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    Topics created by hengst

    • hengstH

      Tucson G40Mk6 (Advanced Global 40, full ruleset & setup sheets)

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      hengstH

      @all-encompassing-goose Please try to adapt it & let me know how it goes! I have it balanced for global interactions, mostly with regards to the British & Russians.

    • hengstH

      [G40] No New Industrial Complexes (Strategic Movement & Reasonable Industry)

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      @hengst yea i read through them again. Some cool ideas. The End Points are interesting. Kind of a Railroad type thing. For Land anyway.

      Got a couple other things going, but yea, gonna check it out some more :)

    • hengstH

      [G40] Hengst's "War Aims" Victory Conditions (Limited Objective Victory Tokens)

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      hengstH

      I love these rules. It makes the game insanely dynamic & cutting edge from the first turn to the last. Requires a more difficult starting setup for Japan (I’ll publish that eventually) & a joined UKP & ANZAC economy (aka the Pacific Commonwealth, or Cmm).

      Even so, give the US an extra 10 IPCs/round to keep up. Turns the game into a firefighting session for the Allies until the US comes in swinging.

      Definitely write the tokens down on blank cards!!

      APPENDIX 3: VICTORY TOKENS

      There exist eight sovereignty tokens and forty victory tokens: fifteen in the Pacific theater, fifteen in the European theater, and ten wildcard “global” tokens.

      A3.0.1 Sovereignty Tokens The Axis powers begin the game holding six of eight sovereignty tokens. The last two will be claimed after the fall of France. Note: Sovereignty tokens count for neither Axis bonus income nor Axis victory, but at least six must be held to win the game, and at least four to not lose. A3.0.2 Token Bonus Income During each Axis Collect Income phase, gain 1 extra IPC per held victory token. If, during an Allied turn, the Axis lose a token (victory or sovereignty), that Allied nation immediately receives a 3 IPC bonus. A3.0.3 Limited Objectives (War Aims) Only 12 victory tokens are in play at a time; the initial tokens are those indicated with a star on the card. These represent stated war aims in each theater. At the of the German and Japanese turns, the Axis may choose to substitute a token in play for another from the same deck (Global, Pacific, European), representing shifting goals during the course of the conflict. Note: Germany may not swap Pacific tokens nor may Japan European. Optional (Blitz Mode): Before the start of the game, the Axis players choose which tokens will be in play (select 5 European, 5 Pacific, and 2 Global) & permit no substitution thereafter. Optional (Secret Blitz): The same as above, but do not reveal the tokens selected. A3.0.4 Axis Victory Conditions To win as the Axis, you must hold six sovereignty tokens AND the same five theater-specific victory tokens for a full round. If these conditions are met, you must audibly inform all Allied players of such. If the conditions are still met (without the clock being reset) one round later, the Axis claim victory. Note: Global victory tokens count towards both theaters. A3.0.5 Allied Victory Conditions The Allies win if the Axis hold fewer than four sovereignty tokens for a full round. If these conditions are met, you must audibly inform all Axis players of such. If the conditions are still met (without the clock being reset) one round later, the Allies claim victory. Optional: If a turn limit is being used, the Allies win by default at the end of the last round. A3.1 SOVEREIGNTY TOKENS The Edo Token: Hold Tokyo. The Imperial Token: Hold Japan, Manchuria, & Korea. The Roman Token: Hold Rome. The Republican Token: Hold Northern Italy, Southern Italy, & Sicily. The Berliner Token: Hold Berlin. The Reich Token: Hold Western Germany, Germany, and Greater Southern Germany. The Parisan Token: Hold Paris. The Vichy Token: Hold Normandy/Bordeaux, France, and Southern France. A3.2 GLOBAL VICTORY TOKENS The Empire Token ★: Let there be no UKE or Cmm battleships on the map. The British Token ★: Hold the United Kingdom, Eire, and Scotland. The Bolshevik Token: Let there be no Soviet units on any originally-Soviet territories. The Maple Token: Hold any Canadian territory. The Panama Token: Hold Central America. The South America Token: Control one originally unaligned neutral territory in South America. The California Token: Have a battleship or aircraft carrier in SZ10. The Washington Token: Have a battleship or aircraft carrier in SZ101. The America Token: Take any one of the Western United States, the Central United States, or the Eastern United States. The Economy Token: Axis powers’ combined income (on the income tracker) is greater than 120 IPCs. A3.3 PACIFIC VICTORY TOKENS The Colonial Token ★: Control Jehol, Shantung, Kiangsu, & Anhwe; and let there be no more than 5 Chinese units in any territories adjacent to them. The China Token: Hold all originally-Chinese territories. The Coastal Token ★: Control SZs 6W, 19, 20, 36, & 37 & all territories touching them. The ABDACOM Token ★: Let there be no Allied CA, CVs, or BBs in SZs 37 & 41-45. The India Token: Hold Burma, India, and West India. The Island Token ★: Hold the Philippines, Guam, Wake Island, Midway, and all originally-Japanese islands. The North Pacific Token: There are no Allied surface warships and no Allied islands within two seazones of SZ 6W. The Honolulu Token: Own an ArmB in Hawaii. The Melanesian Token: Have at least one land unit on each of New Britain, the Solomons, and New Hebrides. The Sydney Token: Hold New S. Wales and let there be no Allied surface vessels in SZ 62. The Australia Token: Let there be no Allied land units on an Australian territory (W. Australia, N. Territory, S. Australia, Queensland, NSW, and Victoria). The North Front Token: Control Korea & Manchuria and let there be fewer than 6 Soviet land units adjacent to Japanese-held territories. The Siberian Token: Let there be no Russian infantry on originally-Mongolian or Russian territories on the Pacific board. The Dominance Token ★: Have at least twice as many capital ships (battleships and/or carriers) as the Allies on the Pacific board. The Expansion Token: Let Japan control 8 original (may not have been built since the start of the game) operational naval bases. A3.4 EUROPEAN VICTORY TOKENS The Atlantic Wall Token ★: Let there be no Allied units in continental Europe (excluding Russia) & have at least four land units on four of five: Normandy, Belgium, W. Germany, Denmark, and Norway. The Balkan Token ★: Have at least two infantry on each of Yugoslavia, Romania, Albania, Bulgaria, and Greece. The Norway Token: Germany can claim its Iron NO and has a transport in SZ 125. The Molotov Token ★: Let there be fewer than 2 Soviet units in any Soviet-controlled territory adjacent to German units. The Russia Token: Capture or disable any three originally-Soviet industrial complexes. The Kremlin Token: Control Moscow and three of the five territories adjacent to it. The Ural Token: Control Novosibirsk and from there, be able to trace a cooperating land route back to Berlin. The North Africa Token ★: Control Malta and let there be more Axis (not Vichy) ground units than Allied ground units in North Africa. The Mediterranean Token: Close either the Suez Canal or the Strait of Gibraltar, AND either (a) control all Mediterranean islands (Malta, Cyprus, and Crete, Corsica/Sardinia, and Sicily) or (b) let there be no Allied vessels in the Mediterranean. The Wolfpack Token ★: Have warships in each of SZ 117, 118, 107, and 108. The Blockade Token: Have a surface warship in SZ 109. The Kriegsmarine/Regia Marina Token: Have any 3 battleships or aircraft carriers not in either the Baltic Sea or the Mediterranean. The Iberia Token: Hold Portugal, Spain, and Gibraltar. The Scandinavia Token: Control the Baltic and every territory adjacent to it. The Ottoman Token: Control the Black Sea and every territory adjacent to it.
    • hengstH

