplified in game.

      Yes, I’m sure everyone can hunt and pick some select instances of successful high level bombing against military formations (as opposed to stagnant facilities/cities). But overall, this was an extremely low efficiency attack. There’s a reason dive bombers/tactical bombers came into existence and heavy use in WW2. For example, I believe at Midway and the Coral Sea, B-17’s were found to have hit 1% of their targets. They were quickly considered not very suitable for that type of warfare.

      The problem with high level bombing against targets like this is/was because the targets move. It was extremely hard to actually hit a moving target from the altitudes these heavier bombers were flying at. Hell, it was really hard for them to hit facilities/cities as well from that high even, and they weren’t even moving! The wind that high up comes in to play as well.

      I personally struggle to even allow heavy bombers to carpet bomb units in game, if I’m being honest. I know from a game-play perspective it’s more fun to give them more options, but in historical context, it was not the overall norm for a heavy bomber to try and target units as opposed to buildings. Again, I know there’s individual circumstances where this happened. But in the grand scheme of the war on a game of this scale, I struggle to see how that can be shown in game with how little effectiveness it actually had!

      To me, having Tactical bombers have target select already simulates pretty perfectly the abilities of planes to hit specific targets, but that might just be me! I think allowing medium bombers something like this maybe would make more sense, but not anything larger than that!

      posted in Global War 1936
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      Chris_Henry
    • RE: Terrain movement restrictions

      @captainnapalm I guess to me this is the rule:

      “Movement: All land units (except cavalry) have their movement reduced to 1 when subject to Mountain rules.”

      That part of the movement section just says that it happens during movement, period, and doesn’t specify during combat movement. The sentence after that is just expounding on the fact that blitzing is a specific thing of it’s own and couldn’t be allowed either, but as a part to the wider rule of the terrain rule that encompasses all type of movement, combat or non-combat.

      posted in Global War 1936
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      Chris_Henry
    • RE: Tought on diplomacy france, GB, poland and Germany

      @generalhandgrenade I’m simply pointing out it’s understandable how this question was asked. It’s nothing to take personal, as I’m not attacking anyone’s knowledge of the game or anything. It’s not a secret to players that the rule book has a lot of questions that arise from it with assumptions and ambiguities written in, and HBG has said multiple times they appreciate feedback to be able to clarify the rules (as is evidenced by a running 9-page errata). I’ve seen rules way more clear cut than this get clarification errata’s haha. I won’t argue the point anymore here, as my goal isn’t to make back and forth arguments. A question was asked, and it’s a pretty simple assumption to make that the OP isn’t the only one asking the question as they play. I’m frankly surprised a simple clarification suggestion has been met with this much hostility. I would think a clarification would be welcome for players and not met combatively, but I guess not.

      Anyways, on to other posts :)

      posted in Global War 1936
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      Chris_Henry
    • RE: Naval facilites

      @tank-nut Hey there!

      So, there’s a bit more to it than that. There’s probably a lot of parts of the game that are related, but I’ll try and keep confined.

      So in A&A, naval bases just increase movement. This has more than that.

      There’s 3 types of naval bases. 1) Port, 2) Dockyard, 3) Shipyard.

      1. Port.

      Ports grant an extra movement for ships just like A&A. But they also are used as supply paths for Lend Lease. In GW36 you can lend lease to other nations, but they have to go through ports/undamaged railways, etc. So port can be very important for shipping lend lease supplies/units. You can send $3 worth of money or units through a minor port, and $5 worth through a major port. You can place these anywhere that has an ocean border. Also, it’s only a major port that grants the movement bonus, not a minor.

      1. Dockyards

      Dockyards can do the same things as ports, except while a minor dockyard can only support $3 worth of lend lease, a major dockyard can support unlimited amounts of lead-lease material. Dockyards can also be used to repair capital ships. Same as above, only major dockyards give movement bonuses.

      1. Shipyards

      Shipyards can do all the same things as ports and dockyards. The difference here is that they can also produce ships, 1 non-capital ship per turn for a minor dockyard, and 5 ships of any type for a major dockyard. Major dockyards can only be build in your home country too, you can’t build them in overseas and/or conquered territories, etc. Same as above, only major shipyards give movement bonuses.

      Hope that helps! It’s a lot to keep in mind for sure!

      posted in Global War 1936
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      Chris_Henry
    • RE: Custom carriers from OOB's and painted pieces

      I’ve looked at these so many times over the last couple years. Just had to finally post and say how incredibly awed I am at your guys’ work. The detail done. The color schemes, everything. Just incredible.

      I’ve recently decided it’s high time I paint my own units. I’m going to be so incredibly happy with anything 10% as good as what you have here, so I can only fathom how you guys feel playing with these!

      posted in Customizations
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      Chris_Henry
    • RE: 💭 Discussion: 20th Anniversary Give Away

      Just wanted to come here and say congrats and a huge thank you to @djensen! You’ve done so much to keep this site going, and I think we all know and appreciate that!

      posted in Website/Forum Discussion
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      Chris_Henry
    • RE: Rumor about 1914 reprint?

