This mod is a total conversion of the base game of Axis & Allies, intended to transform that game into a reimagination of, and tribute towards, the golden age of clan / war group combat on Roblox in the years of 2010 to 2012, focusing primarily on the mid 2011 to mid 2012 era. Players will be able to play as one of a constantly growing number of well-researched, unique, historical factions from that time period, using a wide variety of authentic units, technologies, and commander abilities. Obviously this is not a simulation, and certain artistic liberties have been taken regarding the form and function of units, weapons, and and combat itself, for both gameplay and balance reasons, and practical modding purposes. The mod's goals are extremely massive in scope and depth. As such, if you or someone you know took part in any of the groups or wars this mod pays tribute to, please do not hesitate to contact me with your input. Researching this subject is more difficult than it once was.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
RSS Articles

Happy New Years!

2021 is an important year for this mod, given that it marks 10 years since the beginning of this mod's timeframe, 2011, and what could be considered the golden year of ROBLOX clan wars, debatably the high water mark of the war group scene, given the energy, activity, and passion involved in all aspects at the time.

It is because of this significance in relation to the mod's subject matter that this mod is intended to be released in a more or less full, playable manner before the end of the year, and hopefully before even the summer arrives. Progress has been slow and will likely remain slower than it could be, given real life concerns such as work and travel, but the set of requirements that will need to be met before release is not insurmountable.

1. A replacement of all vanilla models currently in use, as well as vanilla terrain textures and doodads.

This has been a goal of the mod since launch, and one that much progress has been made on, but still an unfinished job. While it could be considered low-priority amidst the need for fully completely factions, the look of the mod is about as important as the faction scope, at least in this instance. If anything, having the game resemble its subject matter as close as possible should hopefully inspire me to work harder and faster on completing other tasks.

2. The implementation of the Vaktovian Empire, and its arguable arch-nemesis of the era, the Roblox Assault Team.

These are almost the two most important factions in the mod balance wise, as they are in many ways mirror opposites of the other. The Vaktovian Empire (aka "VAK") is an incredibly elite-minded group that focuses on the build-up of very strong, high veterancy infantry units from the get-go, with little in the way of supporting mechanization or even air cover, while the Roblox Assault Team (aka "RAT", sometimes also "The Frostarian Union") relies upon masses of low quality, untrained troops, held together by advanced fortifications (notably making use of remote-controlled turrets) as well as air and sometimes ground vehicle support. RAT is eventually capable of fielding its own elite infantry, just as VAK is eventually somewhat capable of fielding hordes of cannon fodder units, but these are generally tactics to be used against other groups in this mod, as trying to win soldier-for-soldier versus VAK as RAT, or with numerical superiority as VAK versus RAT, is essentially fighting on your enemy's terms. The fighting between these two groups essentially defined the last half of 2011, and the first half of 2012, the very middle period of this mod's timeline. It is vital they both be implemented, before any other major groups.

3. The completion of all currently implemented factions.

Sort of a given, isn't it? As important as VAK and RAT are to any release of the mod, it is also imperative that I finish what has been started. This means the United States Military (gmf23/gmf34, not Night's), Panzer Lehr, the 101st Airborne (Iceball727), British Red Devils, Empire of Japan (ColonelTwixxy), Canadian Starfleet, and Russian Army. I would also like to "complete" those factions which have files in the mod already but no units at the moment, such as Spetsnaz (currently actually has a unit or two in the mod, back when Russian Army and Spetsnaz were planned to be one faction), the Mobile Bloxxers, Roblox Elite Forces (mod-mil era), and Italian Armed Forces (ITA).

I'm hoping to get back into a weekly update schedule, what with the new year, but no promises. What I can say is there will be a major push to get modelling done on a multitude of new buildings and vehicles as well as doodads, to replace those currently in the game as placeholders or vanilla remnants.

If you have any questions about specific progress, or research to add to the development of any aspect of the mod, feel free to contact me, or to post in the new forums located on the mod header.

The Road to Release: Week 2

The Road to Release: Week 2

News 3 comments

Last week's targets haven't quite been met yet, but I knew they were ambitious from the start. In this article, we will briefly cover some of what has...

The Road to Release: Week 1

The Road to Release: Week 1

News

Though the mod is just now being published, it has been under development for about a year and a half, and previous mods (for other games) with the same...

How To Install Axis & Allies Mods

How To Install Axis & Allies Mods

Starting a mod Tutorial 1 comment

A good number of people still play this game, apparently. However, I have heard before that it is relatively difficult for people to figure out how to...

Comments
Droidekas
Droidekas

How's it been going as of late?

Reply Good karma Bad karma+2 votes
Wordsarecool Creator
Wordsarecool

Oops, looks as though I missed your comment! My apologies; I don't receive to many of them, and so thank you very much for leaving one!

To answer your question, progress on the mod is going slow but steady. There have been several substantial rebalances of weapon damage types, profiles, and ai ability priorities. This has prevented much work in areas that can be shown off on this moddpage, such as new models or factions (we do have one in the works, though the focus right now is to finish at least one or two of the factions currently implemented before starting another).

I'll be sure to upload some stuff tonight, however; there are two vehicle models that are considered high priority at the moment, and which I would like to showcase soon, as well as some building models which have yet to be finalized. I'd highly encourage you to press the "watch" button on the moddpage so you don't miss anything new posted here.

Reply Good karma+2 votes
Droidekas
Droidekas

Glad to see more modding interest in this game. I am working on my own series of mods as well. Best of luck!

Reply Good karma Bad karma+2 votes
Wordsarecool Creator
Wordsarecool

Thank you for your kind words. Let me know if you need help with anything.

Reply Good karma+3 votes
Droidekas
Droidekas

Thanks! I probably will at some point. New to all this.

Reply Good karma Bad karma+3 votes
Post a comment
Sign in or join with:

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.