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    Topics created by argarus

    • A

      Need info on selling my ENTIRE collection.. im leaving for SFAS course

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      The RoosterT

      Shit thats alot of stuff i think you should put it by countries
      also…
      could you give me a list of your german armor
      im in the market for a couple new additions

    • A

      Ideas to counter an allies mortar and FO team

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      Der LeiterD

      Well that makes a huge difference  :wink:

      Even so roughly 1/2 or 1/3 of your army is tied up in a fairly static base.  An Inspiring Lt could help you some, as could some aircraft to take advantage of the spotters.

      It all depends on what you’re playing against then.  Your opponent shouldn’t know what you’re playing, so may not be prepared for that artillery attack, but even still that’s 85 points worth of units all tied up on just three mortars.  If I were playing against it (as a standard 200 pt army and not one designed to beat it) I’d probably have some heavy tanks and 2x AI units; either Brummbars or Sherman 105s.  It all depends on what the rest of your army is and how well they can function.

    • A

      STUFF FOR SALE

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      ?

      How much for the whole Soviet line up?  Also my friend wants to know how much for the UK line up?

    • A

      Some of my stuff up for sale. possible trade

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      M

      dude i have pm u… :-D

    • A

      Perfect 150 points army

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      M

      I don’t pay attention to number of units max, especially with the Soviets. 
      My 150 army, when the map calls for it, involves one Nashorn and at least two more decent tanks.  This I play on defense and once I’ve got my movement kills on the enemy tanks, I will use the MBTs to close in and crush them.  Of course, this means that I can’t let myself get too spread out (Nashorn is expensive so I have limited defense otherwise).  Last night I tried this and got surrounded by the faster west-Allies tanks.

    • A

      Attack~~Defend senerio sugestions

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      D

      Wouldn’t that be the same as the “Assault” scenario type described in the rules?  In which case the defender has 80 points and the attacker has 120 pt armies (going from memory here…).  The defender also gets to place the objective marker.

      So if you prefer a 300 point army.  Then since 80 is roughly 66% of 120.  Do the same to 300 and basically the defender gets a 200 point army.

    • A

      Rule question: Movement and positioning of vehicles

      Miniatures (Original)
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      G

      Changing facing doesn’t take up movement “points.”  When you get to your destination hex, you can face whichever hex side you wish.  And instead of moving to another hex, you can change facing within the same hex.

      However, if you are face-up disrupted, you cannot change facing, because you cannot move.  And if defensive fire or a failed movement roll stops your movement, you must stop facing the hex you tried to enter.

      For the exact rules wording, go to the Avalon Hill webpage and download the rules.

    • A

      German Sniper

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      G

      From Avalon Hill FAQ

      Wehrmacht Expert Sniper says,
      “Crack Shot — This unit gets +1 on each attack die.
      Superior Camouflage — While this unit has cover, enemy units can’t attack this unit at medium or long range.
      Headshot — Once per game, instead of attacking a Vehicle, you may roll six attack dice. If you roll three or more successes, put a face-up Disrupted counter on that Vehicle. This counter isn’t removed at the beginning of the next casualty phase.”

      Q: Does the Crack Shot ability apply to Headshot?
      A: Yes. The Crack Shot ability modifies attack dice, so the Wehrmacht Expert Sniper rolls successes on a 3 or higher.

      Q: Does “have cover” mean that the Sniper has to succeed at a cover roll to get the Superior Camouflage ability?
      A: No. A unit “has cover” just by being in hex filled with defensive terrain. This means that a Sniper with Superior Camouflage can’t be attacked directly at medium or long range while it’s in a forest, hill, marsh, or town hex.

    • A

      Troops entering vehicles hex

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      G

      Here are the d-fire rules…

      Just keep it simple…  when you move a unit… from one hex to another… if both those hexes are adjacent to an enemy unit, then that enemy unit can try to disrupt you.

      Adjacent means same hex or bordering hex.

      In some cases, you are forced to use defensive fire while the moving enemy unit is in a particular hex.  For instance, if an enemy tank tries to move out of a hex containing one of your soldiers, if you choose to use defensive fire, you would likely have to do so while the tank is in the first hex (your hex).  That’s because once the tank is in the next hex (one hex away), most soldiers attack value at Range 1 can’t result in enough successes to match the defense of the tank to disrupt it.

      Provoking Defensive Fire: A unit provokes defensive fire when it moves from one hex adjacent to an enemy unit into another hex adjacent to that same enemy unit. The hex a unit is in counts as adjacent to that unit.

      Soldiers and Vehicles: Soldiers don’t provoke defensive fire from Vehicles. They can move around an enemy tank or even enter its hex without getting shot at by that Vehicle. Soldiers can exploit enemy Vehicles’ blind spots to move safely around them, but enemy Soldiers see them just fine.

      Defensive-Fire Limit: A given unit can make only one defensive-fire attack per phase. For example, a US bazooka team fires defensively against a German tank in the Axis player’s movement phase, but when a second German tank moves into the bazooka team’s hex in the same movement phase, the bazooka team can’t use defensive fire—it’s already fired defensively this phase. During the Axis player’s assault phase, the bazooka team will be able to use defensive fire again.

      Optional Defensive Fire: You aren’t required to use your defensive fire if you don’t want to. For example, if your opponent moves a weak unit to provoke defensive fire from one of your units, you can choose to “hold your fire” and let the weak unit pass in order to be able to use defensive fire against a more dangerous enemy moving later in the phase.

      Multiple Defensive Fire: If more than one unit has the option to take defensive fire, you can make one unit’s attack before deciding whether the other units also attack.

    • A

      Transportation of commanders

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      S

      word up yo! :mrgreen:

    • A

      Superior Armor Rules Help

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      G

      Man… I was totally off in how I was running Superior Armor: I like how it was pointed out that you need to think in terms of hits not damage counters. That really clarified things for me.

      Alot.

      OK, so maybe now that King Tiger won’t we such a game stopper anymore. W00t.

      :mrgreen:

      -=Grim=-

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