Page 1 of 3 123 LastLast
Results 1 to 15 of 34

Thread: Star Trek Axis and Allies

  1. #1

    Star Trek Axis and Allies

    I am a big fan of the many incarnations of axis and allies and I feel that it would make a wonderful Dominion War setting using its rules. Has anyone tried that?
    Do you think Moongoose will release something similar to it? There miniatures for the B5 game are great and just the thought of a ST versions to scale would be really cool.
    I have been tempted to creat my own A&A ST game but the only thing that holds me back is a nice game board. I really don't know how to do that.....has anyone else tried. As for minatures, again that would be another problem unless you use the hex counters of ships found on these boards from old FASA games.

    Any thoughts?

  2. #2
    Join Date
    Aug 1999
    Location
    Kaunakakai, Molokai, Hawaii, USA
    Posts
    4,020
    Milton Bradley/Hasbro has to acquire such a boardgame license.
    Anyhoo, just some random thoughts...

    "My philosophy is 'you don't need me to tell you how to play -- I'll just provide some rules and ideas to use and get out of your way.'"
    -- Monte Cook

    "Min/Maxing and munchkinism aren't problems with the game: they're problems with the players."
    -- excerpt from Guardians of Order's Role-Playing Game Manifesto

    A GENERATION KIKAIDA fan

    DISCLAIMER: I Am Not A Lawyer

  3. #3
    I know...what i am purposing would be free to the public...sort of make it urself project but with help.

  4. #4
    Here is some ideas of someone else who was thinking of this...he is known only as UKcommander. His points are:

    Yes, I will inlcude ground troops, marine carriers, and futuristic armored tanks. Planets on the board will act as islands and the troops and armor will need marine carriers to land on them.

    use D6. All infantry will attack at a 1 and defend at a 2. All armored tanks will attack at a 3 and defend at a 2. Here are the ship stats.

    Federation- Battleship Class, Soveriegn, Attack 4 Defend 4. Heavy Cruiser Class, Akira, Attack 4 Defend 3. Destroyer Class, Defiant, Attack 3 Defend 3 (Due to its heavy armored hull). Marine Carrier Class (Carries 2 infantry or one armor) , Iwo Jima, Attack 1 Defend 1.

    Dominion- Battleship Class, (Due to this vessel's unique ability to carry fighters, this vessel may carry two Dominion destroyers) , Dominion Warship, Attack 5 (Due to its superior firepower) Defend 4, Heavy Cruiser Class, Alpha Attack Ship, Attack 4 Defend 3, Destroyer Class, Attack Ship, Attack 3 Defend 2, Marine Carrier Class, Dominion Troop Transport (If you know where to get schematics please tell me!) , Attack 1 Defend 1.

    Cardassian Union- Battleship Class, Keldon, Attack 4 Defend 4, Heavy Cruiser Class, Galor, Attack 4 Defend 3, Destroyer Class, Hideki, Attack 3, Defend 2, Marine Carrier Class, Janissary, Attack 1 Defend 1.

    Klingon Empire- Battleship Class, Negh'Var, Attack 4 Defend 4, Heavy Cruiser Class, Vor'Cha, Attack 4 Defend 3, Destroyer Class, K'Ral, Attack 3 Defend 2, Marine Carrier Class, Chava'kal, Attack 1 Defend 1 (Can carry 3 infantry or one armor due to the superiority of the Klingon Marine Corps.)

    Romulan Star Empire- Battleship Class, D'Deridex Heavy Warbird, Attack 4 Defend 5 (Due to its superior armor) , Heavy Cruiser Class, Griffin, Attack 3 Defend 4 (It sacrificed maneuverability over firepower) , Destroyer Class, Shrike, Attack 3 Defend 2, Marine Carrier Class, Kestrel, Attack 1 Defend 1.

    Breen Confederacy- Battleship Class, Breen Warship, Attack 5 Defend 4 (Due to the superiority of Breen weaponry) Heavy Cruiser Class, the Breen Navy did not have or did not use heavy cruisers in the Dominion War, Destroyer Class, Breen Destroyer, Attack 3 Defend 3 (Due to the superiority of Breen weaponry) , Marine Carrier Class, Breen Troop Transport (Again, if you have the schematics please show me where to find them, thanks) , Attack 1 Defend 1.

    Ferengi Alliance- Battleship Class, Marauder, Attack 4 Defend 4, Heavy Cruiser Class, the Ferengi Navy never issued a heavy cruiser class vessel for its fleet, Destroyer, Tokom, Attack 3 Defend 2, Marine Carrier Class Vessel (Again, if you have the schematics please show me where to find them as soon as possible, thanks) , Attack 1 Defend 1.

