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    Posts made by Barindo

    • RE: Battle Board for Axis & Allies 1914, Combat rounds,IPC chart, Task Force Cards

      You could add to the order of play the sequence for amphibious assault.
      1. Sea Combat (if necessary)
      2. Pre-emptive strike
      3. Offshore Bombardment
      4. Land Battle

      Mines happen during the movement phase, but you could have a reminder to check for mines before any sea combat.

      I took a break from A&A, but will use the order of play and IPC chart when I battle my son tomorrow.

      posted in Axis & Allies 1914
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      Barindo
    • RE: Unrestricted Submarine Warfare

      I have tried to initiate USW but the French and British navy hunt down the subs before the British 1st collect income phase.  I agree that bring US in early is not a bad thing.  G40 US gets bonus income when it comes in, 1914 it doesn’t.
      I’ve tried several times. but if the French don’t get the subs, the Brits will.
      My new G1 naval is consolidate the fleet in SZ 4 and try to draw the Brits out from their mines.

      posted in Axis & Allies 1914
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      Barindo
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      Question from my gamer buddies:  Is the any restriction on naval movement in SZ 11, 16 or 20 besides mines and enemy ships?

      posted in Axis & Allies 1914
      B
      Barindo
    • Tournament rules but with Italy neutral for 2 rounds

      Yesterday I play 2 games but my buddies insisted Italy starts neutral for 2 turns to be “historically accurate”.  Albania was not aligned with Italy and no mines are active in the sea zone.

      The first game I played Russia and Austria comes on fully on the attack since he did not have to attack Venice.  I had taken Mesopotamia on round 1 but could not reinforce because of the onslaught.  Britain took Afghanistan and pushed troops up to Sevastopol and landed some troops in Karelia as the game progressed.  On turn 3 Austria saw the stack of Italian in Venice and ran home, leaving about 10 units in Ukraine.  Italy did not advance, just dug in.  America reinforced them and they were never in danger of falling.  Russia fell to Germany on turn 7, but swallowed up massive amounts of troops.  France and Britain were in Kiel and we called it a game to try to get another one in.

      The second game I played Austria and tried to learn from the first game and left behind 1 infantry and 2 artillery in Trieste as a start to a defense and attacked Albania, Serbia, and Romania.  I sent in 24 attack points on Albania and Serbia, 36 to Romania and but everything else in Galicia.  I built 6 infantry and 2 artillery, planning to use just builds for Italy and everything in the Balkans heading East.
      I should have won every territory on turn 1.  No hits in Albania, 1 survivor in Serbia and maybe 3 left in Romania.  My dice rolls have consistently been bad playing 1914.  :(

      Russia reinforced Romania and built up in the Ukraine.  Enough forces were in Poland to remain contested at the end of Germany’s 1st turn.  They and Britain took Mesopotamia.  Britain took Arabia and Afghanistan.

      Turn 2 I again calculated what was needed to win and attacked all 3 Balkan states with an extra infantry.  I won Romania and Serbia, still contested in Albania!  1 survivor.  I was weak against the Ukraine but attacked to try to lock them down.  I had survived by avoid direct battles with Germany in the first game.  We traded losses but each had significant forces there.

      Russia stayed in the Ukraine but did not fight.  They sent a few troops to reinforce Mesopotamia.  The Turks worried about economic collapse but Egypt was being neglected, even drained for southern Africa.  The Ottoman went in and it was mutual annihilation.  They also had defeated the Russian cruisers on turn 1 with out a loss.  The Turk sailed SZ 19 to meet up with the Austrian fleet that had sent 2 units to Ankara on the transport while the rest blockaded Suez before Italy plants their mines on turn 3.  Normal France/Germany stuff out west.

      Turn 3 peace with Italy is a thing of the past.  I choose to protect Trieste and have to leave Tyrolia empty, can’t guard both.  Launch another headlong charge at the Russian, reinforced by the troops form Romania.  Serbian forces go to Albania which finally falls.  I kill 20, lose 24.  I have 5 units left in all of Russia.  And 2 units in Ankara with a transport.  I hop on the boat, landing in an empty Egypt.

      Russia can stand and fight in the Ukraine or fight the Germans in Moscow next turn.  They stay and get 4 Brits to stand with them.  Germany is strong enough to slaughter those that survived me.  Next turn Moscow!  I really started a trend in Egypt, suddenly everyone is sending a boat with vacationers to Cairo and they hate I got there first.  Frenchmen with a bombard come in and I kill them with no losses.  Then the Brits kill my Artillery but I slay them too.  Then the Italians, I fall.  The Italians also march a single unit into Tyrolia and bring everything else to Trieste, I barely manage to stay alive.

      Turn 4 Germans say they are on the way, so I don’t spare anything for Tyrolia and bring my build and guys from Albania to try to destroy the Italians in Trieste.  Did I mention I don’t roll good in 1914?  Ouch.  I take Sevastopol with my guys in Russia so I can get some points.

