:|
I lost London on G2 once, (and only once) but I had left just enough troops in to cost him the loss of all his aircraft and all but one tank. I retook it with the US on USA turn 2. Without his planes, he was unable to retake it on G3. I went on to win the game. :-D
He lost so much in troop costs that even my losses and my captured income didn’t make up for it. Oh, and he lost a sub getting through my Russian sub defending the English channel as well.
Best laid trap I ever set_! Right_. :-P
crazy Ivan
Posts made by Crazy Ivan
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RE: Hey, remember that time when….
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RE: Napoleonic Wars
:-o
Greetings IL,
This looks really good, when is it going to be sold?
I think that you should consider not naming the territories at all, rather, just name a major city in that territorial area, less problems that way with geography buffs. OBTW, I knew where those ships came from, they fit very well.
I have yet to look at the rules, but my first question is, what is the games average play time? About the same as AA / Risk?:roll: Crazy Ivan
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RE: Paratroopers
:lol:
I think evryone here is pretty close to the mark on how to handle paratroopers, but If I might suggest a streamlined version, this is what I have:
Take a bomber from the Russins in the old classic game, with fingernail clippers, remove the two outer engines, and clip off the rounded part of the wingtips. paint it a different color, say silver, or white, whatever. This is your universal air transport. everybody has use of this in the game, (removes the cost value debate). Now, on the turn you want to do a paradrop, pay 2 extra IPC to the bank during your purcase units phase for each paratroop unit you wish to deploy**, Maximum of two units per turn**.
Place your air taxi where you wish to embark your Paratroops, again, you can only transport a maximum of 2 infantry units.
During the combat movement phase move your air taxi to the drop zone, all troopers must deploy in only one territory.
Any flak encountered during the course of the flight may fire. For each time that a flak gets a hit, remove one of the paratroopers as a casualty. The air transport is irrelavant as it has neither attack nor defense, it is what it carries that is important, right?
Paratroops are elite, just ask any one of them. So, give them a 2 on attack and a 2 on defense as well, they earned it. :wink:
These units will be regular infantry in later turns, they revert to the normal attack and defense for infantry. This allows you to embark some new troopers from somewhere else next turn. 8-).I’ve only got one more thing to add to the paratroopers rule before I go,
and that is, when you drop your troopers, you have to yell,“GERONIMOOOO”!!!
Now get to sewing all those little parachutes for your brave little troopers.crazy Ivan :roll:
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RE: Axis and Allies Complete
:-D
I love it! Great work. I can’t wait to play on it. more turf and surf to conquer.
so this means I 'll need extra units right? You think three games worth of figures will be enough?
:roll: Crazy IvanAn axiom for game mechanix; if it ain’t broke, it don’t need fixin.
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RE: Unique rules
:-o
I have several house rules, trying to get someone to agree to play them is usuallly the hard part.
1. Armor can blitz into enemy territory in the non-combat phase, even if it causes a special," blitz combat phase"!
Armor that have left over movement after their combat movement only.
2." Combined Arms"; When there are Infantry+artillary+armor+air units combined in either attack or defense, all the units recieve a +1 in combat.
So, if you have only three armor, then only they and three of each other troop type gains this bonus, irregardless of how many other troop types there are.
3. Anti-Aircraft guns act as artillary too. Attack at a 3 and defend at a three. 88s’ were a bad ass gun.
+++++++++++++++++++++++++++++++ More later++++++++++++++++++++++++++++++++++++:roll:Crazy Ivan
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RE: Xeno Games's World at War (1939 version of A&A)
:-o
May I suggest a possible infantry change based on historic facts. Russians had more men, Germans had better equipment and training for their troops not to mention their skill at combined arms tactics. So, why not let the Russians have their cheap infantry buys while giving the Germans a bonus in attack strength, say 2 in attack and 2 in defense when combined with armor or air units, ( no need for Artillary). Now that is what I call an easy fix. Since the germans start out with more tanks and planes than thier opponents they will kick butt early. But when the allies start to build up their combined arms, Germany will be overwhelmed in numbers. So the axis better do a lot of damage real quick to win.
Should be more fun though.
If someone does play-test this in a game could they let me know how it worked out? Thanks.:roll: Crazy Ivan
If something doesn’t work right,
fix it!
I can’t help it, I’m left handed -
RE: Hex vs octagon
I’ve played many of the old Hexagon movement boardgames. My favorite is, “Russian Campaign”. For tactical movements. Such as; surrounds and zones of control.
Hexagons are the best way to go IMHO. But to use them on a Grand Strategic map such as AA and all it’s variants, it would just be unnessesary clutter. The territory spaces are not big enough to facilitate tactical manuvers.
