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    Posts made by axisfan

    • RE: Which units are not worth taking out of the box?

      I heard that as well.  It seemed that at tourney’s  people were stacking their armies with all hero’s so a general house rule of one hero. I do not think it’s mentioned in the rules at all.  Some tactics can be employed as far as 4/4’s go.  I too have no problem mixing units.

      example:                4/4 Bar gunners  support 5/5 Ranger’s I sure people can come up with more but that just springs to mind.

      You have to be carefule I was used like a tool when I sent KAR 98’s against Screaming Eagle’s (First game) It was a blood bath. The trick is to play to the utits strengths and use supporting units.  I’m a big fan of snipers and MG42’s

      posted in Miniatures (Original)
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      axisfan
    • RE: Getting started

      I think the rules are pretty straight forward and you can get the general idea. As far as abilities of the cards go I stick with some basics and add to that.  Yes,  the baseball approach is annoying, but the game has been out long enough to get what you need/want fairly quick + you could always trade or purchase amoung the forum Agent Orange is a good one to start with.

      Regards,

      Axis fan

      posted in Miniatures (Original)
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      axisfan
    • RE: Getting started

      1)  Can purchase at local hobby store/  On-line Hero town/strikezone.com. (Many, Many More)  To start: a starter set may suffice with perhaps a booster or two. Standard game rules 100 Points, 15 units so you do not need that many.

      2)  That is fairly accurate 3 hrs to start(standard game)  Maybe half that time when you get the rules down.

      3)    They come in the starter set along with the rules.  You can download some as well.

      4)    Different type of game .  A& A is on a global scale this is much, much smaller.  The abilities, pieces etc make it very interesting.  I feel it’s worth while.

      Hope this helps

      Axis Fan

      posted in Miniatures (Original)
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      axisfan
    • RE: Which units are not worth taking out of the box?

      Depending on the years you are playing the armor has uses.  The PZ III is decent and cheap and the smoke screen helped me once.  In later years 42 and on save your points.  In addition the PZ II Flamingo is worth it I believe they are 40 or 41 with the flame ability it can be useful.

      Infantry:  SS Panzer Grens are a must anything else is not worth frontline service. MG42 and Snipers are very good.

      Must have a expert sniper.  SS Haup fuher is cheap and useful. A griz vet is a nice addition.

      Soooo.

      1 SSHF

      posted in Miniatures (Original)
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      axisfan
    • Back to Basics

      When exactly do you reveal your cards/Army to the opponent?

      Basic rules state:

      Build army

      Select a map

      Placement ( I think it is here.  Am I correct?)

      Axis Fan

      posted in Miniatures (Original)
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      axisfan
    • RE: A big one coming up

      Should be sometime this week:  I’ll give you Post op when I finish.

      My suspicisions:

      Heavy armor

      Pershings
      Churchill crocks
      Centurians

      as well as M3 stuarts
      Bofur
      Ammo dump
      Eagles and rangers
      Hunting sniper

      I’ve got a couple armor builds for this what do you folks think?

      1                                         2[/u[/u]]                                         3                                      4VT     X2                                         VT   X2                                                    VT  X2                                          VT  X2
      Panther D   X3                                  Panther D    X3                                       Panther D  X3                                  Tiger I X1
      Brumbar X1                                      Brumbar  X1                                             Brumbar X1                                    Panther D X2
      Nashhorn X1                                     Tiger 1    X1                                            King       X1                                    Nashorn X1
      SS PZ IV    X1                                   PZ II Flamingo  X2                                     SS Panther X1                                BrumBar
      222      X1                                        Hetzer  X1                                                222 X1                                        Hetzer X1
      250 X2                                             250 X1                                                      250 X1                                        250 X1

      358                                                      382                                                                             385                      358

      Assuming I have multiples in infantry what would you do with the rest of the pointsÂ

      I must have

      2 Snipers
      Ammo Dump
      Fuel Dump
      1 SShF

      posted in Miniatures (Original)
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      axisfan
    • RE: A big one coming up

      Just thought of something else:

      I forgot about the Nebelwerfer.  Same point cost as a mortor except without the range.  Also, I really like the snipes and feel they have played critical roles in the games (that head/crack shot ability is way too valuable) I have resisted the temptation to cut one lose in order to get a mortor.

      Buy the way,  thanks for the feedback folks I do appreciate it.

      posted in Miniatures (Original)
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      axisfan
    • RE: A big one coming up

      MY plan is fairly simple.

      The fuel dump and ammo dump will be irresistably and he will try to take out.  I will have them in such a way that partisans will not be able to get closer than 2 .  The mg and brumbar + maybe an sspg will deal with them.  If he has paras I’m hoping he will drop them in as well (eventually)  He has done this before.  If that is the case then I will surround him,

      My only concern now (because you fellas got me thinking!) is the mortors. what do I replace do I lose 2 SSPG leaving me with 4 not sure if that makes me happy.  Â

      The tank situation will be fine. I think I would even be able to lose 20 pts somewhere on the armor side. But remember 30 unit limit, and totally unacceptable to him due to the dump abilities as losses start to mount he will deploy the eagles.  I’m making a lot of assumptions here so who knows.Â

      P.S. I ran into a Pershing last Thursday and am not uses to dealing with + range and firepower.  What is the general tactic on the allies uparmored tanks?  Anyone?

