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| Charlie Sherwood | ![]() |
On March 4th 2005 Charlie Sherwood, a highly respected Axis and Allies gamer, passed away. On this page you will find testemonials from his online friends, his own Bio and some of his contributions to the A&A world.
"Charlie helped innovate many of the A&A tactics which are commonly used today. He was the ultimate A&A sportsman. He would rather just concede a game than suffer personal confrontation. Needless to say he never rose to challenge for GOA though if truth be known he very well could have. Charlie was the creator of many variations of A&A, including Violator I-MMMXXIV and ran the "BOP Game Variation of the Month" section for many months."
"Charlie was, in a word, special"
"I knew Charlie from the very early days of A&A on the zone and he never changed. He was a special cab member at BOP with his Juno scenarios of the month and an icon in the community. He was always cheerful, friendly, and willing to show you some odd variant."
"I am glad to have had the pleasure of playing many games (most of them odd set-up games) with Charlie. I will miss ya bud"
"Charlie was one of my favorite members of our small community. Even though I have never met most members, I have grown to know many as close friends... and Charlie was one of those."
"Charlie was a great guy. He was one of the all time best - as a player and a member of our Axis and Allies community. We used to play "Crazy Ivan" games and laugh our asses off. He was sooo funny."
"Whether it was playing aganist him in one of his crazy A&A scenarios, or just chatting with him online... I will miss him. One of the things that I will miss aganist him was playing aganist him in a game of chess which we did infrequently, but all of those games were just as enjoyable... as the games of A&A that we played."
"Charlie was a real character. He was always a great asset to the community. When I was just getting my feet wet in joining the clubs, he spent a lot of time helping me out. A more unselfish guy you'll never meet"
"Charlie was a great player and even more of a gentleman who always had time to play one of his crazy ivan or Nevilleworld and other varations of the game which we both played many times and had a ball doing so"
Charlie's Own Bio from the old BoP Website
"Greeting Gamers. My wife, 10 year old son (Charles III), 4 stepkids, friends, and co-workers also call me Charlie. I come from a Minnesota family of game players. My mother is a bridge expert; my father was partial to StratoMatic Football. I learned Chess in 3rd grade, was top dog of my elementary school by 5th grade, and made USCF Expert (for about 2 weeks hehe). It was indeed chess players who introduced me to Axis & Allies. After about 10 games though, I was slightly bored with the game in its initial setup and suggested we play it like Risk: Put all of your peices in front of you then place them on the empty board 24 IPCs worth at a time. Thus began my efforts to make new setups and scenarios for A&A. In the mean time, I wrote a BASIC battle simulator because I couldn't calculate the odds of a tank + inf defeating a tank + inf! I work as a chemist in medical research where I do all sorts of bizzare and fun stuff. I'm the "Utility Man" of a tiny Biopharmaceutical startup company. The picture is more than a few years old, but my late brother though it was his best pictue of me"
Charlie's Scenarios
Weak World -
The Setup: Down Load Click Here
Allies have 1 infantry in each territory, islands included.
Allies have 1 transport by their capitol (USSR by Karelia)
Japan has 2 infantry in all territories, 3 in French Indo China and Manchuria
Japan has 1 transport in Sea of Japan.
Germany has 3 infantry in all territories, 4 in Libya
Germany has 1 fighter in Germany
Germany has 1 transport and 1 submarine in Southern Europe.
The Rules:
General Omaha rules apply except for:
Axis Advantage
German Subs attack/defend at 3/3 and cost 6 ipc's.
Both the Axis and the Allies get some extra IPC's with which to place units to start the game with. The Allies IPC bonus ranges by the day of the week from 31 on Sunday to 37 on Saturday. (Allies IPC Bonus = 30 + Day of the week). Axis bonus is determined by the bid as usual.
The placement of bonus units commences after the Axis bid has been settled. Placement of bid units is by country order i.e. USSR, Ger, UK, Japan, USA, with these constraints:
1.) Allies may place only 1 unit per Nation!
(Hmm. Is there a Russian Battleship in your game plan?) Specifically, USSR, UK, and USA may only place 1 unit in their pre-game bid units additions.
2.) Axis may place no more than 1 unit per any territory or sea zone.
