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    Posts made by 1Bean432

    • RE: [1914] Good house rule for round 1 fleet battle?

      Allow sea units to enter and exit land territories with a friendly port.

      ‘docked’ sea units on land participate in land battles as if they were normal units. They roll dice, and can be treated as casualties like any other unit. Docked sea units require an infantry you control to be present.

      This allows Germany to hide his navy, and threaten Britain from the safety of the Kiel harbor.

      You could also create a canal that requires the player to control either Kiel OR Denmark/Norway to move through SZ 10 to SZ 11.

      posted in House Rules
      1
      1Bean432
    • RE: Japan too Strong?

      @Freddy:

      Hey,
      I ordered Global War 1939 from HBG and I am completely happy with the board. The territories are big enough and am a huge fan of the additional territories to Russia and North Africa. The only gripe I have is that Japan is colored yellow instead of the more recognizable orange. Also the UK keeps changing colors but thats neither here nor there. Just to be fair I am using the D6 system that “Jeremy” from Field Marshal Games has created and the setup which he put a lot of work into.
      The setup is great! I love it… Thank you so much “Jeremy!”

      Having said all that: Is Japan too Strong?
      They make 40 IPCs a turn and can pretty much boss China around. The 20ipc Non-Aggression pact with Russia makes it so an invasion is unlikely from that area, and all the British and ANZAC forces can do is but pester the Japanese. Once the US gets in the war (only around turn 5-7) Japan (in our games) seems to make around 70 ipcs. They take all of China (+12) at least 2 of the DEI’s (+8) Hong Kong and French Indo-China (+6) and anything else they can grab. To my estimation that’s around 65 and 70. I can’t give you exact buys, but by then the Japanese can land around 10-12 guys in Asia, and can build a fleet to match the US. Any ideas on how to stop this, or (most likely) are we playing the game wrong?
      Any help would be help-ful  :-)
      Thanks, Freddy

      I’ve heard this is pretty common in 1939.

      IMO the best way to solve this is to split Japan into 2 different economies.

      One economy would use all of the IPCs in the Pacific, and the other would use all the IPCs on the mainland.

      posted in Global War
      1
      1Bean432
    • RE: Global 1943

      Things to give the Axis powers a chance.

      -Have 3 sides, Allies, Axis, And Russia.

      -Have certain National objectives for Russia and the allies which help each other.
      E.G, if Russia controls West Poland, then U.S.A can produce tanks @ 5.
      This means the Allies and Russia might hold up attacking Germany, in fear of giving the other side a to big of an advantage.

      -Exploit Russias lack of Siberian reserves.
      Remove Mongolia and give Japan a good incentive to attack Russia.

      -Japan should have around 65 IPCs.

      posted in House Rules
      1
      1Bean432
    • RE: 100 Years since the Act that Sparked the Great War

      Me and me buds are currently planning a 13 man Hearts of Iron 3 game this Sunday to celebrate.

      posted in Axis & Allies 1914
      1
      1Bean432
    • RE: National Objectives

      Why should NO’s only give IPCs? Or only be required to control a certain territory?

      -Germany:
      Immediately gain 1 submarine to mobilize if 2 Submarines have already been purchased this turn.

      Spain will become a Pro-Axis neutral if Germany controls London.

      Etc.

      posted in House Rules
      1
      1Bean432
    • RE: Which Soviet City?

      Moscow.

      The Russian capital acted as a major rail-road network, connecting the East front with Russia’s main industrial base in the Urals.

      Without Moscow, the Russian army would would have difficulties replacing equipment, and Russia’s superior industry would be rendered ineffective.

      posted in World War II History
      1
      1Bean432
    • RE: Europe 1939 map

      This is mine.

      Oh, and are we using the G40 rule set or are we making a new one?

      ADV Eruope Excel.pdf

      posted in Other Axis & Allies Variants
      1
      1Bean432
    • RE: Europe 1939 map

      @Pink:

      http://www.mediafire.com/view/wdc0r3cyiznaby2/A&A_Europe_1939_latest.jpeg
      This is based off the old Advanced A&A Europe map.  If anyone has any suggestions on territory names or anything, I would be grateful.

      Its a really nice map. Ill create a draft of setup charts in a bit.

      posted in Other Axis & Allies Variants
      1
      1Bean432
    • RE: NO's for 1942 second edition

      Instead of having basic +5 IPC NO’s for having X territory’s. Have unique ones like.

      Germany-
      Will gain rocket technology during their 6th, 7th, or 8th turn if they control Norway, but DO NOT control France.

      Russia-
      Gain 1 Infantry extra Infantry during the purchase phase for every 1 of these territorys you control: Ukraine, Belorussia, Poland.

      Britain-
      Every 2nd turn. Starting from turn 4. Britain may place 1 factory in any of the following territorys: East Australia, West Australia, East Canada, India, South Africa, Egypt.

      Japan-
      Gain 3 IPCs for every Carrier/Battleship you destroy.

      U.S.A-
      Gain 2 tech tokens per turn if they control: Alaska, Mexico, Brazil, and West Indies.

      posted in House Rules
      1
      1Bean432
    • RE: ?? Best way to take France ??

