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    Posts made by americancyco

    • RE: House rule for Cruisers: Global 1940

      If you are going to allow cruisers the AA gun ability, then I would suggest only on defense, since that is how all AA guns work anyway.  If you allowed them on attack it would totally change the strategy of combat as I would just send my cruisers after aircraft carriers instead of waiting to be attacked.  Also giving them AA ability on attack sort of defeats the scramble ability because I probally would never scramble if you got to use AA guns on attack.

      posted in House Rules
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      americancyco
    • RE: Japanese sneak attack

      If I remember right I read, you could use one of your sneak attacks for the naval battle to make way for an amphibious assault.
      Then use a second sneak attack for the actual amphibious assault, but not to ignore the sea battle.

      You cannot use sneak attack to blitz.

      posted in Global War
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      americancyco
    • RE: Destroyed Aircraft Carrier on Defense, plane can land where?

      I may be mistaken but couldn’t your aircraft land on friendly mainland adjacent to the sz your ship was in.  Since it is the same movement as landing on a friendly island in the same sea zone?

      posted in Axis & Allies 1942 2nd Edition
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      americancyco
    • RE: House rule for Cruisers: Global 1940

      Not sure how I feel about this, but I do like it better then giving cruisers +1 when paired with Battleships.

      I am just not convinced every unit needs a special power.

      posted in House Rules
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      americancyco
    • RE: House rule for Cruisers: Global 1940

      Far too good.

      posted in House Rules
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      americancyco
    • RE: Spring 42 vs 42 second edition

      The body is bigger and MUCH better in my opinion.
      You also get the new AA sculpts ofr each nation in each color.

      Personally I fell it is totally worth the upgrade.

      posted in Axis & Allies Spring 1942 Edition
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      americancyco
    • RE: IPC's

      What you collect each turn for IPCs is how much money you get

      posted in Axis & Allies Spring 1942 Edition
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      americancyco
    • RE: Shore bombardment

      Im pretty sure your friend is correct.

      posted in Axis & Allies Revised Edition
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      americancyco
    • RE: Airfields in 1942

      Yes, the airfield is only there to basically make islands and the surrounding sea zones count as a single territory.

      And because of the 1942 map layout, this would not effect Japan, Great Britian or Australia

      Im on the fence, but not totally against the airfield allowing ONE fighter to scramble for the surrounding sea zone only.

      I recently watched the Hell in the Pacific dvd series about WW2 and how important the islands where to the war because of the airfirleds.  That got me to thinking of ways to bring that into the game.

      posted in House Rules
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      americancyco
    • Airfields in 1942

      I was looking at some of the older rules for Revised and such and had an idea.
      I was thinking of adding a new generic piece type Airfields.  They would cost $8 and could only be built on islands.  They would allow the island to be treated as the same sqaure as it’s surrounding sea zone for movement purposes what do you guys think?

      posted in House Rules
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      americancyco
    • RE: Ideas for global NOs

      I dont have a problem with it, but my question would be do you give the UK something for the Union of South Africa?

      posted in House Rules
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      americancyco
    • RE: Axis and Allies revised for sale

      I was just being honest so people didn’t buy it hoping for the celery colored UK pieces.

      posted in Marketplace
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      americancyco
    • RE: Does anyone leave Paris for G2?

      I also always take it G1 to bring Italy into the mix.  Why have an ally just sit out for the entire first turn.  The Italian navy is far too good not to put right to use.

      posted in Global War
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      americancyco
    • RE: Holland / Dutch SOLUTION proposal, and other notes

      I dont know if this is the correct/or best solution either but this is what my friends and I came up with.

      We treat Dutch as a neutral, that turns pro allies if France falls.
      We treat the DEI (for lack of a better name) as a FEC minor allie (sort of like German minor allies)
      The DEI is only activated in one of two ways 1)They are attacked by an Axis power, Japan most likely or 2) The US goes to war with Japan.
      Before they are activated, they are a strict neutral, that allied powers cannot enter.

      This way if Japan picks a fight with them for that first attack, they are attacking a nautral nation and not declaring war on the FEC.  If they continue to fight with the FEC on any turn after they become a minor ally, then Japan would be declaring war on the FEC.  This gives Japan one turn to try and grab as much of the DEI as they can.

      posted in Global War
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      americancyco
    • RE: Question about new HBG marker rules

      Ok I was just saying isn’t the new “optional” rule a lil over powered?

      posted in Global War
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      americancyco
    • RE: Question about new HBG marker rules

      The latest PDF they put up on the HBG website

      posted in Global War
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      americancyco
    • RE: Question about new HBG marker rules

      Thanks but that goes against what the latest PDF says about bunkers

      and I quote from the new PDF

      Bunker Option 1:

      Cost: 20
      Movement: N/A
      Attack: N/A
      Defense: 3 (D6), 5 (D12), 11 (D20)
      Transport Class: N/A

      Bunkers are strictly defensive units. They can be built in any territory that has been
      controlled for one full round. These units only protect a single border, which must be specified
      when placed. Bunkers do not take damage and cannot be taken as casualties. If a territory
      containing a bunker is captured, the bunker is destroyed and removed from play.

      When defending bunkers receive 2 defensive rolls during the first cycle of combat only.
      Bunkers also grant defensive bonuses to all infantry defending the same territory giving them a
      +1 (D6), +2 (D12), +3 (D20) to all defensive values for the first cycle of combat.

      posted in Global War
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      americancyco
    • RE: New minor power (global 1940 2nd)

      I’m a big fan of minor axis allies and felt the same rules could be applied to allies also.

      I see UK w/ Canada and Union of S Africa as minor allies
      I see FEC w/ Anzac and DEI as minor allies
      I see USA w/ Brazil as a minor ally

      I am going to give this a try next time we play.

      posted in House Rules
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      americancyco
    • RE: A&A 1942 2nd edition (1941) set up

      Ok play tested this and found the game to be balanced.

      A few things we noticed was you cannot mix Germany and Italy into one army because it gives Germany too much strength in the opening of the game to just steam roll through UK in Africa.  We made that mistake in one game.

      We used Victory cities to allow repair of capital ships and to scramble 1 fighter.

      If UK/FEC/Anzac are used as one nation you have to give India a factory.

      We also found that if you play with Both UK and FEC (where FEC controls ANZAC you have to start with a factory in E. Australia)

      @Oztea
      We have always used straight rules, they are second nature to use, so we didn’t think about them not being in 42 when it came to Gibraltar.

      We do not allow factories to be built on islands and actually only allow factories to be built in countries you started with.  You want to build in someone elses country you must take over their factory.

      WE also allowed all the pieces from Global and even some new units from HBG and didn’t find it broke anything, actually it just made the game more enjoyable.

      Here is my new question what do you think of adding more victory cities so you have all 19?

      posted in House Rules
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      americancyco
    • Question about new HBG marker rules

      Bunkers*
      It says bunkers protect only one boarder.  But it also says bunkers grant +1 to all defending INF.

      Here is my question.  Lets say a territory with a bunker is attacked from 3 sides.  I understand the bunker will get 2 defense rolls for the side it defends against but will all defending INF get the bonus +1 on defense.  If that is the case these things seems a lil too good.

      posted in Global War
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      americancyco
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