      Axis fan out

      posted in Miniatures (Original)
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      axisfan
    • RE: A big one coming up

      SSPG  for moving up.

      Para + Griz vet for reinforce

      2 Werewolf to deal with the expected ammo dump

      I will doubletime the SSPG’s to objective

      posted in Miniatures (Original)
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      axisfan
    • RE: A big one coming up

      Yeah, we are going to let infantry 7 hex starting point, objectives in the center.  Still working the details on that account. On the maps I’m still wondering if we should go longwise or 3 wide.  Still thinking that through.

      posted in Miniatures (Original)
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      axisfan
    • RE: A big one coming up

      Infantry  has always been my weakness.  Tanks I seems to have no problem but. when it comes to infantry I sometimes stall on Ideas.  You say one mortor  would almost be a waste I thought of a build with just a hetzer in the build instead.  Also no,  there is no restriction on planes it just turns out he doesn’t field them that often.  The 88 was a big disappointment my last game not sure I want to do that.

      posted in Miniatures (Original)
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      axisfan
    • RE: A big one coming up

      British American combined forces. Centurian/Church’s/Screaming Eagles/M3 Stewart’s I suspect a lot of heavy armor.  with no aircraft. I expect some heave armor with a bige deployment of Paras; I expect an Ammo dump as well (he can be the King of 1’s sometimes )

      P.S. I love thos Pumas as well just don’t know if I could fit them in the mix (Cost Prohibitive)  I was really tempted to use a Nashhorn,but again, the cost was way too high

      I’m Thinking: Any flaws in this??? (I put some of mu thoughts on the side)

      2 xVet Tiger’s (The double ouch factor)
      1 Reg Tiger 1
      3 Panther G’s (Good and cheap)
      1 Brumbar
      1Hetzer (Filler but have had success with this)
      1 Flamingo (Filler but great for Psch warefare against allies)
      1 250 (The shuttle) Move of 5 with fuel dump
      1 Ammo Dump (Makes the Vet almost a sure hit misses on a 2)
      1 Fuel Dump (Totally changes German armor)
      1 sandbag MG42 (5/5 Def used to protect the dumps)
      2 SSHF
      2 Were wulf (In case of ammo dump)
      2 Snipes (Leiter converted me to these fellas. Had great success with them:  Out of 7 games missed head shot once)
      1 Griz (He is in reserve with my Para if I need , I’ll drop him in with him)
      1 Para
      6 SSPG (Always a favorite)
      1 Mortor (This is new for me and might be a complete surprise for opponent)
      1 Spotter(Ditto from above)
      1 Pillbox (Sand bag’s home)

      posted in Miniatures (Original)
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      axisfan
    • A big one coming up

      Well I knew it would eventually come to this I’m having my first fairly big game (size Wise)

      500 Points

      30 Units

      Germany (surprise,surprise)

      1 Hero

      6 maps (I pick 3 sides with one objective in a center map

      Assuming I have all German Units at my disposal in multiples what would you build?

      Axis Fan

      posted in Miniatures (Original)
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      axisfan
    • RE: Maps, Maps,Maps

      Just another thought on this topic.

      I I remember rightly Avalon used to have numbers assigned to their hexes and that was used for set-up purposes. I think that it may not be a bad idea to have numbers assigned for us  that are time challenged.  I run a strategy ckub at the school and some of the games have been real good but since we only have an hour and 1/2 to get everything finished it becomes difficult

      I think if #'s were assigned to each hex it might prove useful.  The players could simply write down what haex they are on (withe the appropriate map) and resume.  It just gives more flexibility to the game.

      Axis fax out

      posted in Miniatures (Original)
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      axisfan
    • RE: Special Forces

      Para’s of any sort would be considered in my builds.  SS stormtroops have there uses.

      Axis fan out

      posted in Miniatures (Original)
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      axisfan
    • Maps, Maps,Maps

      What about it?

      Any input?  I’m sure that this has been topic has been done before but,  I think it may be time to revisit.  Especially if the rumor is true about theater specific combat units.  Maps are critical.

      Willl the company include additional maps in the boosters?

      Will they sell a seperate box of maps?

      Will they do nothing?

      As I said on the other thread this would be useful for the beginning gamers.  I got about 10 boys started at my school and they are just buying boosters.  If there any marketing guys for the company reading this you might want to check that out.

      Axis fan out

      posted in Miniatures (Original)
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      axisfan
    • RE: Sets 6 & 7

      That sounds very cool.  I hope that they include maps with them.  They really need to add additional maps to the game.  More so for the kids than for the major gamers.  I use the game to teach WW II.

      posted in Miniatures (Original)
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      axisfan
    • RE: Support unit question

      Your the subject matter expert, and not to blow sunshine anywhere but I trust you comments.  Thanks for all the info!!

      posted in Miniatures (Original)
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      axisfan
    • Agent Orange

      Agent can yoy contact me ?

      posted in Miniatures (Original)
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      axisfan
    • Support unit question

      I noticed support units are soldiers.  Does that mean they can go into the bunkers?

      posted in Miniatures (Original)
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      axisfan
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