3.) The standard bid unit rules apply. That is added units may only be placed in like controled territories or sea zones. (Germans on gray, Americans on green, etc.)
4.) Placed German subs cost only 6 IPCs
Strategy:
It is a very tricky game which involves precise moves and strategies from both sides of the map. A bonafide Axis player will love this scenario, the Axis have it the hardest.
The judicious use of the bid by both sides will have a major impact on the flow of the game.
I hope all will enjoy this game.
NevilleWorld -
The Setup: Down Load Click Here
In this scenario, Neville Chamberlain carried appeasement to the absurd
extreme of actually surrendering Great Britain. The USA was still dominated
by an isolationist attitude. Her sole military assets were comprised of 2
antiaircraft artillery batteries. Stalin had contentedly let the Nazis
control England as the Von Ribbentrop /Molotov Soviet-German non agression
pact had given Ireland to the Soviets, click here to read about it for REAL.
A few other tiny countries also came under Soviet control. Violator XV (that's 15) - As in all the Violator variants, the neutral countries get assigned to nations prior to the game start. The basic rules are 3rd edition, 2 hit BB, bid for Axis. After the bid is placed, the neutral countries are then chosen alternately by each player in the same order that each nation plays its turn, starting with Germany (Ger, UK, Jap, USA, USSR).
In Violator XV, the neutral countries all get 1 inf and an industrial complex AND additional unit(s) of either 2 inf, 1 tank, 1 sub, or 1 transport. All units are placed at the time the neutral is choosen.
Additional rules:
Meanwhile in Moscow, Russian scientists developed an astonishing variety of
new weapons, looking anxiously toward the inevitable confrontation with her
age-old enemy.
Japan, facing no USA military presence in the Pacific, set up some modest
production facilities in South America.
The Rules:
3rd Edition, 2 hit Battleships, Bid for Axis, IPC Victory = 84/110
Strategy:
Allies: (mainly Russia) must stop the IPC victory at all costs. It's not
that easy as USA and UK are not likely to be of much help. Russia must use
her 12 other allies in the most efficient manner. Don't get to excited about
Russian Heavy Bombers, buying too many is a loosing plan.
Liberating Britain, Crushing Germany, and keeping Japan in check may seem
impossible for just the lowly Russians to accomplish single handedly, and
maybe it is. But by the 4th turn, USA should be able to lend some help.
Axis: Bid High! Outrageously high. I would take 50 and give 30. Final bid
amounts I would suspect will settle inbetween these amounts. Place the bid
with two goals in mind: A quick IPC victory, or the prevention of the Allies
from getting fully geared up for war. Keep in mind, that even if Britain can
be liberated, the game may still not be over. She will have no IPCs to spend
immediately, and few anytime soon there after.
Also, both sides need to realize that not all of the Industrial Complexes
have AA guns. Capture them at your own risk.
Playability tips:
The games may be fairly short. I would suggest a 5 minute or longer timer,
as UK and USA have no need for much time. If the opponents wish, playing
without IPC victory conditions could be coupled with compromises to limit
the Allied (Russian) power. Playing it as Russia Restricted is also a whole
new game.
The skillful bid placement and the Russian counter to the bid placement is
the most crucial and fun part of the game. Download the save file and study
it. I will be awaiting your challenge!
Bonus naval units may not be placed in an enemy occupied sea zone. i.e. If Germany takes Ireland, they may not place a sub or tranny in the North Sea. The Ireland bonus would be either 3 inf or 1 inf + 1 tank.
Strategic bombing is limited to 1 bomber attacking any formerly neutral territory.
Bugs:
Neutrals are seen as an extra movement point further away for aircraft in non-combat. This is a bug to be lived with. Please be carefull about your landing zones.
A few Ideas on Strategy:
Clusters of ICs can be effective. Example: UK with 6 units of production in Afg, Saudi, Turkey, and India.
USA Should try to get Spain or Ireland for instant N. Sea fortification.
USSR with a tank + inf in Sweden coupled with 3 inf in Ireland is nasty.
Mongolia is quite key and may be a good first choice.
Germany in Angola and Mozambique is a good combo.
Heavy Bombers can turn the Swiss Tank factory into a poison factory.
The addition of the IC (which is limited to 1 unit of production per turn - Hasbro got this one right!) gives this game a lasting distinctive character.