Indeed, Yanny is correct. Loading and/or unloading any unit uses up all of the units movement points.
Posts made by bossk
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RE: Transport Clarificationsposted in General Discussion
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RE: A&A pacificposted in Axis & Allies Pacific
I’ve only played a couple of times and am still learning the ropes as Japan, I can usually get 3 VPs on the first turn (unless I have unusually bad dice roles, remembers the infamous tank incident). I also try to take out as much of the US fleet as I can. But lately the British have been giving me troubles. I think I should ignore China a little more and focus a little more on protecting Southeast Asia and destroying the british fleet before it becomes more cohesive.
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RE: How long do your board games usually last?posted in General Discussion
most of my games last upward of 3 or 4 hours. the longest game I’ve played was about 10 hours if I remember correctly.
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RE: Japanese Invasion–first and second movesposted in General Discussion
As I said before, why waste money on something that can be captured by the enemy like an IC. You can send more troops to the mainland by buying transports. See previous post for the math.
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RE: AAEuropeposted in Axis & Allies Europe
I had trouble with the convoy rules at first too. When Germany takes a convoy center you just move the appropriate allie down, Germany does not move up. If you look at it it makes sense, are you going to sent divers out to get the suppies from those suken ships?
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RE: Panama Canal Zoneposted in General Discussion
Yeah, Yanny’s right. I think in the first edition rules you didn’t need to use a movment point to travel through the canal, then they never bother to change the map after MB changed the rule.
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RE: Japanese Invasion–first and second movesposted in General Discussion
I disagree in many ways with you plan. First, why do you need an industrial complex on the mainland, especially this early in the game. If you buy 2 more transports it’s only one IPC more and you will be able to move more troops on the mainland; if you buy an IC you can place 3 inf. per turn there, but with 4 transports you can move 8 inf. over. It’s a matter of whether or not you want numerical superiority.
Secondly, the US will wipe out your navy with their airforce and remaining navy. You may think that this won’t matter but you cannot afford to rebuild your navy, the US can and more than likely will rebuild their’s if you do manage to remove the remanants of it from play. This will eventually leave your islands open to attack by the US. This may not seem like much but all your islands are worth nine. That’s a little less than half your starting income. The question is, can you capture enough territory in asia to make up for the US taking the islands?[ This Message was edited by: bossk on 2001-12-05 18:02 ]
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RE: Best Japanese first turn.posted in General Discussion
maybe I’m insane (something a lot of friends would tell you is true), but wouldn’t it be a good thing for the US if he did something unexpected against the Japanese, like say focusing on them instead of the Germans? Think about it. The Russians can probably hold the Germans off, the Brits can probably do a lot of damage to them with strategic bombing raids. Japan is Russias main problem since in your sratagies it seems to be them and not the Germans who do major damage to the Russians. Would it not make sense then to try and attack the Japanese (since according to your plans he’s not expecting that; hmmm, doing something unexpected, that might work), you know, try to prevent them from getting unstopable. That’s just crazy me; watch out, I’m crazy
[ This Message was edited by: bossk on 2001-11-24 18:02 ]
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Marinesposted in General Discussion
In my rules for A&A Pacific it is stated that Marines cost 4 IPCs, but on US’s reference card says that they only cost 3IPCs. I am wondering if anyone else has noticed this and which source I should believe.
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A&A Pacific: Japanese first strikeposted in Axis & Allies Pacific
I just got A&A Pacific (It is most excellent, it recives my stamp of appoval) and I happened upon the box in the rules that states on Japan’s first turn the allies (exept for china) defend at one. The box is stuck in the section on land combat so I am wondering if it also applies to naval combat. Your help is greatly appreciated.
[ This Message was edited by: bossk on 2001-11-21 15:12 ]
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RE: All power to the sovietsposted in General Discussion
I like to attack the US fleet at Hawaii with my airforce, keeping my navy safely out of range. It doesn’t help the mainland but with enough transports one can easily build a nice attacking force there.