      Germany conquers Moscow on turn 4 and collect the IPCs.  France beware, but he has to save Austria also. 
      Russian units in Mesopotamia suicide against the Turks.  Germans not quite dead yet in south Africa.  France and Italy attack the combined fleet in SZ 19.  French navy gets sunk for an Austrian tip and lost 1 Turk cruiser.  The Italians follow up and survive with a tipped battleship.  Had they lost, 4 transports in SZ 17 would have been guarded only by mines.  I did mention my dice rolling, right?

      Turn 5 finally regains Trieste because they retreated, Germans are massed to go through Switzerland.  Still Italians are in Tyrolia.  Look away and look back, they are replaced by Germans.  The Ottomans are contesting Mesopotamia and worried by the buildup in Egypt, Americans are in Spanish Morocco.  They move all but 2 infantry to Trans-Jordan and build 4 artillery for pre-emptive shots if attacked.  They win Mesopotamia.
      The American sail right up to Constantinople and take it.  Ottomans are out of the game!  No one is adjacent to take it back.

      Turn 6 Austria sends it builds to Ukraine to patch up Russia.  Austria is back to their original borders plus the Balkans
      France sails to Romania.  The Brits sail into Ankara to cement political collapse of the Ottomans.  These sneaky people pull what is left out of Egypt so the Turks can’t suicide attack them.  No one is left standing next to an Ottoman, they die without a bang.  The British are also pushing toward Moscow but the armies are small.
      Germany advances into Burgundy.

      End of the turn we call the game because we have been playing both games for 14 hours.  The Germans are allowed to attack Paris.  70 hits!  His rolling has been making up for mine bad rolls all night.  I did tell you I can’t roll well playing 1914, didn’t I?

      I know my friends will try to play this house rule every time.  If they do, the next time the CP fleets should be in 17 not 19, troops could still be landed in Egypt from 17.  I still need to hold troops back to attack Venice on turn 3.

      And buy new dice.

      posted in House Rules
      B
      Barindo
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      My son had 1 more fighter related question.  He wants to fly from an contested territory to an enemy territory to initiate a battle.  I told him no unit could do that, exit a contest to start a new fight, but he wanted an official ruling for fighters.

      alexstrov; page 19 the next to last paragraph says if you are attacking in a contested territory and eliminate the defender and survive, you get control.  If you both die, your buddy in there gets it if they are the only power left.  If multiple allies are left, they are to decide amongst themselves.  If they can’t YOU decide.  Precisely who “you” are is not clear.  It could be the defender that was eliminated, or the owner of the game.  I think it is the first, but Krieghund can say for sure when he gets here.
      Otherwise it sounds like you got multinationals figured out, yes Britian can jump in, the more the merrier.  They can chose to reinforce you and not attack.  Or they can wait until you have all but 1 or 2 enemy left, attack and kill them and claim the territory.

      posted in Axis & Allies 1914
      B
      Barindo
    • RE: Larry Harris 1914 Tournament Rules ( "potential rules" using his language)

      Question on capturing capitals:

      In the OOB rules, if the capital falls, the IPCs are surrendered immediately but the remaining troops can fight on forever, hoping to their can liberate their homeland.

      The tournament rules introduces economic and political collapse.  Does this supersede the taking a capital rules?

      If the US takes Constantinople by sea, the loss value of homeland territory does not trigger EC or PC.  Does USA get the Ottoman’s IPCs right now, or only after triggering PC?

      posted in Axis & Allies 1914
      B
      Barindo
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      A couple of fighter rule questions.

      Fighters can move 2 spaces and ignores whether the 1st space is friendly, hostile or contested.  What if it is neutral?  Can a British fighter fly from India, over neutral Persia and land in Sevastopol?  Would the Persian units mobilize and make the fighter battle in Persia?

      When retreating from a contested territory, do fighters have to move to an adjacent territory or can they fly 2 spaces away?

      posted in Axis & Allies 1914
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      Barindo
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      Thanks Kreighund for all your timely responses.

      Flash, let’s not mix the OOB rules this thread is for with the proposed tournament rules from a different thread.

      posted in Axis & Allies 1914
      B
      Barindo
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      Minefield question:
      A naval unit remaining in a hostile sea zone with a naval port and mines does not have to roll mines every time.
      Germany buys a transport and invades Poland on turn 1, then on turn 2 does an Amph Assault on Finland.
      On turn 3 the German player loads troops from Poland and lands them in Finland.

      1.  Does the transport roll for mines on turn 3?
      2.  The only way the turn 3 transport would be illegal is if Poland was contested and Finland was controlled by the allies.  If Finland was contested or controlled it would be ok?

      posted in Axis & Allies 1914
      B
      Barindo
    • RE: Larry Harris 1914 Tournament Rules ( "potential rules" using his language)

      “The surrendered power’s IPC treasury will be claimed by the first enemy power to gain control of its capital.”

      So if Italy suffers a political collapse with neither side having troops in Rome, it becomes an uncontrolled territory (kind of like a colony since no defenders will pop up).  The Italian player holds onto the IPCs for the moment.

