those brits are incredible. where did you get the decals?
Posts made by thetruegriffin
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RE: Custom carriers from OOB's and painted pieces
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RE: Custom carriers from OOB's and painted pieces
i have to keep coming back and looking at those planes. makes me happy. Where did you get those brushes? was it a member here? or was there I site I could order them from?
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RE: Custom carriers from OOB's and painted pieces
ok, now you’re just showing off. :-P Outstanding job! I have to get some of those brushes because now I’m jealous that someone has that much detail on their pieces and I don’t. Haha. Thanks for sharing!
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RE: Custom carriers from OOB's and painted pieces
Love it! Great job guys. Keep em coming.
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RE: 2020 Master Players List Version 3.0
State: South Carolina
Screen Name: thetruegriffin
City/Region: Greenville
Games: A&A, World of Tanks (computer)
Notes: Mostly play 2004 Revised, but open to all versions. Need to know ahead of time to let the wife know I have plans so she doesn’t make any. -
RE: Submarine Question
sounds good. havent’ been able to dig out and check for myself. thanks.
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RE: Submarine Question
I’ve always read the rules that the subs’ opening salvo is similar to AA fire. You fire at the beginning of combat, but not every time. they essentially get one free shot (like AA guns) before the attacker rolls.
As stated before, if there is a destroyer present, this negates that special ability.
It also depends if you’re defending and submerged or not.
If you’re attacking and want to use your subs, they can’t be submerged. So they can be hit in return fire rolls. If you’re defending and submerged, you can opt to not include them in combat…but they don’t get to fire at all.
Additionally, I’ll double check, but I don’t ever remember the rules stating that subs can’t shoot down planes (most of them actually did have AA capability on the deck). Revised isn’t specific…but essentially it’s just dice roll versus dice rolls. In later versions it gets more specific into the abilities of each unit. If you want to play that way, fine. But it adds a lot more nuances (and length) to the game.
Again, if the sub is submerged, it doesn’t attack. it’s just spared from the combat. You can submerge subs and retreat them after the defender gets to fire back.
Again, if you want to get into the weeds of naval combat, that’s fine. But this version of the game isn’t meant to be a tabletop tactical battle. It’s a sheer strategic numbers aligned with probability styled game. I wouldn’t recommend getting to specific with newer players. If you have a close group who play often, go ahead and see how you like playing with those house rules. Cheers. -
RE: Allied Strategy
I also like capturing AA guns rather than building them like normal units. They are definitely more valuable in Revised. You can’t make too many, and you really have to think about moving them around (Revised) instead of just buying a bunch and grouping them with your units everywhere (G40)
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RE: Allied Strategy
Yeah, I want to play a board game…not be a reenactor. Definitely like how Revised starts you a certain way, but after the game starts it can really go anywhere. German aircraft carriers are fun, Russia building battleships makes me chuckle, and Building a US factory in China that keeps spitting out tanks is a great troll. If you take on the strategies adopted by the actual powers in WWII, you are optimized for success that way. But there’s enough freedom in Revised to break the norm and do something unexpected (Mass-producing a German Fleet in the Med).
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RE: Allied Strategy
I guess it’s the difference between re-discovering WW2 and examining alternate outcomes (Revised) versus just straight up reenacting WW2 (G40)
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RE: Allied Strategy
I actually don’t feel that Revised is too skewed to the Allies. like you said, it really depends who’s playing. if you have the best players playing Germany and Japan, they’re going to crush Russia, then bleed the UK and slowly hold off US until they can build an offence.
Again, I normally only play a few times a year. and most of those time’s i’m introducing/bringing players back to the game. so I haven’t actually had a chance to play against really experiences players. but I like the simplicity of Revised, and the overall balance. I like the idea of a bigger map, but that’s really the only suggestion. G40 sounds like there’s too many rules/nuances. Revised at it’s core is a slug fest. All the “suggested additional rules” are what eventually became the no-crap rules for G40. so I feel G40 you are pretty much tied to very specific actions if you want to be successful. Revised you can play around with strategies a lot more. Defiantly more forgiving gameplay for experimenting. And like my earlier posts, you can get more players in on it (again, a larger board would be nice) if you really wanted to. Was Not that hard to add players for French and Finland. China, ANZAC, and Italy are pretty easy additions too if you want more players.
I guess I like the wide “range fan” that Revised offers. at it’s core, it’s pretty simple. but there’s room to complicate it if you want. G40 just starts complicated/overly restricted. -
RE: New Website for Customizers
@R:
your pieces look great by the way
Thanks. just moved, so probably won’t be doing any more for about 2 months so I can get settled.
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RE: List your top five games. (in order)
I’m definitely a sucker for Strategy or WW2-themed stuff
1. World of Tanks
2. Axis and Allies
3. Star Wars Commander
4. War Thunder
5. Settlers of Catan -
RE: German factory in Norway
Or, if you’re feeling frisky, add another player…
Finland (Axis):
+Controls Norway (3 IPCs)- First player of every round (goes before Soviet Union)
- Starts with AAA, Industrial Center, 1 Tank, 1 Artillery, 3 Infantry, and 1 Fighter on territory. (Germany has no units in territory)
- Starts with 1 Destroyer and 1 Transport in North Sea (Germany has one less transport in North Sea)
- Starts with 10 IPCs, but only earns the value of its held territories after each turn (the 10 IPCs is enough for the player to decide if they want to start defensive or be more aggressive)
- Can attack any Allied ships
- Can reinforce and defend German or Japanese-held territories
- Cannot conduct Tech Research
- Only has a total of 4 National Marker Discs. � Can only take over 3 additional territories besides Finland (Norway Territory on 2004 Revised Board)
- Cannot Build Aircraft Carriers, Submarines, or Battleships
- Can only attack Allied land units in Soviet Territory or in conquered Axis territories (Cannot offensively attack UK or US starting territories)
Finland should be for you most-advanced player. � Essentially you play as a thorn in the side of the Soviet Union, or divert allied naval resources to counter its ability to rapidly reinforce Germany. � If Finland plays a good balance of defending the home front, but also supporting Germany, it becomes a respected enemy and the USSR would bode well to try to take it out of the game quickly. � Finland is fun because it’s not overpowered, but can be a huge asset to the Axis if played smartly. � Just like in WWII, Finland has enough to maintain its independence, but if it gets too aggressive, it quickly can spread itself too thin. � Conservative support of the Axis is the name of the game.
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RE: Specialed Units/Armies Ideas
Thanks! Glad you enjoyed them.
My current digital camera is crapping out. I made some more videos, but got frustrated with the quality. So I’ve decided to spare everyone poor focus and try to re-shoot my other army videos. I promise I’ll get them up eventually. I got the Germans, Japan, USA, UK, and even have some additions for my Soviets. I’ll probably work on getting those up during the holiday season since i’ll have more time off from work. -
RE: Allied Strategy
This is just a fun modification of the 2004 Revised edition. I’ve played several games like this. It’s pretty well balanced with 7 players. Pretty even split between if the Axis or the Allies win. Depends on the players, not the rules. The rules I tried to base in as much historical context as possible…while still keeping Finland and the Free French fun to play. If you have any questions about the rules, let me know and I can explain.
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RE: Allied Strategy
Free French (Allies):
- Turn occurs after Japan
- Starts with 1 Tank, 1 Infantry, and 1 Fighter in England
- 1 Tank, 1 Infantry in French West Africa
- 1 Infantry, 1 Artillery in French Equatorial Africa
- 1 Infantry in French Madagascar
- 1 Infantry, 1 Fighter in India
- Builds one land or air unit in England at the start of its turn until Paris is liberated
- Cannot collect income or research units until Paris is liberated
- Cannot build Naval units
- Must use Allies Transports to move units over sea (occurs during that Ally’s non-combat move)
The Free French are fun for being the fringe harassment for the Allies. You have limited land capability, so you have to think ahead. You’ll end up using a lot of fighters to harass axis territories prior to your allies launching the capturing attacks. Free French are a diamond in the rough. You can move your units to back-fill a defense after your allies use up their units in offenses. French Fighters end up being key to holding on to Moscow. USSR and French end up working pretty close. 1 or 2 Free French Fighters flying to help the USSR hold its capital is the balancing act for a potentially aggressive Finland Player.
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RE: Allied Strategy
Finland (Axis):
+Controls Norway (3 IPCs)- First player of every round (goes before Soviet Union)
- Starts with AAA, Industrial Center, 1 Tank, 1 Artillery, 3 Infantry, and 1 Fighter on territory. (Germany has no units in territory)
- Starts with 1 Destroyer and 1 Transport in North Sea (Germany has one less transport in North Sea)
- Starts with 10 IPCs, but only earns the value of its held territories after each turn (the 10 IPCs is enough for the player to decide if they want to start defensive or be more aggressive)
- Can attack any Allied ships
- Can reinforce and defend German or Japanese-held territories
- Cannot conduct Tech Research
- Only has a total of 4 National Marker Discs. Â Can only take over 3 additional territories besides Finland (Norway Territory on 2004 Revised Board)
- Cannot Build Aircraft Carriers, Submarines, or Battleships
- Can only attack Allied land units in Soviet Territory or in conquered Axis territories (Cannot offensively attack UK or US starting territories)
Finland should be for you most-advanced player. Â Essentially you play as a thorn in the side of the Soviet Union, or divert allied naval resources to counter its ability to rapidly reinforce Germany. Â If Finland plays a good balance of defending the home front, but also supporting Germany, it becomes a respected enemy and the USSR would bode well to try to take it out of the game quickly. Â Finland is fun because it’s not overpowered, but can be a huge asset to the Axis if played smartly. Â Just like in WWII, Finland has enough to maintain its independence, but if it gets too aggressive, it quickly can spread itself too thin. Â Conservative support of the Axis is the name of the game.
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