    Bajoran Militia- I am still considering making Bajor and New Bajor part of the Federation since the only navy the Bajoran Militia has is two destroyers and one marine carrier. Its army only consists of 4 infantry, one armor, and also an industrial complex for the industrial part of the game. Plus, it only starts the game with 11 I.P.C.'s, Bajor-6, New Bajor-5. I'll keep you posted.

    Tholian Assembly- I am considering taking the Tholians out of the game because none of their ships have really ever been seen, unless you know of schematics or times that they have been seen. If you have any thoughts on this please speak out.

    Starbases will also be involved in the game. Since they have no maneuver capability, they will defend at a 5. Examples of where starbases will be placed are one on Earth (Federation capital) , and one on Deep Space Nine (A major outpost for the Federation, and also a heavily armed and armored facility

    rules to use cloaked vessels. Only Romulan, Klingon, and some Cardassian vessels will have the capability. I'm thinking that if any cloaked vessels allies are attacked, they are automatically involved in that battle as long as they are within their range. Example, Warbird being attacked and another Warbird two sectors away that is cloaked is automatically involved in that battle. Similar to the rule that is used in the Star Trek CCG card game.

    Cloaked ships could be like subs. Their cloak could give them the ability to disengege from combat and let them move past other ships with out being attack

    he game starts out with the United Federation of Planets and the Klingon Empire vs. the Dominion and the Cardassian Union. As of now the neutral countries are the Romulan Star Empire, the Breen Confederacy, the Ferengi Alliance, and the Gorn Hegemony. Neutral countries can be brought into the game by spies. Spies must roll a 1 to gain influence on the power that he/she wants to gain influence on. The influence board will look something like this:

    United Federation of Planets (10) (5) (Romulan Star Empire) (10) (5) The Dominion

    If a 1 is rolled then that power gains 5 influence on the power they want to influence. However, if an enemy spy rolls a 1, then the influence on that country is brought back down to 0. So, you must have 10 influence for a neutral power to become militarily involved in the game on your side. Another way for a neutral country to become involved is if they are attacked, then they automatically go on the opposite side of their attackers. Spies can also be killed if an enemy spy claims that they want a shot at your spy, and if they roll a 1, then your spy is automatically killed, and all influence that you once had is lost. This rule is almost exactly the same as the spy rule in East and West (see www.impgames.com). There will be a spy board for every neutral power. Plus, as seen above, the Klingon Empire nor the Cardassian Union may have spies in the Romulan Star Empire. This is because these two powers had more influence on the Romulan government than the other two. It will be similar with all neutral powers.

    As for economy, UFP-76 I.P.C.'s, Dominion-71 I.P.C.'s, Cardassian Union-43 I.P.C.'s, Klingon Empire-69 I.P.C.'s, Romulan Star Empire-53 I.P.C.'s, Breen Confederacy-25 I.P.C.'s, Ferengi Alliance-8 I.P.C.'s, Gorn Hegemony-not sure yet but probably 8.

    As for weaknesses, unless the UFP establishes a strong defense early on, they are doomed if DS9 is captured because that's the only way into and out of the Gamma Quadrant. Plus, then the combined Dominion and Cardassian forces just have one more sector to get through before they can assault Earth. However, Vulcan, Andoria, and Alpha Centauri are right there, and those are the strongest UFP territories besides Earth. The weakness for the Dominion is the Cardassian Union, which will have to put up with a strong onslaught from the UFP early on. The Klingons and the Dominon are pretty well protected.

    Also, what do you think about giving the Romulans two capitals, Romulus and Remus? I know they are extremely close to each other, but still, they are the Romulans capital planets. However, that would probably mean that I would have to give the UFP four capitals (Earth, Vulcan, Andoria, and Alpha Centauri) and the Dominion two (Founder Homeworld and the Vorta homeworld).
    would suggest allowing the Federation, Klingons and Dominion to research improved ships. Give the Federation Galaxy, Excelsior, Nebula, Ambassador etc. classes first, with Steamrunners, Akiras and Sovereigns etc. researchable

    lso, make a timelimit for when the Dominion controls Deep Space Nine, say, 12 turns. If the Federation does not liberate DS9 within those 12 turns, then for every round after that, the Dominion get a few ships as reinforcements for successfully destroying the minefield. You should also have starbases as repair areas

    maybe if an attacker or cloacked ship retreats, its defense is reduced by one and a starbase must repair it
    I am thinking about adding mines as a special weapon, or maybe minelayer ships. So if the Federation wanted to mine the DS9 sector, they can. Same goes for any power in any territory. I was thinking of having the mines acting as AA guns. If you role a 1, one enemy vessel is destroyed. In my opinion, 10 I.P.C.'s and the only way between the Alpha and Gamma Quadrants makes this sector important enough.

