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    Posts made by AgentOrange

    • RE: How much do you play and think about A&AR

      Well, I would gladly play it at least once a week, but I can never get anyone in my immediate area to commit to playing a game with me.  However, I think about it all the time!  So, unfortunately, I couldn’t find a vote that suited me best.  :-(

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Do you think Russia can survive

      Russia can definitely survive, no question.  And yes, that is a very interesting first turn build.  I’ve always considered having Russia improve their air force, even though I’ve never tried it myself…  :|

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: UK Round 1

      Actually, I think I found a discrepancy with your game.  I’m pretty sure that ownership of Gibraltar does not halt any movement through the Strait.  That was just the first thing I noticed.  Uhhh, maybe you should take your fighter and bomber sitting in London, and attack his sub.  That, as you pointed out, will open up the possibility of the US taking Algeria.  Then, whatever German forces occupy Lybia will have a threat on both sides.  I might suggest moving your Inf. in Trans-Jordan into Anglo-Egypt to help out.  That, however, depends on how many units (including air) are within range of Anglo-Egypt.  If all your forces there, including the Inf. from TJ, will definitely get crushed, then yeah, I would have to agree with CC that a strategic withdrawal would be the way to go.

      And yes, of course, take W.Europe, if only for the temporary increase in funds.

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Distance on the board.

      An island is a land mass that is completely confined within a single sea zone.  That being said, it takes one move to go from the island into the surrounding sea zone.  The only exception to this is the US National Advantage #1, Island Bases.  With this, the US treats an island and its surrounding sea zone as one space when moving fighters. (and bombers, maybe.  I dunno - czech out the rules.)

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Favorite Unit?

      I removed all the votes for naval units, because they didn’t apply.  To all those who voted for a naval unit, you’ll find a new post called “Favorite Naval Unit?”  And if you will, maybe change your vote to a land unit?

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Cold War?

      Actually, I’ve never played A&AE before, but I still stand by what I’ve said:  In A&AR, I would say the say the same thing.  :wink:

      posted in Axis & Allies Europe
      AgentOrangeA
      AgentOrange
    • RE: Map Question

      Maybe you could try laminating material that you can get at office supply stores?

      Just a suggestion; I haven’t tried it myself…

      posted in Miniatures (Original)
      AgentOrangeA
      AgentOrange
    • Different Set-up

      Anyone ever tried setting the map up with six to eight map tiles?
      Maybe playing it as a two or three hundred point game?

      I never have; just wanted some input…

      posted in Miniatures (Original)
      AgentOrangeA
      AgentOrange
    • Other new set features?

      Besides new units, what other kinda new stuff will the new set include?  Like new maps, with new terrain, or what?

      posted in Miniatures (Original)
      AgentOrangeA
      AgentOrange
    • RE: RULES HELP!!!

      It sounds like you may be confused between the meaning of hits vs. successes.  A unit only deals out a “hit” if it rolls enough successes to at least match the defender’s defense value.  If, in the course of one single phase, a unit receives enough hits, it will be destroyed.  Vehicles can take three hits, while soldiers can only take two.  The way attack rolls match up is shown below:

      Vehicles

      Successful attack dice = defense value –-> Disrupted
      Successful attack dice = 1 more than defense value —> Damaged
      Successful attack dice = 2 X defense value —> Destroyed

      Soldiers

      Successful attack dice = defense value –-> Disrupted
      Successful attack dice = defense value + 1 or more —> Destroyed

      Of course, if a unit succeeds at a cover roll, it can only receive disrupted counters, nothing more.

      posted in Miniatures (Original)
      AgentOrangeA
      AgentOrange
    • RE: New Fighter Rules

      It kinda makes sense that way… sort of like fighters having a dogfight on a one-to-one basis, while the fighters that don’t have their hands full are free to do other stuff. (Like strafe enemy ground units)

      As far as AA guns go, maybe have it so if an AA gun is present, the ability is negated.  It would be a little hard to strafe the enemy when AA fire is trying to tear you apart.  :-P

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Best Position…

      I always knew that those NAs combined would make Germany very tough to handle…

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Axis & Allies Miniatures Set II Previews

      I’m pretty excited about the snipers.  Sounds VERY devastating to infantry, especially the Jap sniper’s ability to increase vs. commanders!

      posted in Miniatures (Original)
      AgentOrangeA
      AgentOrange
    • RE: Best Position…

      BUT, would you agree that Germany might be a little more favourable if it’s every man for themselves?  :?

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Favorite Unit?

      One other reason I like fighters is because they make navies much more practical.  One of the navy’s main purposes (in my opinion) is to hold key strategic positions in the sea.  If you have, say, two carriers sitting in a sea zone, you can fly fighters in there to help hold that zone, or fly 'em out to help reinforce somewhere else.  Basically, fighters are mainly defensive units that can help out on land or at sea, and whose defensive value is great (outstanding with jet power!)

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Best Position…

      However, I have put up a topic similar to this one before.  Mine was actually “In a free-for-all, who would you say has the best position?”  The answer might not necessarily be the US, because there are no allies; every man (person) for themselves.  In this case, you might actually say Germany, (crazy, I know) because they have a great position with all kinds of fronts, and therefore, SO many different opportunities.  :wink:

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Favorite Unit?

      …and I’m still wondering why people marked “This question is stupid” but didn’t bother to explain why.  C’mon, people, don’t be shy!  :lol:

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Best Position…

      Economy shouldn’t mean how capable a nation is of making more money in the early parts of the game.  Economy, just as a word, means a nation’s net income during a set period of time.  More income means a stronger economy.  In this case, just replace “income” with “production capacity”, because that’s what’s important;  You’re trying to build a large army to destroy your enemy.

      So in terms of the game, US easily has the strongest economy.  Can Germany take a territory, and keep it, throughout the game?  It’s very difficult, because they’ll be swapping back and forth with Russia, all while trying to prepare for the inevitable D-day, which happens when the US and UK get their forces ready.  Just like in WWII, the US may not have been readily able to attack anywhere off the bat, but once they starting churning out troops, tanks, planes, etc. they were a force to be reckoned with.  The US doesn’t really need to be able to take anything, because they can rest assured that they’ll be making the most money.  And also, because they’re so isolated, they don’t really need to commit as many resources to defense, contributing to the “war-machine” factor.  In this way, the US is a powerful offensive and economic giant during the game.

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Allied options in 8 point game

      I told Mr. Bo about it - at least the way we handle it in my circle. We just set up the game as normal, but rearrange the teams. However, there may be some alternate rules online somewhere as well…

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
    • RE: Choosing National Advantages.

      I chose other. The reason is this:
      For each nation, we usually choose one NA that we REALLY want. Then we roll two dice. If we get the NA we chose, then we get only that one. If we don’t get the one we chose, then we get the two that we actually rolled. :D

      Since you’re talking about evening things out, maybe have it so the Allies don’t get this nifty perk. Then they will get three, flat out. The Axis, on the other hand, can get anywhere from two to six. In this case, it ends up being a bit of a gamble, so…

      posted in Axis & Allies Revised Edition
      AgentOrangeA
      AgentOrange
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