Tabletop Simulator

Tabletop Simulator

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JP's Axis and Allies
   
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Type: Game
Complexity: High Complexity
Number of Players: 7
Play Time: 180+ minutes
File Size
Posted
Updated
967.188 KB
11 Oct, 2021 @ 11:56am
27 Aug, 2022 @ 5:55am
2 Change Notes ( view )

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JP's Axis and Allies

Description
Custom map and ruleset for our own Axis and Allies game.

Using a Modified G40 Map credit to Young Grasshopper

Rule Changes from Axis and Allies Global 40 and Reference Sheets: https://docs.google.com/document/d/1cK9lMKSyfZW2vP2smn_v-WkSNPNb6cvxwIIWqblx9p4/edit?usp=sharing

Turn Sequence Sheet
https://docs.google.com/document/d/16x3XeksLNs6qX9ivs1R9SqBJ6ZF4BjK4j2I-nR3WUI0/edit?usp=sharing
9 Comments
SlayerKing 17 Jan, 2022 @ 1:39pm 
Can FEC/ANZAC invade and conquer Vichy French Indo-China before they're at war with Japan?
SlayerKing 7 Jan, 2022 @ 11:14am 
@Michael Freaking Cera, - Yeah, I can see how with normal subs the Canadian destroyers would be much much more effective. My friend and I were thinking super subs might need a cost increase to 8 or even maybe 9. It seems like an extra movement, higher attack roll, target selection on attacking with a 1, and less effective depth charges is worth more than 1 IPC.

But given how unbalanced technology typically is in Axis and Allies, I'm impressed with how well this version plays. Very cool. Keep it up!
Michael Freaking Cera  [author] 5 Jan, 2022 @ 6:45pm 
@Slayer - Thank you for playing our mod and giving some feedback! Through our playthroughs we have found these rulesets with the subs has provided some immersive 'Battle of the Atlantic' fights. We have had instances of both sides winning. For us, it is not uncommon for all of Canada's industry to be devoted to trying to get destroyers out there requiring minimal assistance from the UK economy. I think super subs off the cap is quite lucky for the German player for them to be able to hit hard with that. We haven't seen someone go off with German subs yet as it has been mostly balanced in our games. We are looking at balancing Germany's tech rolling capacity as it becomes quite strong and too much of a guarantee every game.
SlayerKing 5 Jan, 2022 @ 6:37pm 
My friend and I are having a good time with our first playthrough of this mod. However, he's finding it frustrating how difficult killing subs is. I am axis and I got super subs for Germany on the first turn. I've been building three per turn every turn. At one point, UK only made 15 IPCs because of convoys.

Every time he takes a force to attack me, I submerge and usually take one or two casualties. Then I counter-attack a couple chunks of his fleet and wipe them out with surprise strikes. He can't build as fast as I can destroy or as fast as I can build. And if I don't feel like I can counter attack, I just spread out so that he can't kill more than one or two subs. It almost seems impossible to wipe out German subs from the Atlantic once they have more than a dozen or so roaming about.

Do you have any advice for how to kill subs or if there's some kind of rule that we're missing?
Undertaker 14 Oct, 2021 @ 7:09pm 
Again. I'm compiling a list of questions if have for this version of yours.
All I need is the actual map and making it look good like my other table of 1940 is no problem.
Michael Freaking Cera  [author] 14 Oct, 2021 @ 4:16pm 
The size of the table comes from my pretty limited and new knowledge of how to customize tabletop. At some point would love to have the full map on a table if that'd even be possible. Our full version is 13980x5949
DCOOP ON CRACK  [author] 14 Oct, 2021 @ 4:55am 
1. As far as modding goes, I'm not sure the technical details. The map modifications were from Don's 1940 map, we removed Svalbard, changed the border so Sicily is connected to Southern Italy, added Halifax as a Victory city, and removed printed neutral silhouettes, and changed some IPC values. There is a high quality version somewhere, I'll try and get it to post in here in the next couple days.

2. The rule set was made by me (still WIP), however I borrowed things I liked from BBR, GW36, 3G40.

3. Play testing is still in progress, I definitely wouldn't call it version 1.0. We haven't had a good view of balance because we have varying ranges of experience in our group. One of the reasons to add it to tabletop was to get more games in. If I had to guess it might be Axis bias atm.
Undertaker 13 Oct, 2021 @ 10:49pm 
Part 2/2

I have more specific questions about the rules but I'll wait for now.

The reason I ask is because we fancied a few of the things on the table and we will be playing it soon. I have a 1940 table with scripts and good presentation.

https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1639656526&searchtext=1940+scripted%2B2

If your changes seem fun and balance to us, I will probably create a table with my scripts and presentation using this map and ruleset.
Undertaker 13 Oct, 2021 @ 10:49pm 
PART1/2
Gonna try to make this short.

After looking at your table with a friend, we are quite interested in trying it but I have a few questions.

You are using a modified version of Don's 1940 axis and allies map hosted on Young Grasshopper's profile.

1.Those modifications to the map did you do them yourself? If so, do you have a higher resolution of the file on hand? The one on the table is very low quality and squished because of the table you are using.

2. Was this rule set made by you? If yes, did you base it on another ruleset out or did you make the entire thing from the ground up?

3. Was this playtested at any lenght or is this more of a hobby thing with a few neat ideas cobble together into something you enjoyed?