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Recent Posts

  • Name World War II Global 1942
    Description The Global game with a 1942 start
    https://axisandallies.fandom.com/wiki/World_War_II_Global_1942_2nd_Edition
    a50de0b5-007c-4cbc-a52c-4797e588857b-image.png

    Good Points

    Few annoying political rules Everyone starts in the fight

    Bad Points

    As is usual in the Global game, the Russians do OK for a few turns and then start to collapse

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  • @jkprince Purchase before mobilize works fine, I have player a number of scenarios that use it. It is faster than buy/move/fight/place.

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  • PHASES IN EACH TURN

    Combat Move (also includes Diplomacy, which is done with special combat units in a "arena" with various tracks on the right side of the board) Conduct Combat (It will still be done with 6-sided dice, it just feels right to me even if it makes for less unit variety) Non-Combat (semi-redundant within TripleA system, mostly for landing planes) Purchase/Repair and 5. Mobilize New Units (The Arheic Wars setting combines the WW2 period with modern electronics, so digital economic coordination is easier. Also makes it so you don't have to guess what you'll need at the end of a round you're going to play through) Collect Income

    (will moving Purchase to be right before Mobilization make AI play faster, or will it break AI? Want to know in advance.)

    TURN ORDER

    Starian Treaty-Aligned Republics (Coalition)
    Begins at war, has to press its advantage as hard as possible before Alliance hits back.

    Circulean Impe-Royal Confederation (Alliance)
    First turns will be spent on desperate damage control, use the Triangulic navy till you lose it

    Diamond Direct Democracy (Neutral)
    Will wait many turns to enter the game- acts as a counterbalance to offset Square's "sleeping giant" value

    Square Sectocracy (Neutral)
    Will spend the entire game as the epicentre of the main diplomatic tug-of-war, potentially not entering the war at all.

    Trapezoid Tradeguilds (True Neutral)
    Blocks off the middle of the map to make the playable space more of a "donut", makes shortcut attempts costly

    Triangulic Thalassocracy (Neutral, Alliance-leaning)
    Starts neutral but with its giant navy transferred to Circulean control. Will probably join Alliance within first few turns

    Rhombic Republic (semi-Alliance)
    Starts at war with Staria, won't go to war with Hexagona. Has to unify their subcontinent before they can really fight

    Hexagonan Hegemony (Neutral, Coalition-leaning)
    Has powerful special units and economy, also will probably be brought on the Coalition in first few turns.

    More detailed info on each nation's playstyle is to come... eventually... any day now lol

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  • Name Star Wars: Tatooine War (4 teams)
    Description Star Wars combat
    https://axisandallies.fandom.com/wiki/Star_Wars:Tatooine_War(4_teams)
    8a3e0f0f-a178-44a0-962c-38392f6aaf10-image.png

    Good Points

    Many Star Wars-themed units

    Bad Points

    Hard to accomplish much with 4 alliances Not much feeling of space warfare or spacecraft

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