Thanks for the feedback. Most of the rules for the game were crowd sourced from those actually playing an axis and allies style game. The game was never intended to be a historically accurate representation of the American civil war…as are the axis and allies WW2 games. They are themed games. You are welcome to try it out on Steam tabletop simulator if you have it before casting any kind of judgement. It really is a fun game that challenge players. If you want more historically accurate games, you’ll have to look elsewhere.
Posts made by EARMARK
-
RE: Axis and Allies Civil War Game
-
RE: Axis and Allies Civil War Game
@vodot Thanks! You can follow progress of this game on facebook forum for axis and allies if you’re already on it.
-
RE: Axis and Allies Civil War Game
@tincanofthesea
It is being playtested right now on Tabletop Simulator. Just getting started with that and I’m hoping its balanced well, but might need to make some adjustments. If you have TS, you can play if for free…it’s in the workshop. If all all goes well, I’m planning on printing up 50 games to sell. Facebook has a large axis and allies community called “axis and allies”. In the files section I have posted the map and rules. -
Axis and Allies Civil War Game
https://steamcommunity.com/sharedfiles/filedetails/?id=2744368678
Welcome to Total War 1861-1865! My goal is to create something new out of something we already know and love – Axis and Allies. Many have been looking for a Civil War era game that plays mechanically like Axis and Allies and feels and plays like a historically themed civil war game should. So here is my attempt at creating it! If you have been a player, most of the rules should seem pretty seamless and intuitive. There are a number of rule changes and additions to make play more interesting since there are fewer units to work with during this ear of warfare. I will make a list here for you to take note before diving into the rules. Much of it will seem the same and easily recognizable. Thanks to all those on social media who have made suggestions along the way. Like what you see? Buy me a coffee
New Units: Cavalry, fortifications, breastworks, garrisons, warships (sail), ironclads, schooners, and riverboats. See unit profiles for details.
Espionage: Spies perform infrastructure damage and steal currency.
Retreats: Defender may retreat on a successful die roll.
Assault/charge: Attacker may perform an all out charge on defender.
Amphibious assault: transports must be paired up with other ships to move, only infantry can assault occupied territories and don’t fire first round.
Cavalry raids
Sherman’s Total War: Attacks on infrastructure by all ground units.
Ports: Ports are safe havens for ships.
Possible Great Britain involvement.
Two hit Ironclads.
Several theaters of play from the Mississippi river to the eastern theater to the far west.
Pre-Combat roll table to add historical advantages and disadvantages.
First strike artillery bombardments.
Combine arms with artillery paired up with either infantry or cavalry
Fortifications and breastworks for defender. -
RE: Looking for Virtual Tabletop Players 1940 Global.
@barnee https://app.roll20.net/join/5690895/ZZ8x8Q
Here is an invite to the game. Currently playing right now but you can log in to take a look. I can go into detail later.
-
RE: Looking for Virtual Tabletop Players 1940 Global.
@barnee There is a dice roller that’s already in the system. You just drop and drag units. Very easy. I can send you an invite to roll20 if you want to check it out.
-
Looking for Virtual Tabletop Players 1940 Global.
Looking to play on a very easy interface on Roll20. I’ve created a almost as good in person game.
-
7.2 Questons…Things that have come up.
Couple of questions for anybody to answer that have come up during our game. Apologize for any repeats.
1. On the German first turn (Blitz), if Finland was activated on the first impulse, are they allowed to move on the second impulse?….or not until next turn?
2. The German navy is allowed to move twice on the first German turn through first and second impulse correct?
3. If Germany takes over Liverpool and downgrades the factory via attack, are they allowed to upgrade the UK factory back up to 10? Than seems to violate the rule of no new factories outside of Germany and minors. Is an upgrade considered a new build?
4. Not sure about pro-allied fleets…do you they have to stay next to home territory? Is that more of a house rule.