:wink: But, side boards, with different types of terrain, some with beaches, an Island, Swamp and or Mountains with a hexagon grid could be employed for a tactical miniatures battle with the figures from a territorial battle. Sure, it would make for a much longer game, but if you’ve got the time, and you like miiature gaming, I say why not add a little more flavor to our beloved AA games. I suggest some simple basic miniatues rules, nothing too involved, but can allow players to get the feel of a real battle! Tanks wheeling into enemy flanks, artillary blasting away from across the board and defenders behind defensive bunkers, (bent cardboard). I’d love to write up the rules and play it.
Anybody interrested?
Crazy Ivan:wink:
Don’t waste energy by fighting over the same thing again and again. Save up your resources and then crush them once and for all. -
RE: Nominations for A&A Revised Strategies
:-o
Ok, here is a new strategy for the Allies;
But not new really, the Allies did it in WWII, (my dad told me, he was there. B-17 belly gunner).
Anyway, I see ( as they did) Great Britton is an unsinkable AC for bombers! So I buy a bomber for UK every round as well as one for the USA. And strat bomb the Nazi bastards to Hell. Sure I will be slowed up building my invaion fleets, but there will be far fewer troops to deal with when I do get there. PLUS, there will be less for the Germans to throw at the Soviet scum. Er, I mean our Dear Allies the Russian people.
Then when Germany falls, Oh ya, Japan is going to rue the day and the night too.
Now this is with no tech. But if tech is on, spend 10 IPC a turn until you get the dreaded "heavy bombers", this will end Germanys pain all the sooner.
Still, I reccomend getting the Germans out of Africa, and putting some sort of a threat for the Japanese to stay honest about in the Pacific, but I’ll let you figure out just how to accomplish that, geese, want me to do everything for ya?
Crazy Ivan :roll:Mankinds greatest achievements are usually a direct result of War. Too bad huh?
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RE: Fortress America and Conquest of the Empire
:-o
I have several copies of CotE. I got them to play miniatures with. Painted up and all the figures and paced them on multiple stands as cohorts.
The game was lacking special events, so we made up some cards. Gothic invasion- retreat all army units from Gaul, Vesuvius erupts- lose 1/2 units in southern Italy, Plauge in Athens- troops in Greece are decimated- lose 1/2 your force there. There were good cards too, like, Good harvest-gain 5 gold! Deplomacy- no one can attack you this turn, as long as you don’t attack anyone else.
It really livened up the game and cold put the brakes on someones steam-roller invasions. I liked it alot myself. I am tempted to get the newer version soon.
Played FA back in the 80s’ too, but didn’t like it as much as AA.
Shogun is a great multiplayer game due to the deplomacy. Had to paint those armies too.
Also had that Bucaneer game for awhile. Couldn’t get anyone to play it though, so I traded it for another CotE game, More cohorts!
Crazy IvanI think Julius Ceasar said it best; “Now were in for it!”
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RE: G1 fleet unification, how does UK respond?
:roll: Wow, really good thread here. Very entertaining too :-D
I too am looking for a good and resonobly inexpensive way to help the Baltic fleet survive a turn or two.
So, I bought a sub with my bid and placed it with my sub in the mid-Atlantic. Combined with my bomber and the fighter from Norway I attack the re-inforced British fleet west of England. Kill that Soviet sub and their transport too, most of the time anyway. On G1 I buy the destroyer in the Baltic and say come and get it to the Britts. :-P
I also buy a sub in the Med to block that pesky DD off of Egypt. The rest goes into Infantry and Artillary.
I also attack the Gibralter BB with my BB and 3 ftrs, and invade Gibralter. I don’t expext to take and hold Egypt anyway, so I leave it for G2, after I can bring more troops to Lybia. Now the Russians can’t block my med fleet from joining the baltic fleet, the British could, but it will cost them more than it would me and that is positive in any game. The Americans are forced to build more expensive capital ships, and the british have to rebuild their navy too. This really slows down the old Shuck-Shuck, buying Germany more time to build up against the Soviets. Not to mention, taking heat off of Japan should they have been contemplating a KJF strategy.
All for a bid buy of a sub. :-o
Well, it is something different anyway. :|
:roll: Crazy Ivan -
RE: Has anyone painted their pieces or know someone who has? Any pics..
:-o
Yes, my sons and I painted up two games worth of pieces of the classics set. And after looking at the Danish pieces, we did a much better job. We did get a few of those HO scale figures for specialty units, ( house rules) marines, mechanized infantry , artillary, and paratroops. But, I modified the bombers to trimotors for germans and twin engine for japan. Fingernail clippers work great for chopping off motors and trimming wing tips and tails. Don’t worrry about messing up, the Russians have exta that you can paint :wink:.
I even converted some transports to look like destroyers, ( the old DD ships). Each nationality has a different configuration.
I also did a few mods on the tanks, but there wasn’t an easy way to make tem look exactly right, so I painted their battle flags over the top of the turrents. Same with the ships. I am really proud of how well we painted up the fighters though, the Japanese fighters with dab paint almost disapear in FIC! All carrier planes have a light blue underbelly too.
The infantry are mounted on pennys, and sand was glued over the bases and painted light or dark browns, then we glued on a few specks of moss. the edge of the penny was then painted to match the nationality color. The figures look great on top of a stack of chips! And the penny keeps them upright, even after the table takes a heavy bump, ( that is why I put them on pennys).
Again, we painted up several as specialty units, Guards ,SS, Airborne, etc…
I know you requested pics, but I don’t have any closeups. So after I get done moving in the next couple of weeks I will shoot some and post them.
I also glued two each of the 5 different nationality markers on pennys for the National Production chart. The chart itself I trimmed to fit the lower right corner of the gameboard and glued it on. The battle board, which rarely gets used, still floats around loose, but I did contemplate gluing to the inside of the top of the box, may yet.I have yet to purchase a revised edition game or any of the other AA games, though I have played them at tourneyments. I just don’t have the time to do all that painting right now. My boys have grown up and moved away, and my new wife keeps me busy with other things. Perhaps soon though I will bite the bullet and get myself the revised game.
Now where did I store those paints? :roll: -
RE: What percentage is luck involved in a games outcome?
:-o
This thread has been very edjucational, witty and sometimes boring, ( I laughed and I went to sleep).
What I got out of the original Query was this; In my opinion, what % of games I played do I think the die results were the determining factor as to the outcome of the game. Because I can only view this from one viewpoint; Mine :roll:
So, my gut feeling was about 70% of the time, when I felt I was playing those of rather equal experience, and sharing comparitively the same statregy concepts.
Luck builds on itself. A little here a little more there, and if it is good to one player more than the other, it will decide the outcome.
But we play on, hoping it will smile on us again, and we can be the master once more :wink:
All in all, we don’t rely on the luck as much as try to learn to be better players, introduce a new winning strategy and all the AA world will beat a path to your gameboard and try to counter it.
Play on my gaming friends, damn the luck, cause if it wasn’t for bad luck, I wouldn’t have any at all :cry: or; my strategies suck :|
I look forward to meeting some of you in the gameroom,
Crazy Ivan
By the way, can anyone tell me how to get there from here? -
RE: LHTR: Larry Harris Tournament Rules
:-o
I’ve played over 80 online revised games in the past year, and games at 9 VC win can take from 6 to 16 turns, ( with a standard bid of 9 IPC for the Axis).
My game results are about 52% wins with the Axis being victorious slightly more than my allies. In the game ladder I play in we play two games per opponent, one as the allies and the other game as the axis.
:roll: -
RE: Liquidation start for the axis
:roll:
USA…All the way?
What you are askng for is some sort of a gareteed stability, no surprises or chance of a good break for the player/s who really need one.
i like the unknown factor :-o.
Once again, it is a different game, with surprise attacks and sudden death in every round of play.
Crazy IvanThe only certain thing in life is:
The die rolls are usually crappy when you really need them to be really great. -
RE: Liquidation start for the axis
Yes IL,
It can lead to something like UK going last in one round and first in the next round; ie: a double impluse before anyone else can move. As I said, this is a totally different game now.
But, if you are getting somewhat bored with the same old thing, and want to try something new, ( in the WWII venue) then this is a very economical way to do it.
So give it a try and then tell me what you think about it.
I garentee sweaty palms and emotional highs and lows thriughout the game. Some games may be shorter than you are used to, but then you still may have time for a reset and play a new one.
This is a good solitare game as well as a multi-player. A free-for-all will also work, but I can’t garentee game balance, what with new alliances being formed and reformed throughout the game. should be fun though. and if you are not trying to have fun, you probibly shouldn’t be playing anyway, right.Another variant is to have all players place their rebuilds, turn over all the cards to show the order of play this round. Then in order of the cards each player does their combat moves, then roll their combat resolutions, followed by their non-combat moves once all combat has been resolved,
( non-combat can actually be done by all players at the same time to save time). Collect income, check for Victory conditions as usual before collecting the cards and continuing to the next round.
This takes some of the surprise out of the game, but allows for retreat from combat and reinforcing a combat if you are not one of the first players to have to move. Basicallly, you got good intel this round and can better react to your opponents opening moves better.
Placing your rebuilds first, allows you to better defend your factories/capitals prior to the combat rounds as well as have an ample reserve force.So, to recap;
It is a new game with the board and peices we love to push around.
It has new strategies to contemplate
It can feel like riding a roller coaster and playing AA at the same time
and, it is a cheap way to play a new game.
This is not you Daddy’s A and A.
Hope you enjoy it as much as we did.
:-o crazy Ivan -
RE: Liquidation start for the axis
Greetings :-o !
Here is a variant that I designed to spice up the game,(classic).
All players do their buys before the start of the turn, now place your buys at factories.
Now collect the Nationality charts and shuffle them upside down, (secretly), Yes, unknown order of play!Turn over the top card and that player starts their turn. When they are finished with their turn and have collected their income turn over the next card, and so on till all players have completed a round of play.
It is a totally new game, very fun and a lot more realistic in my opinion.
Crazy Ivan :roll: