Axis & Allies. gotta be soem oldschool fans here
by Charles D'Arienzo · in General Discussion · 05/30/2001 (7:55 am) · 8 replies
there has got to be some fans here and im talking about the table top game. not the crappy pc game.
im rewriting the rules and putting the map on hex paper.
i have a bunch of new rules and units and its well ballenced.
if you have any rule ideas post em here. we will playtest em all.
some of the new rules we are adding to change it up are:
-the game begins in 1939. not 1942 like the boxed game.
-china is its own nation to be played
-majeno line (sp) is present. this means germany can attack through the line but french infantry defend at 3 now instead of 2 or germany can go through denmark like they really did but that takes an extra turn to get to france.
-tanks and infantry move at 1 hex per round. suddenly russia is HUGE now as are the oceans. this means you'll be defending and attacking cities now. not terrotories.
-Rail lines from cities to cities (and we are taking into account that russian rails are several inches wider than the rails were in germany
-IPC's are not done by territory but by hexes. the US east coast is 10 ipc's in A&A. now they have 10 hexes making it up and 1 hex = 1 ipc.
germany is made up of 5 hexes. 3 ipc's, 5, 4, and 2 empty ones.
-the technology game has been revamped. now, instead of throwing 5 ipc's at a technology and hoping you get a 6 to gain that technology you have to pick which tech you want and throw a little $ to that every round (funding the project through development)
-no more heavy bombers! now you have nukes!
-nations now have added tech units that were in development durring the war but never made it like the german radio guided bombs and the jap submarine aircraft carriers.
-aircraft move differently now. instead of a bomber being able to move 6 terrotories it moves 6 hexes every round for 4 rounds. this means they can be intercepted to and from the objective!
-new units. corvetts, corvett carriers, crusers and destroyers. for the land anti-tank guns (deff at 3/att at 3 vs tanks. deff at 1/att at 2 vse infantry. marines (get a bonus for beach landings)
- AAA now takes up their hex and the 6 around them. they are expensive as they arnt a single aaa emplacement but a line. they get one shot every time an aircraft group flys through one of their hexes.
-and we are thinking about this but havent decided.
battles are fought in 5 turnes only durring the summer months and 4 turnes only durring the winter months.
after the 5 turnes or so the rolling for the battle is ended. period. for one round of gameplay inwhich nations can bring in reinforcements.
hows it sound so far?
im rewriting the rules and putting the map on hex paper.
i have a bunch of new rules and units and its well ballenced.
if you have any rule ideas post em here. we will playtest em all.
some of the new rules we are adding to change it up are:
-the game begins in 1939. not 1942 like the boxed game.
-china is its own nation to be played
-majeno line (sp) is present. this means germany can attack through the line but french infantry defend at 3 now instead of 2 or germany can go through denmark like they really did but that takes an extra turn to get to france.
-tanks and infantry move at 1 hex per round. suddenly russia is HUGE now as are the oceans. this means you'll be defending and attacking cities now. not terrotories.
-Rail lines from cities to cities (and we are taking into account that russian rails are several inches wider than the rails were in germany
-IPC's are not done by territory but by hexes. the US east coast is 10 ipc's in A&A. now they have 10 hexes making it up and 1 hex = 1 ipc.
germany is made up of 5 hexes. 3 ipc's, 5, 4, and 2 empty ones.
-the technology game has been revamped. now, instead of throwing 5 ipc's at a technology and hoping you get a 6 to gain that technology you have to pick which tech you want and throw a little $ to that every round (funding the project through development)
-no more heavy bombers! now you have nukes!
-nations now have added tech units that were in development durring the war but never made it like the german radio guided bombs and the jap submarine aircraft carriers.
-aircraft move differently now. instead of a bomber being able to move 6 terrotories it moves 6 hexes every round for 4 rounds. this means they can be intercepted to and from the objective!
-new units. corvetts, corvett carriers, crusers and destroyers. for the land anti-tank guns (deff at 3/att at 3 vs tanks. deff at 1/att at 2 vse infantry. marines (get a bonus for beach landings)
- AAA now takes up their hex and the 6 around them. they are expensive as they arnt a single aaa emplacement but a line. they get one shot every time an aircraft group flys through one of their hexes.
-and we are thinking about this but havent decided.
battles are fought in 5 turnes only durring the summer months and 4 turnes only durring the winter months.
after the 5 turnes or so the rolling for the battle is ended. period. for one round of gameplay inwhich nations can bring in reinforcements.
hows it sound so far?