      [G40] Hengst's Dynamic Neutrals & Bid Bribery

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      hengstH

      Unplaytested. Use at your own risk if you’re really really bored with the OOB game. Adds way more time to setup than is probably worth it.

      1.1 Neutral Bribing
      Three neutral nations are bribable: Sweden, Turkey, and Argentina (begins pro-Axis). At the start of its turn (before purchasing units), Germany may initiate a bribery bid. The US, UK, German, and Italian nations will secretly write down their bid for each of the three nations and then reveal them. If, for any one nation, one side outbids the other by 10 IPCs or more, they have won the bribe, and that nation will change allegiances.

      If the bribed nation is neutral, it will become pro-Axis or pro-Allies, as appropiate. If the bribed nation is pro-briber, it will become either UK, US (if Argentina is somehow bribed by the Allies this much), German, or revert to being neutral, depending on whether it is already aligned with the bribing nation or not.

      All money bid must be paid to the bank.

      1.2 Dynamic Neutrals
      1.2.1 Europe
      Europe, highly-divided and buffeted by growing German territorial aggression, is disjointed. Lines have already been drawn, and every nation looks out for their citizens only. Some hope to remain neutral; others have already decided where their affections lie.

      Sweden (neutral, bribable): 4 Inf 2 Arty 3 Arm 2 AAA; MinIC; 1 DD (SZ 113) Switzerland (neutral): 6 Inf Bulgaria (pro-Axis): 4 Inf Eire (pro-Axis): 1 Inf Yugoslavia (pro-Allies): 5 Inf Greece (pro-Allies): 4 Inf

      1.2.2 Iberia
      Spain and Portugal, mutually suspicious and each already with close ties to the belligerents on the continent, do not want to go to war. However, if called to do so by their allies, they and their colonies will join the fight for Europe. Be aware: Francoist support is likely to swell in conquered France if Spain is brought into the conflict by Allied aggression.