      Leaving Russia alive spells doom for the Central powers.

      Especially when you fail to achieve any other objective. Taking France as Germany is simply not doable, or viable. Attacking players need almost twice the amount of troops the defender has to defeat him.

      This is incredibly difficult to achieve against France, if not impossible without taking extreme measures.

      Besides, why attack France when you can attack Russia instead?

      posted in Axis & Allies 1914
      1
      1Bean432
    • RE: Alpha 3 rule question. Why can't Japan upgrade to a major IC in Kiangsu?

      @Soson:

      @Krieghund:

      It’s the same in Alpha 3 (as well as every other version of AA40) - original control is indicated by the emblem on the territory, not by who controls it at the beginning of the game.

      Thanks, I’m glad to know it is working as intended.  The computer game just shows color, so I’m not sure what you mean by emblem.  Maybe the cardboard game is different.

      Open up the territory tap and hover your mouse over a territory. If should give you information about the original owner of that territory.

      Do this to Kiangsu, you can see it is not an original Japanese territory, but an Chinese one.

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: Bid question

      You have it right.

      Player 1 bid for Allies X number of IPCs
      Player 2 bid for Allies X + 1 number of IPCs
      etc
      etc

      This continues until someone decides to let the other player play Allies, and get the bid.

      posted in Axis & Allies Spring 1942 Edition
      1
      1Bean432
    • RE: The Greater War: A Proper Map for A&A 1914

      @ossel:

      @1Bean432:

      Are we talking full-fledged rule changes or are we just changing the map around?

      This particular thread is devoted to SIMPLE map changes (moving a border here or there) in order to make the OOB map more accurate to the actual borders at the time. No rules changes.

      Alrighty.

      The size of Tunsia, Morroco, Gold coast, and Togoland should be increased.

      Angola should connect to Kamerun. I know its historically accurate the way it is now, but it just feels so strange to have two territorys so close to each other, but have to spend an entire turn in Belgian Congo.

      Munich border with Switzerland should be a bit more obvious.

      Another SZ that splits up SZ 17. This new SZ is connected to Sicily, Naples, Rome, Tuscany, Piedmont, Sardinia, SZ 16, and the other SZ 17. This new SZ houses all of the Italian navy.

      posted in Other Axis & Allies Variants
      1
      1Bean432
    • RE: Japan into Alaska on J1

      And what exactly. Would this accomplish?

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: The Greater War: A Proper Map for A&A 1914

      Are we talking full-fledged rule changes or are we just changing the map around?

      posted in Other Axis & Allies Variants
      1
      1Bean432
    • RE: Happy Birthday A&A 1914

      @Flashman:

      One other thought I’ve had on speeding up the game is to limit the number of attacks allowed per turn;

      Each CP gets 2 attacks, each of the Allies 1. To balance the UK can make 2 attacks but one must be in the Middle Eastern/African theatres. Maybe Russia gets 2 before America joins the war.

      CPs are not restricted geographically; e.g. Germany R1 can invade Belgium and Alsace, foregoing an attack on the Eastern Front.

      This could perhaps accomodate joint attacks, but each nation participating uses up one of their allowance.

      All powers should be allowed to make additional rounds of attack, at the price of having enemy units defend at + 1 for each additional round.

      This would solve the whole ‘1 infantry stopping the entire enemy army’ issue.

      posted in Axis & Allies 1914
      1
      1Bean432
    • RE: Changed turn sequence for Axis and Allies World War 1

      My thoughts are ‘this should be in the house rules section.’

      Anyway, its a nice house rule but its not anything unique.

      posted in House Rules
      1
      1Bean432
    • RE: Invading Russia

      Although it wasnt really ‘Russia’ back then.

      I’d pick Genghis Khan.

      posted in World War II History
      1
      1Bean432
    • RE: Your wildest strategies?

      Played a game where U.S.A did nothing but builds Aircraft carriers, transports, and troops.

      It wasnt until round 13 (When Russia, India, and China had all fallen) that America attacked…And conquered Berlin.

      posted in Axis & Allies Global 1940
      1
      1Bean432
    • RE: 1914 house rules, including Rail-roads, convoys, and colonial mobilization.

      My play group has just recently, which resulted in a land-slide victory for the Central powers, and the discovery of some rule flaws. Rules changed:

      Romania and Arabia now have different mobilisation objectives. (by Flashmans request)

      Italy and USA now have much more static entrances.

      Colonial mobilisation has been  limited. (Can only mobilise units equal to IPC value of that territory)

      Portugal can now be a colony.

      Neutral Greece’s entry is now more historic.

      Persia no longer has rail-roads. (Flashman)

      Given the British dominion a transport capacity of 3. (simple error)

      Colonies can only mobilise convoys under the same owner as the territory.

      ALL neutrals (including aliened) are now full neutrals. (they can only be mobilised at certain points in the game)

      Serbia now has 5 Infantry.

      Made it so powers don�t start with ‘convoys’. (Simple error)

      Railed in units now attack @ full strength. (players found it more fun this way)

      Feel free to suggest rule changes.

      posted in House Rules
      1
      1Bean432
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