#2
--Rick
05/30/2001 (9:03 am)
Great classic game, I spent countless hours playing that with my brother as a kid.--Rick
#3
we will try it with both tank movement types. 1 hex and 2.
i personally would like something a little more complex.
tell me what you think about this.
no ipc's. no money infact.
the economics are taken care of by Oil, Iron, and Grain.
it takes so much iron to produce a unit. it takes so much oil and grain to move a unit.
each territory have an oil, iron, and grain rating.
you can buy and sell your excess oil, iron, and grain on the world market. selling moves the slider down making the oil, iron, or grain cheeper. buying oil, iron, or grain raises the cost on the world market.
imagin the value of the russian oilfields in the caucuses. imagin your japan with no natural resources of your own. oh boy that would make for some interesting games wouldent it?
05/30/2001 (9:29 am)
thanks and your so right Michael about the simplestic rules to the game that made it such a hit and cult classic.we will try it with both tank movement types. 1 hex and 2.
i personally would like something a little more complex.
tell me what you think about this.
no ipc's. no money infact.
the economics are taken care of by Oil, Iron, and Grain.
it takes so much iron to produce a unit. it takes so much oil and grain to move a unit.
each territory have an oil, iron, and grain rating.
you can buy and sell your excess oil, iron, and grain on the world market. selling moves the slider down making the oil, iron, or grain cheeper. buying oil, iron, or grain raises the cost on the world market.
imagin the value of the russian oilfields in the caucuses. imagin your japan with no natural resources of your own. oh boy that would make for some interesting games wouldent it?
#4
It occurred to me that you're making the oceans much bigger seems like a really good idea. One of the things I didn't like about A&A was the naval combat. You could have entire sub-game there.
I imagine you'll still need money though, especially to barter for resources and you'll probably want to have the nations start with some amount of money in addition to resources. Again, you'll have to be very careful about balance, since like you say, the Japanese would be low on the resource scale and would be at a disadvantage. You'll have to be sure to give them enough strengths in other areas to compensate.
05/30/2001 (10:37 am)
That reminds me of another game that had a "world market" for various resources -- I think it was called somthing like Supremacy. Pretty interesting idea. It occurred to me that you're making the oceans much bigger seems like a really good idea. One of the things I didn't like about A&A was the naval combat. You could have entire sub-game there.
I imagine you'll still need money though, especially to barter for resources and you'll probably want to have the nations start with some amount of money in addition to resources. Again, you'll have to be very careful about balance, since like you say, the Japanese would be low on the resource scale and would be at a disadvantage. You'll have to be sure to give them enough strengths in other areas to compensate.
#5
05/30/2001 (1:31 pm)
Supremacy was where i took the idea from. good call since i couldent remember the name of that game :)
#6
Hasbro has gone out of their way to destroy the budget game industry (by suing what seems like dozens of small development companies and publishers).
I would suggest that you tread lightly...
05/30/2001 (2:18 pm)
The only issue is that Hasbro owns the game and WILL sue you for even pretending to develop it, likely.Hasbro has gone out of their way to destroy the budget game industry (by suing what seems like dozens of small development companies and publishers).
I would suggest that you tread lightly...
#7
05/30/2001 (2:43 pm)
thanks for the concern but my buddies and i are making this for ourselfs only. something we can play over a few beers and such
#8
also, to get it printed up at kinkos in color it'll cost about $250 US so i think ill do it up in black and white for 4 dollers :D
06/04/2001 (9:10 am)
well, i just finished making the map and it looks really really nice. the problem is that its 3 feet by 6 feet. whoops! but its the only way to make europe playable without slaughtering the map like A&A did. also, to get it printed up at kinkos in color it'll cost about $250 US so i think ill do it up in black and white for 4 dollers :D
Torque Owner Michael Copley
The rules changes you propose make it a completely different WWII game I imagine. Are you sure this setup is balanced? It seems like the Axis would have a pretty hard time. Unless they start with a lot more units ( as would be the case historically ). Since you're making China a separate nation ( I'm guessing it includes the whole of the southeastern Asian continent ), are you going to make Italy its own nation also? Maybe too many nations is a bad idea. One of the greatest strengths of the board, I thought, was its simplicity. I don't know if I would slow the tanks down, they played an important part of blitzkrieg (sp?) warfare and generally move a lot faster than infantry.
The use of hexes sounds like a very good idea. I can't really imagine any PC turn based tactical/strategy war game using anything other than tiles or hexes since mobilization and timing are such crucial elements. These ideas could be workable as long as the rules don't get too complex ( thereby turning it into a really hardcore WWII ). Keep us posted on how it turns it.
Mike