      Fascist Spain (pro-Axis): Spain: 4 Inf 1 Arty 1 Arm 2 AAA 1 Fg; AirB, MinIC Rio De Oro: 1 Inf. Note: when determining how to convert units: Germans get 2 Inf, 1 Arm, 1 AAA, & the Fg. Italians get 2 Inf, 1 Arty, & 1 AAA & the Rio De Oro Inf. Portuguese Republic (pro-Allies): Portugal: 3 Inf 1 Arty; NavB; 1 DD (SZ 104) Angola, Mozambique: 1 Inf Portuguese Guiana: n/a If either nation is occupied or attacked, both will become respectively Axis and UKE. This is called triggering Iberian loyalties. If the Axis triggers Iberian loyalties, nothing special happens. If the Allies trigger Iberian loyalties, distribute 4 German Inf and 2 Italian Inf in Greater France (Axis player’s decision how).

      1.2.3 Middle East
      The Middle East is relatively passive and poorly armed, with the notable exception of the newly-republican Turkish nation, heir to the Ottoman Empire and resolved to stay neutral. Iraq and the large Persian Kingdom are open to a Germany hungry for their underdeveloped oil reserves and fearful of the Soviet Union to their North. The UK has strong ties to the Saudis, and in the case of Axis hostility in the area, may find an ally there if the Allies haven’t already alienated the Saudis by violating their neighbors’ sovereignty.

      Turkey (neutral): 6 Inf 2 Arty 1 Arm 1 Fg 2 AAA; NavB, AirB, MinIC; 2 DD (SZs 98, 100). Saudi Arabia (neutral): 2 Inf. Afghanistan (neutral): 3 Inf Iraq (pro-Axis): 2 Inf. Kingdom of Persia (pro-Axis): Persia: 2 Inf. NE Persia: 1 Inf. E Persia: n/a. Saudi Arabia will become pro-Allies if any adjacent territory is Axis and the Allies have never attacked any Middle East territory. Kingdom of Persia will become German if Allies attack any Middle East territory.

      1.2.4 South & Central America
      South and Central America is dominated by internal rivalries and the influence of the United States. Nevertheless, suspicion of the United States and affection for Fascism grows strong in the south of the continent. Argentina is overtly open to Axis influence, and Chile will become much the same if the US solidifies its ties to Brazil. Nevertheless, if the Axis obtains an actual foothold on the continent, adjacent nations are likely to seek Allied support against their neighbors.

      Venezuela (neutral): 2 Inf. Columbia (neutral): 1 Inf. Peru (neutral): 1 Inf. Bolivia (neutral): 1 Inf. Paraguay (neutral): 1 Inf. Chile (neutral): 3 Inf 1 Arty. Note: If neutral, Chile will become pro-Axis if Allies noncom into pro-Allies Brazil. Argentina (pro-Axis, bribable):
      4 Inf 2 Arty 1 AAA, NavB, MinIC, 1 DD (SZ 85) Brazil (pro-Allies): 3 Inf. If any South or Central American territory becomes Axis, all adjacent true neutrals become pro-Allies and Brazil becomes American. If any South American true neutral is attacked by the Allies, they all become pro-Axis and Argentina becomes German.

      1.2.5 Pacific
      Thailand, never conquered by European powers and determined to remain that way, wouldn’t mind grabbing some land from its neighbors.

      Siam (pro-Axis): 1 Inf
    • hengstH

      [G40] Minor (France, Italy)-first turn order

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      @hengst

      No thank you, thanks for the invite though! I’m very busy and your rules seem to take a while to learn (no offence), but I hope you find someone.

    • hengstH

      [G40] Hengst's Standard Rule Simplifications

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      @hengst said in [G40] Hengst's Standard Rule Simplifications:

      A bombardment may be declared at any time; it need not be in support of an amphibious assault.

      This is interesting. Do you think maybe BBs hit @2 and CAs 1 would be better for Bombard if no Amphib ? Regular 4 and 3 if the Marines going in ?

      Nice that you’re testing :)

    • hengstH

      [G40] Hengst's Slightly Scarier China

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      hengstH

      Howdy folks. I’ve got a series of simple house rules that add a little bit of historicity & complexity to the game’s political situation without requiring new pieces, trackers, loads of exceptions & things to remember, etc. They’re intended to each be a module drop-in addition to a set of rules. I’ve playtested these roughly 3-5 times each & am looking for additional feedback. I make no claims to uniqueness or creativity–these were constructed with LOTS of taking from the community & as such, I’m offering them back to the community.

      Here’s one of my favorite: Slightly Scarier China:

      China may place infantry on any originally Chinese territory which has no enemy land units on it. Only as many units may be placed in a territory as twice the IPC value of that territory. China never purchases Artillery, it is given by a modified Burma Road National Bonus: 3 IPCs & +1 Arty in Szechwan if Burma Road is open. Chinese units may go anywhere in China as well as:
      Korea, Burma, Shan State, Siam, French Indochina, and Hong Kong. They may never collect income from these additional territories, even if they control them.