    If the Cardassian income goes to 13 or below then the Cardassian forces will switch sides

    Cardassian Union starts out with a total income of 43 I.P.C.'s.

    how about starting the game in 2374, thereby giving the Dominion control over DS9

    If the Tholians are attacked or fully influenced by a power they just provide economic income instead of becoming militarily involved in the game. It just seems really hard to come up with any good Tholian pieces

  5. #5
    Join Date
    Mar 2003
    Location
    Wichita, Kansas, USA
    Posts
    582
    Quote Originally Posted by vecna35
    I am a big fan of the many incarnations of axis and allies and I feel that it would make a wonderful Dominion War setting using its rules.. . . .
    Hmm. I don't think that it would attract the audience you'd think. However, I think the concept would port very nicely as a version of RISK. And, considering, there's LOTR Risk and Risk 2210 AD, a Dominion War Risk seems more likely than Axis & Allies.
    "The American Eagle needs both a right wing and a left wing in order to fly."
    -paraphrase of Bill Moyers

  6. #6
    even that would be cool.....anything at this point would be cool

  7. #7
    Join Date
    Aug 1999
    Location
    Waynesburg, PA
    Posts
    1,361
    I have thought about this idea for some time, though mine had been a Four Years War (Klingon vs Federation) version. In fact at one point I even drew up a basic map using the FASA map but got frustrated as i looked for half decent sites to get illustrations for ship counters.

    Am not to sure if REG realizes that Hasbro already has the rights to A&A (As well as to a host of war games from Avalon hill) so tyhey already have the right to use the games. The last I looked there is a Stratego, Risk and regular boardgame for LOTR out at this time.
    Draftsmen in Training

  8. #8
    Join Date
    Aug 1999
    Location
    Kaunakakai, Molokai, Hawaii, USA
    Posts
    4,020
    Quote Originally Posted by Eric R.
    Am not to sure if REG realizes that Hasbro already has the rights to A&A (As well as to a host of war games from Avalon hill) so tyhey already have the right to use the games. The last I looked there is a Stratego, Risk and regular boardgame for LOTR out at this time.
    Am not too sure if Eric R. realize I'm referring to Paramount's license to publish Star Trek boardgames. I already knew A&A is a Milton Bradley/Hasbro product.
    Anyhoo, just some random thoughts...

    "My philosophy is 'you don't need me to tell you how to play -- I'll just provide some rules and ideas to use and get out of your way.'"
    -- Monte Cook

    "Min/Maxing and munchkinism aren't problems with the game: they're problems with the players."
    -- excerpt from Guardians of Order's Role-Playing Game Manifesto

    A GENERATION KIKAIDA fan

    DISCLAIMER: I Am Not A Lawyer

  9. #9
    Join Date
    Aug 1999
    Location
    Waynesburg, PA
    Posts
    1,361
    DOH!
    Draftsmen in Training

  10. #10
    Join Date
    Feb 2001
    Location
    11S MS 9888 1055
    Posts
    3,221
    This game need not necessarily need to be titled A&A: Star Trek. Star Trek, in the title, that is a given . . . but A&A, no. Especially cause the opposite side, the Dominion and her allies/subjects were never called the axis. It could be called like ST: Alliances, or ST: Conquest, or something else.

    But anyways . . . I was thinking about this last night. And since I was alone all night I decided to be productive and thought of my own ship stat right ups, and some rule ideas. It isn't fully fleshed out but I want to know what you all think . . . so here I go:

    UFP Starships
    "BB" - Sovereign Class Explorer
    Cost: 1.5x (Where X is the normal cost of the vessel of this type. Round up to nearest whole number if statement creates a Non-Real Number)
    Attack Roll: 4
    Defend Roll: 4
    Hit Points: 2
    Movement Points: 3
    Edge: Repairable (May recoup one hit point per turn, during purchase phase, regardless of location)

    "CA" - Akira Class Heavy/'Strike' Cruiser
    Cost: 1.75x
    Attack Roll: 3
    Defend Roll: 3
    Hit Points: 2
    Movement Points: 2
    Edge: Repairable, Carrier (3) (May Carry/Launch/Recover the number of Fighters indicated in the perentheses)

