I hate to say this, seeing as some might say I should be banned from the site, but historical accuracy is not one of my biggest concerns, as long as I can have fun playing. However, strategic realism is one of the biggest concerns among my clique. For example, in original A&A, we decided that you could place newly built fighters directly onto an adjacent carrier. Our rationale was “Why would a country NOT be able to do that?” Luckily, that detail was corrected this time around…
Posts made by AgentOrange
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RE: What do you think is the most/least realistic about A&A?posted in Axis & Allies Revised Edition
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Naval Influenceposted in Axis & Allies Revised Edition
I think many of you agree that Navies don’t have as much power as they should. So, if anyone has any suggestions for house rules on how to make Navies more influential in the game, they’d be much appreciated. For instance, I’ve mentioned before that a battle group sitting outside of an enemy coastal IC should penalize any sea units being built in their zone. Perhaps having the new units receive a -1 penalty to their combat rolls? This would support the notion that a shipyard would just be cranking out brand-new warships, only to have a fully combat ready fleet inundate them with gunfire. Whaddya think? Any other ideas?
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RE: Battleships, AA guns and Opening fire step.posted in Axis & Allies Revised Edition
No, the special abilities of BBs, AA guns, and subs all take place before the battle actually begins, and only once during an attack.
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RE: Favorite Unit?posted in Axis & Allies Revised Edition
Strange… I’ve noticed that barely any replies were for naval units. Is everyone here all about land war? :-?
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RE: Different Country Combinationsposted in Axis & Allies Revised Edition
You haven’t seen anything on it? Well, czech out my Traditional vs. Alternate thread. One team that I thought was very interesting when I played it was Germany and Russia vs. Everyone else. Things got pretty crazy, and pretty quick, as you can imagine… :wink:
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RE: Japanese ICposted in Axis & Allies Revised Edition
He’s not talking about building 6 tanks in India itself. GG is answering the poll with “French Indochina”, and then when (if) Japan takes India, and Britain has built an IC there, Japan effectively has six units worth of production within range of Caucasus. So actually, a lot of factors have to come into play first, but it works out.
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RE: What is A&A Miniatures?posted in Miniatures (Original)
Okay, Nomad; first things first. It seems like you’ve obviously played the game before, so I’ve got a question. Have you heard official news that “Eastern Front” will be the next expansion? 'Cuz in my opinion, and I’ve already said this, but they need to release some air and sea units too. For example, with a naval expansion, maybe some of the map tiles will have a coastal setting on them? Or with an air expansion, maybe set up some of the tiles with airfields on them, which would be the only place planes can end their move. I just think that the game might get kind of old if it only involves land units… :wink:
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RE: What is A&A Miniatures?posted in Miniatures (Original)
You’re wrong about that one, djensen. I’m excited about it as well. The only thing that bugs me is that the first release is composed of only land units. However, I trust that future releases will include air and sea units as well. How they will affect the rules? Beats the hell outta me…
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RE: Favorite Unit?posted in Axis & Allies Revised Edition
I don’t deny the value of infantry. Let it be noted that infantry may not be the most bad-a** attacker or defender, but their value in any combat is not to be underestimated. They may be cannon-fodder, but cannon-fodder that can shoot back! (I believe it was theduke who made that point.) So they don’t just serve as bullet-sponges, they actually deal out damage too. (Maybe not as much as other units, but who cares? As long as your more expensive units get spared, than they have served their main purpose.) And remember, “overall value” doesn’t mean “ability to get out of a fight, or if not, take someone with you.” It should mean “ability to contribute to the glory of their nation, bringing them to ultimate victory.” So, even if they die, even if they don’t take anyone with them, just honor them as heroes, hope for better rolls, and thank them for soaking up a hit that could have taken out a tank or something.
I was once dismayed by the fact that my topic turned into a huge debate, but now, I find it very interesting. I voted for fighters, just because I love 'em. But I will easily buy a metric a**-ton of infantry during any game I play, compared to any other unit. Whatever tactics you use, may they work for you! And if not, then maybe it’s time to change up your strategy a bit, no?
