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Game Variations

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Erik S
Posted Jul 31, 2009 10:16 PM
user 9748771
West Linn, OR
Post #: 6
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I used to have the world at war expansion for the original A&A. Has some interesting elements: France was a playble faction, as was China. If (when) she got knocked out of the war, her far east holding, were automatically turned over to Japan. Also had special units Waffen SS, Rangers, paratroopers, Cruisers and the AA guns could be used as anti-tank as well. Map was also changed too. Overall fun, but it had its drawbacks too.
Andrew
Posted Aug 8, 2009 12:21 AM
user 3078346
Sherwood, OR
Post #: 77
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I have the 3.2 version of this game too. (World at War by Xeno Games). I have never played it against anyone but it looks very interesting. smile

One day I would love to play it...
darren roberts
Posted Aug 10, 2009 10:27 AM
user 10134918
Portland, OR
Post #: 1
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I have the 3.2 version of this game too. (World at War by Xeno Games). I have never played it against anyone but it looks very interesting. smile

One day I would love to play it...

WORLD AT WAR IS INSANE!!! Ok 1.......2.......3.......and awaaaaay we go : Tiger tanks(HUGE), U-boat wolf dens with double-strength flack batteries, CONTINUOUS-fire on all flack batteries,conversion of flack to artillery AT WILL (fyi:this game was the first ever to introduce artillery), destroyers, PARATROOPERS dropped off by re-outfitted bombers, infantry production ANYWHERE with no IC!!, greatly varied individual unit costs from one power to the next, starting the war FROM THE BEGINNING(1939) and having the option to attack Poland/Africa/whoever first: YOU CONTROL YOUR FATE ENTIRELY!!

3 words....... IN-FREAKING-SANE !!

If anyone is willing to play this game please contact me ASAP !!
Erik S
Posted Oct 22, 2009 11:15 AM
user 9748771
West Linn, OR
Post #: 12
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Hey guys found some "house rules" for Attack on the geek. Dennis added some ideas to them as well. See what you guys think. I would like to try them out at the next attack game night (if people like them). Erik.


1. Factoring in the factories

I’ve got no problem with the current Factories technology, but there is another way that is equally fun to play. Instead of counting from the capital region, I treat Factories in the same manner as Oil technology. Every time a player researches Factories, they may put a factory marker on the board in any land region they control that doesn’t already contain a factory marker. With a BUILD action, a player may only place new units in regions that contain a factory. Because factories remain fixed in the land regions, they can also be captured by other players. You could make your own factory markers (using a file such as this: http://www.boardgameg..., or you could use other game components to represent the factories. Personally, I find that the hotels from Monopoly work splendidly!





2. The last shall be first



The rulebook states that once setup is complete, players should roll a die to see who becomes the first player for turn 1. Personally, I find that there is a bit of a disadvantage in being the last player during the setup phase, so to mitigate this somewhat, we have the player who was last to set up become the starting player for the first turn. (One of my fellow playtesters has also come up with an excellent method of balancing the setup phase: http://www.boardgameg....


3. Avoiding prematurely finishing



There’s nothing worse than a premature finish just when everyone is beginning to have fun. It ends up being awkward for all parties involved. I’ve played a game or two where a player did not properly protect his/her capital region and another player used a BLITZ action to suddenly take it over and end the game before turn 1 was even completed. Therefore, I have removed altogether the rule that states the game ends as soon as a player’s capital region is captured. Sure, this leaves open the possibility of the dreaded “player elimination” (we now say that a player is eliminated as soon as they have lost their last army unit), but my new factory rules make it easier to remain competitive even if they lose their capital. I also make it abundantly clear at the start of every game that players need to protect their capital against all possible attacks, or at the very least, to have enough production points to build a new factory if necessary, or enough army units on the board to capture one.



Here is what Dennis added:
I am ok with all these except the third one. On #3 I think if your capital is captured you should handover any unspent cash/oil certificates to the conquerer and you should not be able to perform the "Build" or "Research" actions or collect income at the end of the year until you recapture it (as you would not have a centralized government to organize these functions). You could still be able to do the other actions as an "insurgent force".My reasoning is as follows:
You can still "Move","Navigate","Transport"and "Blitz" as an insurgent forces still do this stuff. You can still "Negotiate" only with same type nations, as you have no cash (surrendered),because they are friendly to your cause.You can still "Burn" if you still control a oil reserve to sacrifice, as you have no oil certificates (surrendered).
My 4.5 cents

BTW: I think op rule #1 is very interesting and I have ideal plastic pieces to use.It would definitely make "Rail Transport" technology investment more disireable.


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