    "DD" - Intrepid Class Exploratory Cruiser
    Cost: 1.5x
    Attack Roll: 2
    Defend Roll: 2
    Hit Points: 2
    Movement Points: 2
    Edge: Repairable

    "FFA" - Defiant Class Escort
    Cost: 1.75x
    Attack Roll: 2
    Defend Roll: 1
    Hit Points: 2
    Movement Points: 2
    Edge: Repairable

    "FF" - Sabre Class Scout/'Frigate'
    Cost: 1.5x
    Attack Roll: 1
    Defend Roll: 1
    Hit Points: 2
    Movement Points: 1
    Edge: Repairable

    "AP" - __________ Class Transport
    Cost: 1.5x
    Attack Roll: 0
    Defend Roll: 1
    Hit Points: 2
    Movement Points: 1
    Edge: Repairable, Load (2) [SIZE=1](Vessel may carry the number of Ground Forces indicated in the perentheses. These Ground Forces may not participate in Non-System Combat, and only maybe loaded/unloaded in a system space)
    Klingon Empire Starships
    "BB" - Negh'var Class Battleship
    Cost: x
    Attack Roll: 5
    Defend Roll: 3
    Hit Points: 2
    Movement Points: 2
    Edge: Cloak (Vessel is not visable on the board. All vessels, except AP type, may attempt to detect a cloaked vessel (during the move phase)(regardless of whether cloaked vessel(s) is there or not). A Roll of 4-6 produce a result of "No Cloaked Vessels Present". A Roll of 1-3 produces a result of "A Cloaked Vessel is present", yet the allegience of the vessel, nor the type is revieled; you may choose to attack this vessel. A Roll of 1 produces the aforementioned result but with the vessel type, and the allegience of that vessel; you may choose to attack this vessel.)

    "CA" - Vor'cha Class Heavy Warship
    Cost: 0.75x
    Attack Roll: 4
    Defend Roll: 2
    Hit Points: 2
    Movement Points: 2
    Edge: Cloak

    "DD" - K't'inga Class Battle Cruiser
    Cost: 0.5x
    Attack Roll: 3
    Defend Roll: 1
    Hit Points: 1
    Movement Points: 1
    Edge: Cloak

    "FFA" - K'vort Class Warship
    Cost: 0.75x
    Attack Roll: 2
    Defend Roll: 1
    Hit Points: 1
    Movement Points: 2
    Edge: Cloak

    "FFL" - B'Rel Class Light Warship
    Cost: 0.75x
    Attack Roll: 1
    Defend Roll: 1
    Hit Points: 1
    Movement Points: 2
    Edge: Cloak

    "AP" - __________ Class Transport
    Cost: x
    Attack Roll: 0
    Defend Roll: 0
    Hit Points: 1
    Movement Points: 1
    Edge: Carrier (1), Load (3)
    Romulan Star Empire Starships
    "BB" - D'Deredix Class Heavy Warbird
    Cost = 1.25x
    Attack Roll: 4
    Defend Roll: 3
    Hit Points: 2
    Movement Points: 4
    Edge: Repairable, Cloak II (Vessel is not visable on the board. All vessels, except AP type, may attempt to detect a cloaked vessel (during the move phase, cost 1 Movement Point)(regardless of whether cloaked vessel(s) is there or not). A Roll of 3-6 produce a result of "No Cloaked Vessels Present". A Roll of 2 produces a result of "A Cloaked Vessel is present", yet the allegience of the vessel, nor the type is revieled; you may choose to attack this vessel. A Roll of 1 produces the aforementioned result but with the vessel type, and the allegience of that vessel; you may choose to attack this vessel.)

    "CA" - __________ Class Warbird (Warbird seen on ST:X Insurrection)
    Cost: x
    Attack Roll: 3
    Defend Roll: 2
    Hit Points: 2
    Movement Points: 3
    Edge: Cloak II

    "DD" - __________ Class (Science Vessel seen on ST:TNG)
    Cost: x
    Attack Roll: 1
    Defend Roll: 2
    Hit Points: 1
    Movement Points: 3
    Edge: Cloak II

    "FF" - __________ Class (Scout seen on ST:TNG)
    Cost: x
    Attack Roll: 1
    Defend Roll: 1
    Hit Points: 1
    Movement Points: 2
    Edge: Cloak II

    "AP" - __________ Class Transport
    Cost: x
    Attack Roll: 0
    Defend Roll: 1
    Hit Points: 1
    Movement Points: 2
    Edge: Cloak, Load (2)
    Cardassian Union Starships
    "BB" - Keldon Class Heavy Warship
    Cost: x
    Attack Roll: 4
    Defend Roll: 4
    Hit Points: 3
    Movement Points: 2

    "CA" - Galor Class Battle Cruiser
    Cost: 0.6x
    Attack Roll: 3
    Defend Roll: 2
    Hit Points: 2
    Movement Points: 2

    "FFL" - Hideki Class Scout
    Cost: 0.75x
    Attack Roll: 1
    Defend Roll: 1
    Hit Points: 1
    Movement Points: 3

    "AP" - Salgar Class Military Transport
    Cost: x
    Attack Roll: 0
    Defend Roll: 1
    Hit Points: 2
    Movement Points: 2
    Edge: Load (1)
    Rules Idea -
    Unit Type: Fighter
    Fighters are small spacecraft, designed to be combat effective, with abilities not attributeable to Starships. Each unit represents a squadron (8-14) of fighters. These units must be stationed in a system space, space station, or on a Starship with the Carrier Edge. Furthermore, they must end every turn in a space with one of the aforementioned stationing locations. Fighters have the ability to move additional spaces to reach a station with remaining movement points. Fighters who are not located in a space with a station or stationed on a Carrier with sufficient carrying spaces are 'lost' and are considered destroyed.
    Fighters are 'launched' prior to the commencement of battle, and are counted as normal units during combat. Fighters Attack Roll remains as stated for the first 3 rounds of combat, after that point the Attack Roll is reduced to 1 due to physical armarment load depletion.

    Unit Type: Partisan/Civil Defender
    When attacked a system automatically produces a number of these type of units equal to 1/3 the systems IP value (or 2/3 the system IP Value if that system is the Capital system)(round up to nearest real number). This unit type is confined to the system space where produced ONLY, and may not be transported out of that system. Once the OPFOR is repelled these units are disbanded. These units are considered as follows:
    Attack Roll: 0
    Defend Roll: 1
    Hit Points: 1
    During combat these units are counted as normal units, and are treated as Ground Forces for the duration of combat.

    Unit Type: Ground Forces
    These units represent a battalion (or its equivelent) (480-750 individuals) of Ground Forces (or its equivelent). These units can only be created in a system space with an Industrial Complex.
    During Combat these units cannot attack Starships directly. However, Ground Forces may evade detection from the enemy, if defending, by rolling a 1 prior to the OPFORs attack roll, thus cannot be "hit". Two successful, consecutive, evade roles, may allow that unit to be placed out of combat. At the end of combat, if an evading Ground Force unit remains . . . the system space is retained/controlled by the defending allegience. At that point, OPFOR units remain in that space, and may attack on the next turn. During that time that system space is considered blockaded, and in addition may not produce ANY new units.
    Last edited by JALU3; 01-10-2005 at 10:15 PM.

  11. #11

    vecna35

    Does anyone have somthing of a map that could be converted to A&A. One that looks pretty canon and is pleasing to the eye.
    Last edited by vecna35; 01-18-2005 at 10:40 AM.

  12. #12
    is starcharts the best map done ?

  13. #13
    I am still working on this idea and have assembled all the micromachines for this project. I furthermore have decided to go with starcharts but I need to digitally change/remove some aspects of the four sheet map. once the map is done everything else should fall into place like the rules etc. I am even considering using some cards in the game but don't know what should be on them.

  14. #14

    Trek axis and allies

    I was always wanting to play a wargame that uses a main map rather than just go through scenarios. something a little like axis and allies BUT still use a board like axis and allies. Did any other game out here ever use such a concept? Obviously you would never finish a campaign in one sitting. I imagine most wargames just go through scenarios.

    Anyone want to lend a hand with designing a map ...along the lines of STARCHARTS by G. Mandel? Basically It would be set up to accomodate any wargame mechanic from full impulse, starmada to with hostile intent.
    I was thinking along the lines of Dominion wars axis and allies or Risk or age of imperialism, etc.
    Cards could be used and ideas from various other games like twighlight imperium, etc could also be used.
    BUT all combat would fall under wargaming (Full thrust,starmada,skyfullofships,etc)

  15. #15
    Join Date
    Aug 2004
    Location
    Swartz Creek, MI
    Posts
    889
    Thread moved to correct forum and lock and linked to Previous Trek Axis and allies thread. As of 2/10/2006 merged with above thread.
    Last edited by spshu; 02-10-2006 at 10:47 AM. Reason: update
    Member, TrekRPGnet Development Team | OD&D Guild - The Guild for Original (Classic) D&D | FlintGamers |Free Web Hosting

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •