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Topics - qxxx

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General Discussion / Struggle at YuleCon
« on: October 05, 2010, 05:11:07 AM »
One and All

I will be running Struggle(TSFEA) at YuleCon on Saturday Nov 13 2010, starting in 1941.


General Discussion / Partial Games Spread Sheets
« on: October 01, 2010, 06:37:33 AM »
How many of y'all have wanted to continue a partial game?

I created a spreadsheet to record the game data so you can continue it at a later date.

I sent mark a message asking how or if its possible to post.

To use the spreadsheets, you must number the sea zones from 1 to 145 before the game starts.


General Discussion / Struggle at FenCon Dallas 9/18/10
« on: September 14, 2010, 02:48:34 AM »
Just wanted to post the up comming game at FenCon on Saturday 18th of September


After action reports from first edition / Results Boardgamegeek Con
« on: December 04, 2009, 03:59:30 AM »
The Thursday/Friday game was won by the Allies in Spring42 (Axis did not have 28 VP).
The Friday/Saturday game was won by the Axis after the Allies lost Britian and the Allied player gave up.
The Saturday/Sunday game was conceded to the Axis (4am)after Britian fell and the Japaneese were in Western Canada.

I had all new players in every game except the Saturday/Sunday game, however fun was had by all and everone was impressed with the map


General Discussion / Struggle at Board Game Geek Con
« on: November 16, 2009, 03:44:24 AM »
I will be running the Struggle all four days at the convention. BoardGameGeek Con is in Irving, Texas - November 19-22


General Discussion / Historic US Lend Lease to Russia
« on: November 06, 2009, 04:31:20 AM »
In the game, how can the historic lend lease aid to russia be represented. If it hadn't been for US aid the Russians would have probably lost Leningrand, Moscow, and Stalingrad.
In almost all of the games I have played, the US never sends aid to Russia, it's production is almost 80 when attacked and the territories the Germans take are worth at most 10pp the first turn, so the Russians are still higher than the Germans in production after the initial attack.
I propose that if the Germans take novograd, minsk and kiev the Russians must receive US aid. Every turn they do not receive aid their production is still halved.

General Discussion / Add the Graf Zeppelin to the 39 game
« on: October 21, 2009, 08:12:57 AM »
For the Historic Reason,  I am going to add the Graf Zeppelin to the 39 game start and put it in the 1 box and add a naval aircraft to the german list of aircraft that can be produced. This will have the same stats as the other updated naval aircract.



The Axis was declared the winner as time was called and we were only starting turn 8 (lot of rule discussion and learning).
The Axis had 33 victory points and Spain and Turkey came in on the Axis side(middle of turn 7).
Wales fell on turn 3 along with France, - London fell on turn 6. London was retaken on turn 7; however it would have fallen again on turn 8 or the other 3 British Homeland territories. Russia entered on turn 7, I feel this is way to early for Russia to declare war, however great card draw and Italy running wild can do it. The US had horrible card draw and could not declare war on turn 7 (all 4 2's and a 3, this is the worst US card draw ever) this would have allowed Japan to do a sneek attack on turn 8. I was Italy with 41 pps about to be 46 and add 2 more victory points. Forgot to take pictures

General Discussion / moving infantry on production chart
« on: October 02, 2009, 09:43:10 AM »
I have read multiple comments about how long it really took to train and equip infantry and players build 2 this turn, 8 the next, and then 4 on the next etc. etc..
To be more historic:
I propose that the infantry start in the 1 box for 2 and move to the 0 box for 1, that keeps the cost of 3 but takes 2 turns to produce, or start in the 2 box for 1, move to the 1 box for 1 and finally to the 0 box for 1. This would probably cause the build limits on infantry to increase or mabe double.

Another option - If not at war, then 2 (2,1) or 3 (1,1,1) turns to produce infantry. Then they have the option of fast production in the 2 box.

General Discussion / Fast Production
« on: October 02, 2009, 05:46:27 AM »
I am trying a new fast production rule - it only affects units in the 2 and 3 box. Once a unit is placed in the box, on the next turn it can be moved forward for the stated cost, if it is moved forward again it is at double the cost. Example a Factory is placed in the 3 box for 6, next turn it is moved to the 2 box for 6, then the 1 box for 12, and then the 0 box for 24. total cost for the factory 48; however it took 2 turns to build it.

This rule only applies to units already on the production track.

If you really need that destroyer, it can be done in 2 turns at a cost of 12

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