AgentOrange out. 8)
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RE: Japanese ICposted in Axis & Allies Revised Edition
I don’t think so. Maybe transports are just plain superior in the early stages of the game, but later on, with a movement of only two spaces, they will not provide enough reach to effectively place Japanese troops around the map. So, the IC angle is to provide local unit production in areas that are farther from Japan than their navy can reach. (Like French Indo, E. Indies, or Australia) :wink:
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RE: Favorite Unit?posted in Axis & Allies Revised Edition
I left Transports out of the question because I figured it was implied that they were a necessity. Both FieldMarshall and theduke are correct, but my intention was to focus on combat units (even though in some cases, only transports can make combat posible.) :wink:
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RE: What is A&A Miniatures?posted in Miniatures (Original)
That’s exactly right. I played the game at my local store today, and I think it’s excellent! Me and a buddy of mine played; I was the Axis and he was the Allies. The object of the game is to occupy and control an “objective” marker placed on the board; This must be done by turn 7. If that doesn’t happen, then the player with the highest remaining point value wins.
Units all have a front and rear defense value. From what I saw, these values are only different for vehicles. Each unit also has up to six different attack values, which will be determined by what type of unit you’re attacking (vehicle or soldier) and how far away the defender is. Short range is 0-1 hex away, medium range is 2-4 hexes away, and long range is 5 hexes or more. (Default is 5-8 hexes away. I say “or more” because some units have extended long range. For example, the tank I was using had long range of 5-10 hexes.)
So in an attack, you take the number shown under the proper defending unit and its range, roll that many dice, and compare the number of successful rolls to the defending unit’s defense value. (A successful roll is 4 or greater.) If the attack total is less than the defense total, nothing happens. If they’re equal, the defender gets a Disrupted token. (This means that that unit can’t move, but CAN still attack, and it’s atk/def values get penalized. These tokens go away in time.) If the attack total is greater than the defense total, the defender gets a Damaged token, which is much like the Disrupted token, except that it never goes away. If the attack total is DOUBLE the defense total, the defender is instantly destroyed. (Note: These combat examples are in the case of a defending vehicle. Infantry do not get Damaged tokens; as soon as they take an attack that exceeds their defense value by ANYTHING, they are dead. All units, before officially getting taken off the board, get a parting shot.
Each unit also (not in all cases) gets some cool bonuses too (Especially with the “Commander” units.) My anti-tank gun had a bonus that gave any unit that defended against it got a +1 to its cover rolls. Cover rolls means that if a unit is in hindering terrain, (towns, forests, hills, or swamps) it gets to roll a die. If it’s a soldier, and gets 4 or more, it can only be Disrupted, no more. With vehicles, it’s 5 or more. MG crews get a bonus that allows them to attack twice against the same unit. You’d have to play the game to see all of 'em. :wink:
Anyway, before I start to ramble, if you like A&A (Why else would you be reading this?) and also if you like miniatures-based games, then I think you’d love this one… 8)
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RE: Alternate Colonial Garrisonposted in Axis & Allies Revised Edition
Are you sure you meant Western Canada, justus, and not Eastern? It seems to me like it would be taken either way. With those teams, I’d probably put it in India, because even if the Japs take it, chances are excellent that the Russo-German war machine would roll in and take it back for you. (as Britain) And by the way, justus, I went out and bought D-day. Good stuff… 8)
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RE: Colonial Garrisonposted in Axis & Allies Revised Edition
E. Canada sounds pretty cool, at least, like Warhawk said, if you’re aiming to re-create D-day. It’s just way too isolated for the Nazis to do anything about it, much like E. US, so Germany will just have to build up their defenses in Europe and wait for the storm.
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RE: Homefield Advantage for Capitals?posted in Axis & Allies Revised Edition
Thanks, Boot. I will try that one next time.
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RE: Ship movementsposted in Axis & Allies Revised Edition
No, I would have to say that move is impossible. The farthest that sub could move towards Africa is down to be just north of France. Sounds like someone pulled a fast one there, man. :-?