      The Americans land a transport in Rome and take control, increase the US IPC marker up 3.  But since it is an allied player, it doesn’t get the IPCs?

      If AH attacks and gains control, they get the IPC income AND the IPCs the Italian player has been holding because they are the first ENEMY power to gain control.

      Since the Americans can take control instead of liberating Rome, shouldn’t they get the IPCs held by the Italian player?

      I will by trying these tournament rules in about 9 hours and will post the results on the Harris Games website.

      posted in Axis & Allies 1914
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      Barindo
    • RE: Axis and Allies 1914 FAQ/Question and Answer Thread

      I just started playing 1914 and had to accept another player’s interpretation of the rules to keep the game going.  He claimed if you attacked from a tt, every unit located in the tt had to attack or move to another tt.  None of the original units in the tt could stay behind.  I think he got that from p 17. “When attacking, all units in the space belonging to your power must attack”.
      Are you allowed to attack a hostile tt with some of your forces and leave some behind?

      Another point of contention comes from p 15. If you move all of your units out of a contested territory and leave only units from the other side there, the other side will immediately claim the territory (see “Taking Control of a Territory”, page 20). If the territory was originally controlled by a power on the other side, that power will take control (even if it has no units present). …
      They are arguing that you must leave a garrison in every conquered tt, or it will revert to it’s original owner.  I contend the sentence is still dealing with contested areas only, and the only space you have to leave a garrison is for the CP in shared tts you want to still be able to move through.
      Do you have to leave a garrison in every hostile tt you conquer?

      Why bother leaving a CP inf in shared tt unless you wanted a footpath to Sweden or Mesopotamia?  It seems a waste of manpower.

      I am enjoying the game so far, but the last 2 times played I was constantly getting 1 hit on 6 defenders die.  Can’t win that way.

      posted in Axis & Allies 1914
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      Barindo
    • RE: Global 2nd edition Q+A ( AAG40.2)

      Q1. How do you stop a sub convoy disrupting you if you don’t have a destroyer around?  The sub just submerges and then pops on the collect income phase to drain your income.

      Q2. I declare an amphibious assault on Java accompanied by sea combat in the sea zone 42.  The sea combat fails and the attacking fleet is sunk.  What happens to the transports and troops on them?

      posted in Axis & Allies Global 1940
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      Barindo
    • RE: Global 2nd edition Q+A ( AAG40.2)

      While looking up if moving the surviving UK fleet to SZ 109 would stop the convoy disruption from 2 subs that sank the destroyer and transport there on G1, I noticed a misprint in the Europe Rulebook, page 24.  The 2nd exhibit says the UK sub in SZ 97 would cost Italy 2 IPCs and could cost Germany 2 IPCs if still there on Germany’s turn.  Isn’t that the old rules and it should now say the sub gets to roll 2 dice on both the Italian’s and German’s turn?

      The rules just say a hostile warship has to be in the sea zone to disrupt convoys, even if friendly ships are sharing the location.  So even if I combat move a cruiser and battleship in from SZ 110 and the subs submerge, and then build a destroyer on top of them, those pesky subs still get to drain my income.  :-(

      If anyone can point out how to counter that on UK1, please let me know.  I also had 2 more subs doing the same thing in SZ 106.

      posted in Axis & Allies Global 1940
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      Barindo
    • RE: Sub question

      From new A&A Europe Rule Book, reprint and purchased this week.
      Page 30, last paragraph under Air Units: Air units can hit submarines only if a friendly destroyer is in the battle.
      Page 32, Submarines: Unit Characteristics: Can’t Be Hit by Air Units: When attacking or defending, hits scored by air units can’t be assigned to submarines unless there is a destroyer that is friendly to the air units in the battle.
      Page 32, Destroyers: Unit Characteristics: last paragraph … cancels the following characteristics of all enemy submarines in that battle: Surprise Strike, Submersible, and Can’t Be Hit by Air Units. …

      posted in Axis & Allies Global 1940
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      Barindo
    • RE: Global 2nd edition Q+A ( AAG40.2)

      Q1 European Rulebook p. 10 and 37: The US may declare war at the beginning of their Collect Income phase of the 3rd turn.
      So can they then collect 25 IPCs bonus for their national objective on their 3rd turn, during that same collect income phase.

      Q2 ER p. 34: The Great Britain European economy collects IPCs for all territories on the Europe map, except it gets Western Canada (1) and the pacific economy gets West India (2).  We have enough players that 1 just plays Euro-UK, the other just plays Pac-UK.
      So I assume that the pacific UK player controls the infantry in West India.
      If the Pac-UK player hops an infantry on to transport in sea zone 39 and lands him in Persia, who controls those activated infantry, and more importantly, who gets the 2 IPCs?  Or if Pac-UK conquers Ethiopia or Iraq, who gets the IPCs?

      posted in Axis & Allies Global 1940
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      Barindo
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