      First of all, to clarify for everybody: the Chinese Coast is originally-Chinese! Japan just starts with it; read the rules.

      This is just like any of the million Chinese Guerilla rules out there. Japan’s got to keep an infantry on every territory or Chinese dudes pop up behind the lines. In practice, we found that to be actually too powerful for China, and made it impossible for Japan to hold any part of the continent for more than 5 turns if they wanted to adopt a Pacific strategy.

      While it was fun with an aggressive Japan, and accurately represented the way you had you throw money into China to make any minor progress (you’d be surprised how much Chinese guerilla placement slows you down after 2-3 turns, if you haven’t played with it yet), it didn’t represent well the other way the pendulum swung–it was too easy for China to seize the initiative & end the forever war.

      As a result, we’ve found that forcing China to distribute its builds hampers its ability to form doomstacks. Additionally, forcing offensive units to be shipped from the south really makes it hard for it to press the advantage in the north without Soviet help. We found this feels a lot better.

      One note: we typically play with a “Coiled Japan” setup that gives Kiangsi and Kwangsi to China & moves the Japanese units there further north, representing a few months earlier than the OOB setup. This also really slows Japanese progress & makes a J1/J2 closure of the Burma road impossible, ruling a classic Calcutta crush out entirely. If you don’t do this, I’d recommend removing a Japanese infantry from each of the coastal territories (not Manchuria or Korea).

      This rule pairs well with:

      200th Division (swap a Yunnan Inf for an irreplaceable Chinese tank) Gobi Wasteland (Kansu, Tsinghai, and Sikang have no economic value) Can’t Send Tanks Over the Desert (the border between west China & the USSR may only be traversed by aircraft and infantry)

      Overall, this is a big swing in the Allies’ favor, probably about 10-15 IPCs worth of bidding. The Gobi Wasteland rule might be required if the extra rounds of Burma income prove too much for your Japan player to overcome.

    • hengstH

      [G40] Hengst's Free France & Simple Vichy France

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      hengstH

      @hengst If this feels too strong for the Allies, move the SZ 96 cruiser & destroyer to SZ 81. Otherwise, it forces the UK to choose between prosecuting the war against Italy & liberating the Vichy boats. If they don’t turn them all Free French, they may have a serious issue on their hands on G2. Similarly, it forces Germany to decide: do I want to kill French ships or force the UK to make a play for them.

      After that, France will be a very minor yet present actor in the campaign for North Africa & eventually the retaking of Europe. If the UK ensure to liberate Syria, they may also fight in the defense of Cairo.

      I haven’t seen somebody gamble on a Vietnam play, but that is also possibly in the cards.

    • hengstH

      [G40] Hengst's Simple Allied (Cassibile) Italy

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      hengstH

      @hengst Just found Siredblood’s Italian Rule. Did not realize how similar it was. Holy moly.

    • hengstH

      [G40] Hengst's Simple Backup British Capitals

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      @hengst said in [G40] Hengst's Simple Backup British Capitals:

      a joint UK Pacific/ANZAC Economy,

      ah I didn’t read closely enough :)

    • hengstH

      Do the European allies enter the war against Japan if Japan attacks the us?

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      All Encompassing GooseA

      @panther I did not know this, thank you

    • hengstH

      Does the standard Taranto Raid involve 2 or 3 UK fighters?

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      @hengst

      This only works if there are only Italian aricraft scrambling. I usually use two fighters from the United Kingdom terirtory, and the fighter from Malta-the fighter from Girbraltar should be used along with the cruiser off of Girbraltar (it takes three submarines to have more than an 80% chance to kill it, my normal standard to win a battle, so the submarines are usually used for easier prey in the north, especially if Germany attacks the Soviet Union in the first turn, which will nessecitate one submarine in sea zone 125) to destroy the Italian navy off of Malta. If a German aircraft lands in Southern Italy, I usually will call of the attack, as there is a less than 80% chance to win. All of this assumes Germany invades the Soviet Union in the first turn.

    • hengstH

      Allied response if Taranto goes sideways & Ger threatens Sea Lion

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      @hengst

      Awesome that the Axis won! I have np advice, but I always love seeing game reports! Keep up the good work!

    • hengstH

      Grasshopper's 3E40 rules?

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      Hi all,

      Big fan of 3G40 & the improvements it introduces to a beloved game. Wondering if there exists a set of rule/setup changes required/recommended to play it in only the European theater, akin to the OOB E40 game.

      @Young-Grasshopper, if you haven’t already written those up, any off-the-cuff thoughts on what would be required to maintain game balance on half the board?

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