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    Posts made by adaptation

    • RE: Axis&Allies.org Weapons Development and National Advanta

      I will give it a shot,ima play a game soon,i will tell ya how it went :D

      Oh btw,i voted useful,but it was an accident,when i pressed the vote button then i saw it was on useful i was like Ah shit and it was 2 late.
      Pardon me :)

      posted in Axis & Allies Revised Edition
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      adaptation
    • RE: Dreadnoughts - National Advantage for Japan

      Seriously,when can Japan afford more Battleship then the 2 starting one?making them 5/5 would be fine…3hit Battleship is good 2.

      posted in Axis & Allies Revised Edition
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      adaptation
    • RE: Axis&Allies.org Weapons Development and National Advanta

      Thanks dread,now i got another question then:Lets say im bombing germany,and theres a jetfighter in germany,what happens?

      As for the AA guns,thats pretty much what i tought

      posted in Axis & Allies Revised Edition
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      adaptation
    • RE: Axis&Allies.org Weapons Development and National Advanta

      Alright here i go

      Techs:

      JetFighter:I don’t understand much this one:So basicly Fighter are AA guns(on a tactical bombing run),but without opening fire.
      Example:English Bomber goes by WesternEurope to go Tactical bomb Germany.Theres a jetfighter in WesternEurope.So basicly it intercepts the bomber,fighter needs a 3 and it kills the bomber,while the bomber needs a 1.Lets say no one killed no one,combat is over,Bomber keeps going to germany and Tact bomb? SBR = Supported Bombing run Or Strategial Bombing run?I need a little clarification here

      Rockets:Thats cool.

      SuperSubs:Thats cool 2.

      Long-Range Aircraft:Anyone ever got this?I don’t see the point of getting it…You might wanna make one over(what about AC being able to have and/or carry AA guns o=)

      Super Destroyers:i suggest you keep the usual Tech,Shore Bombardment(i think),its strong enough,no need for 3 move

      HeavyBombers:Thats all cool.

      National Advantages

      Soviet Union

      Russian Winter:cool

      Nonaggresion Treaty:real fine

      GuardTankRegiments:thats cool 2

      Conscripts:smart (-=

      Katyshua Rockets:Thats just me,but i don’t really like complicated stuff,so i would just put it ur artillery attacks on a 3 for the first round

      TransiberianRailway:Thats fine.

      Germany

      U-Boat Program:Hella smart,forcing Germany really to stay historical by going subs o=

      Atlantic Wall:Fine

      PanzerGrenadiers:Thats hella smart,since panzerblitz wasent so useful

      Wolfpacks:as i said,force germany to stay historical,real good

      TigerTank:Kinda complicated…,i like to keep it simple (-=.
      since they were so strong(everyone heard those stories of 1tiger vs 52424243 tanks bla blabla),what about 2hit tanks?Since 2hit tanks would unbalance the thing, i guess you could put a downfall to it(tanks now cost -7-8,a little bit like your heavy tank tech u had before)

      Fortress Europe:thats cool.

      UK

      Radar:fine

      Joint Strike:fine

      Enigma Decoded:fine

      British Commonwealth Troops:real smart,muc better then mideast oil

      French Resistance:fine

      ColonialGarrison:fine

      Japan

      Tokyo Express:fine

      Kamikaze:Again,keep it simple.It attacks on a 3,in opening fire sequence,hit or not,it is remove when the opening fire sequence is over(the sequence after that would be the attackers rolls).However,keep the cant hit subs rules.

      Floatplane Fighters:nice.

      Dreadnoughts:Even tho this ability is nice, i think you should stick with the 5/5 ability.

      Dug-in Defenders:fine

      Banzai attacks;fine

      US

      Lend-Lease program:fine

      Chinese Divisions:fine

      Marines:fine

      Mechanized Infantry:fine

      Liberty Ship program:smart o-=

      Superforteress:I understand the first part,its the 2nd i dont understand:
      An enemy antiaircraft gun can roll one die against only each attacking fighter.
      AA guns usully do that…Aa gun gets 1 roll for each fighter…How does Superfortress affect fighters anyway?

      I played a game with your old ones,and at roun 4-5 we kinda lost track of it.These sound even better then the others,i need to give it a shot.
      When ur done,i wouldnt mind at all making a BattleBoards for these NA’s+tech,so it dosent get 2 confusing and players can remember everything.

      posted in Axis & Allies Revised Edition
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      adaptation
    • RE: Heavy Tanks - a new technology

      You might want to slow down movement to 1,since heavy armor didnt go that fast…

      posted in Axis & Allies Revised Edition
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      adaptation
    • RE: Has anyone played with the 3/3 tanks from the new AH edition

      Well, 3/3 tanks ON the AH board makes things better,cause theres more territory,and those 2 movement are really useful.In the Original,3/3 tanks would be damn strong,cause theres less territory,and your much more likely to get a counter attack when you counter a territory.I think 3/3tanks makes things better,makes the infantry stacks less probably.

      posted in House Rules
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      adaptation
    • RE: Has anyone played with the 3/3 tanks from the new AH edition

      This is my idea on the whole AH new boarD(including the 3/3tank rule)

      i played a few games on the AH board(with AH rules),and this is what i noticed:
      Germany is the big winner in the 3/3tanks,because Russia can’t counter,and tanks are much more useful in the AHboard,cause a mix of inf-art takes 3turn to attack caucasus,while tanks takes 2(4turn to get to russia,while tanks are still 2 if u control west russia).Getting a Factory in India is really good,cause u can get 3 tanks per round who defend at 3.
      Russia kinda benifits from this,cause he has 4 tanks at beginning of the game.

      posted in House Rules
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      adaptation
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