      Just wanted to come here for an update. I just received my copy of the 1914 reprint this morning, and it looks fantastic. I’d signed up for the pre-order, but I think they’d initially given an August release date. So if I’m remembering correctly, they were ahead of the game there. Hopefully anyone who didn’t pre-order will get their games soon too! Came pretty well packaged, and everything looks great. I haven’t taken inventory yet, but the eye test makes me think there’s plenty of chips and German infantry (both key complaints from the original run, if I understood properly). Excited to get this one on the table to play!

      posted in News
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      Chris_Henry

    Latest posts made by Chris_Henry

    • RE: Naval facilites

      @tank-nut Hey there!

      So, there’s a bit more to it than that. There’s probably a lot of parts of the game that are related, but I’ll try and keep confined.

      So in A&A, naval bases just increase movement. This has more than that.

      There’s 3 types of naval bases. 1) Port, 2) Dockyard, 3) Shipyard.

      1. Port.

      Ports grant an extra movement for ships just like A&A. But they also are used as supply paths for Lend Lease. In GW36 you can lend lease to other nations, but they have to go through ports/undamaged railways, etc. So port can be very important for shipping lend lease supplies/units. You can send $3 worth of money or units through a minor port, and $5 worth through a major port. You can place these anywhere that has an ocean border. Also, it’s only a major port that grants the movement bonus, not a minor.

      1. Dockyards

      Dockyards can do the same things as ports, except while a minor dockyard can only support $3 worth of lend lease, a major dockyard can support unlimited amounts of lead-lease material. Dockyards can also be used to repair capital ships. Same as above, only major dockyards give movement bonuses.

      1. Shipyards

      Shipyards can do all the same things as ports and dockyards. The difference here is that they can also produce ships, 1 non-capital ship per turn for a minor dockyard, and 5 ships of any type for a major dockyard. Major dockyards can only be build in your home country too, you can’t build them in overseas and/or conquered territories, etc. Same as above, only major shipyards give movement bonuses.

      Hope that helps! It’s a lot to keep in mind for sure!

      posted in Global War 1936
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      Chris_Henry
    • RE: Version compatibility

      @tank-nut

      Hey there!

      So, I have the V3 map, I haven’t upgraded to V4 yet. But I do know that the V4 map differs in some ways from the V2 map. I can’t remember specifically all of the changes, but there’s more territories now. There’s an extra territory each in England and Japan I know for sure, for example. and I believe an added territory in Norway as well. So while not a ton of changes, there are some that I believe affect the initial setup. I’m sure you could tweak a bit though to make it work if needed. And of course there’s the added terrain features as you mention. Funny you mention not liking the jungle terrain, I specifically bought the V3 map at the time because I wanted the added terrain features!

      It’s been a couple years now, so I can’t remember our specifics, but I remember us using our V2 map and using the V3 rules and we just tweaked some set up and/or rules as needed to make it playable before we pulled the trigger on buying the V3 map.

      Hope that helps! And I hope you find some UK players!

      posted in Global War 1936
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      Chris_Henry
    • RE: V3 Turkey at War questions

      @meyott Hey there! I haven’t been able to bust the game out in a while, so I’m maybe a bit rusty here, but I believe these should answer your questions.

      1. When Greek Alignment happens would depend on at what point in the game Turkey is Aligned too. If the Axis win Influence over Greece before they’re at war with anyone, then Turkey would not be Aligned with the Axis just yet, and so Greece would not be able to become Aligned with the Allies right away. If the Axis was at war with the Allies, then Greece would become Allied Aligned immediately.

      There’s seemingly a bit of contradiction between the Turkey At War Expansion rules, and the Turkey Reference sheet though.

      • The Reference Sheet states that “If Turkey becomes Axis Aligned (i.e. its at war with the Same Major Power as Germany Japan or Italy), Greece will immediately become Allied Aligned”.

      • The Expansion rules at 1.5© and 1.6 state:

      “1.5© Declaration of War: Even if Turkey becomes Aligned to a Major Power an independent run Turkey is not forced to declare war and can remain neutral until it wishes to. Other nations can declare war on Turkey as per Global War Rules”;

      “1.6 Greece: If Turkey becomes Axis Aligned, Greece will immediately become Allied Aligned”.

      So to me, the Reference sheet is saying that Greece becomes Aligned with the Allies when Turkey is at war with the same Major power as the Axis, but the Expansion rules at 1.6 just say Greece becomes Allied Aligned the moment Turkey becomes Axis Aligned, seemingly regardless of Turkey’s belligerent status.

      I know that’s not me really answering the question, haha. We’ve played based on what the Expansion Rules say though and not the Reference sheet, meaning that once Turkey becomes Axis Aligned, Greece will become Allied Aligned, regardless of Turkish war status.

      1. Good point on Home Country here. I guess I’d refer to the rulebook for “Home Country”:

      “Each nation has a group of land zones that comprise their Home Country as defined on the National Reference Sheet. For a Minor Power the Home Country includes the primary nation but not its colonies, islands or conquered land zones”.

      posted in Global War 1936
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      Chris_Henry
    • RE: Amphibious Assault Questions

      @SuperbattleshipYamato Thanks for this!

      posted in Axis & Allies 1914
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      Chris_Henry
    • RE: Amphibious Assault Questions

      @Krieghund Thanks for that! I must have just overlooked in the rules. And yes, I do have the new rulebook from Renegade. Thanks again!

      posted in Axis & Allies 1914
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      Chris_Henry
    • RE: Vichy France Global 1940

      Not saying these are at all perfect, but I posted about some potential Vichy house rules for 1940 a while back as well! Just thought I’d share here in case it sparks anything for you as well or anything to go along with your own!

      I explain my thoughts in this post, but my hope was to avoid any massive deviations to the standard A&A game play. By that I mean, I didn’t want to go crazy adding or changing a ton of specific rules or anything that exist in the game already.

      https://www.axisandallies.org/forums/topic/26099/vichy-france-global-1940?_=1688593330283

      posted in House Rules
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      Chris_Henry
    • Amphibious Assault Questions

      Sorry if any of these have been asked and answered elsewhere (and also if these are obvious and I just missed in the rules), I didn’t notice any threads on this so thought I’d come here. I had a few clarifying questions on amphibious assaults I wouldn’t mind having cleared up!

      • For the artillery bombardment that gets to happen from defending artillery units on amphibiously assaulting units, is that on top of their regular defense, or in lieu of? So for example, if I have 2 artillery defending, do they get their 2 shots at the amphibiously assaulting units at the beginning of the phase, and then also their standard defensive roles as well? I wasn’t sure if the initial bombardment replaced the defensive roll entirely, almost serving like a first strike with subs in other A&A games.

      • Do fighters have any negative impacts when joining an amphibious assault? I know tanks don’t get their special attack ability when amphibiously assaulting, but I wasn’t sure if fighters had the same negative affect (i.e. do they help with aerial superiority and/or do they get strafing shots)? I had thought I’d read it in the rules, but when we ran into this in the game I couldn’t find it again. Quite possibly I was totally misremembering what I read, but thought I’d ask for clarification!

      • I’ll use the actual game example here for ease. The UK amphibiously assaulted Kiel. The naval base there of course allowed for the use of mines. After the initial attack, Kiel was contested. If on the UK’s next turn they want to send their transports back to London, pick up more troops, and land them in the contested zone of Kiel again, do the Germans get another round of mine attacks? I wasn’t sure if the territory being contested made this not possible.

      Thanks in advance!

      posted in Axis & Allies 1914
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      Chris_Henry
    • RE: Italy active on turn 1... What?

      Thanks guys! Yeah, haven’t gotten a chance to finish the game yet, but I’m definitely seeing spots where I could have done better as the CP already. I watched some of The Good Captains videos like you said, and I most definitely misplayed the CP navies right away at the very least!

      posted in Axis & Allies 1914
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      Chris_Henry
    • RE: Italy active on turn 1... What?

      @superbattleshipyamato Thanks, I’ll check those videos by him out!

      Yeah, I’d agree with you on the turn length in time, a year is probably about right. Goes to the point of waiting until turn three a bit late in my opinion if house ruling for historical accuracy.

      posted in Axis & Allies 1914
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      Chris_Henry
    • RE: Italy active on turn 1... What?

      Sorry for replying to an older thread here! I just got a copy of 1914 with the Renegade Studios release, and we started and almost finished our first game just yesterday.

      I’d first say I’ve really enjoyed the game! I’m a massive fan of the larger games (1940 and Global War), but it’s fun to have a game like this that can more or less be finished in a single day when there isn’t maybe time for the larger ones!

      I too was struck immediately by Italy being a belligerent nation from the beginning of the game. Unless I’ve misunderstood at times, the general consensus is that it’s awfully hard for the Central Powers to win I think? That could give credence to a small change with Italy as well. I know I typically don’t like to make massive changes to rules and setups, so a delayed entry by Italy could be very intriguing.

      I have a couple questions on your proposals though, and I’m curious how they’ve played out for you.

      1. My initial thought is that waiting until turn 3 for Italy to join the game is far too late. My largest reasoning for saying that is because the US enters on turn 4. If your reasoning is historical, I don’t think a single turn is fairly representing the two years in between Italy and the US joining the war historically, when the preceding 3 turns encompass less than a year between the historic start of the war and Italy joining. So my real question is, what about delaying Italy only a single turn? Does that present any real changes you think?

      2. My other big notice from what you said is not allowing Italy to purchase any units until such time as they enter the war. I get in some ways why this might be needed to avoid just having them be as strong as they might have otherwise. But how are you justifying allowing the USA to purchase units every turn until they join, while not allowing Italy to? Again, I mostly don’t like making too picky of nation-specific rules like that (i.e. if not allowing one neutral country to purchase units, then no neutral country should be allowed to purchase units, etc.).

      Curious on your thoughts! Still learning this one of course, so I’m super curious!

      posted in Axis & Allies 1914
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      Chris_Henry