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RE: Looking for a Japanese strategy to work with my German stratposted in General Discussion
The rules clearly state that money is distributed at the begining of the game (before you set up the board if you want to get technical). See page seven, middle colum, about the middle of the page.
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RE: Who are you?posted in General Discussion
I’m Geoffrey Buck, I’m 15, and I live in the growing town of Lacombe, Alberta (that’s in Canada for the geographicly uninclined). I first played the game about 5 years ago but have only found others willing to play in the past year or so. The game has become quite popular amoung my friends and one in our group recently bought Europe. I also plan on purchasing Pacific soon. I plan on playing and creating wonderful stratagem for many years to come.
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RE: Questions about A&A europeposted in Axis & Allies Europe
In regard to your first question, yes. If you look under transports in your rules you’ll learn about something called bridging; you can amphib. assualt europe directly from the UK. The attacker would take the convoy centre even if the submarine is submerged (of course they would needa war ship to take it). Blitzingis a special combat move reserved for tanks. They can move through an enemy controled territory (that is one without enemy units), gain control of it them selves an continue on to a friendly territory, another enemy controled territory (gaining control of it too), or it can move on to take part in a regular battle. Hope this helps you out, and may your country of choice rule the world.
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RE: Can allies win?posted in Axis & Allies Classic
Now that you’ve learned how to control Germany (at least untill he changes tactics), I would recommend allowing the americans a little more leeway in advancing operations in the pacific early in the game.
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RE: First attack with russiaposted in General Discussion
This is curious, although I have heard of this no russian attack on first turn rule, I have never really understood it. In all (or nearly) the games I’ve played attacking on the first turn is nessicary for Russia’s survival.
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RE: England defend Africa???posted in General Discussion
I do believe the british airforce has enough range to take the entire german fleet out by, at the very least, the second turn. Then it’s only a matter of keeping a few fighters in africa in case the germans should decide to try and rebuild it.
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RE: All power to the sovietsposted in General Discussion
indeed, a pretty terrible optional rule also. If the german is very good this can doom the russians.
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All power to the sovietsposted in General Discussion
Here’s an interesting plan that heightens the USSR’s role in the game to more than a mere roadblock for the axis. It has worked fairly well in the games I’ve used it in, but I’d like some feedback.
This strategy depends mainly on two principles that some people over-look; 1)the infantry are the most important unit(see next paragraph), 2)as the attacker you do not have to fight out every battle to the bitter end.
Infantry are very important especially to the USSR and Germany. Observe: After capturing a territory on the european front (either german or russian) one needs a large number of infantry to repel the inevitable counter attack and to take hits so that there are still enough tanks to continue capturing more territorys on subsequent turns.
This established, the USSR should buy eight infantry on the first turn just to see how Germany will react to you. For combat russia should attack Ukraine with five infantry from the caucasus and a tank, Eastern Europe with three infantry, two tanks and a fighter and manchuria should be attacked with everything (five infantry, a tank). In these three territories the objective is to eradicate the enemy’s infantry, so once this has been accomplished a hasty retreat is advisable (you usually won’t have enough troops to take any of these, and if you do you probably won’t hold on to them). These sorts of tactics make it virtually impossible or very difficult to attack the USSR. Germany’s Baltic fleet should also be destroyed by your remaining fighter and submarine.
The infantry in Evenki National Okrug should be moved to Yakut where the surviving forces of the manchurian assualt have fallen back to. Two infantry should be moved east from Russia to futher boster defences there, the rest should be moved to Karelia where you should have about two tanks, a couple infantry and two fighters already (I like to retreat the ukrainian strike force back to the Caucasus). Then you should place six infantry in Karelia and two in Russia (in case the east needs further reinforcement).
By continuing hit and run tactics against Germany and Japan you can eventually begin building more offensive units like tanks so that in several turns you can begin taking the weakened territories and you will still be able to withstand any counter attack thrown at you.[ This Message was edited by: bossk on 2001-11-15 16:26 ]
[ This Message was edited by: bossk on 2001-11-16 21:52 ]