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    Posts made by Botider

    • RE: Determining Casulaties in Sea/Air Battles

      @frimmel:

      FORGET any other A&A games you’ve played when playing D-Day, Bulge or Guadalcanal.

      As I’ve discovered. But I really like this particular game…  :-D

      Thanks for the help guys. The answer was what I expected, just wasn’t sure. And as luck would have it, this situation occurred in a game just two nights ago!

      posted in Axis & Allies Guadalcanal
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      Botider
    • Determining Casulaties in Sea/Air Battles

      Okay,… a question about casualties in unusual situations. What if a sea battle takes place between ONLY AIRCRAFT and ONLY SEA UNITS?

      If I understand the rules correctly, in a sea battle, casualties are ONLY SEA UNITS (and in fact, in every type of battle this is case – AIR battles = AIR casulaties, LAND battles = LAND casualties, or airfields). So what if there are no sea units on one side? What if a guy decided to take an entire wing of aircraft (say, 15 ftr, 5 bmb) against a combined force of air/sea units? After the air battle is over, say he still has 12 Ftr, 1 Bmb left and he wiped out CAP cover for the fleet.

      1. In the sea battle, do the planes participate again even though he has NO sea units in the sea zone … it’s just planes against boats?
      2. If this is the case, how are the hits that the boat’s score applied, since there are no enemy ships and the battle box will show hits against BOATS, not PLANES?

      Did I miss something (likely)?

      posted in Axis & Allies Guadalcanal
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      Botider
    • RE: Clairfy: Deploy cost, Determine Island Possession

      Hey Krieghund, you had the answers before. Got a couple more…

      1. Are sea units that are damaged during sea combat IMMEDIATELY moved to the base card - before land battles take place? This would negate their bombardment capability in a land battle.

      2. If a destroyer is damaged during sea combat (but not destroyed), what happens to a land unit being transported by the destroyer? The next step is “unload”… does the destroyer go to the base card BEFORE unloading, or after? Is the land unit lost?

      Unclear on the sequence of WHEN damaged boats are removed, and what becomes of cargo on a damaged destroyer. Thanks…

      posted in Axis & Allies Guadalcanal
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      Botider
    • RE: Guadalcanal Tips and Tactics article

      Thanks, Krieghund.

      posted in Axis & Allies Guadalcanal
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      Botider
    • RE: Guadalcanal Tips and Tactics article

      Oh,… and I forgot these two.

      1. Submarine movement and attack - does first player move AND attack before the second player moves his submarines? Or do both sides move their submarines and then both attack dice are rolled for both? It’s a little unclear, although the phase indicates “move submarines and attack”.

      2. If a player puts multiple AA guns on an island, does EACH AA gun add 3 dice to the air attack? Or can only 1 AA gun fire, even if there are multiple guns present? So,… if you had 3 AA guns on Guadalcanal and the Japanese attacked, would you get 9 dice from the AA guns in the air attack phase? Or only 3? (This is where A&AR habits cause me not to think things through…)

      Thanks Admiral.

      posted in Axis & Allies Guadalcanal
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      Botider
    • RE: Guadalcanal Tips and Tactics article

      Question regarding combat.

      Must opposing units (air, sea or land) attack if they are in the same zone after movement phase is complete?

      For example:
      After movement phase, Japanese (first player) have sizeable fleet and air contingent in a sea zone that is also occupied by American (second player) fleet and air cover. Does the Japanese player HAVE to attack in air and on sea? If Japanese player is not forced to attack (i.e., he simply “passes” and doesn’t roll combat dice), can American player (as second player) engage and attack? Or is only the first player able to decide whether there will be combat?

      I’ve only played a few games, but in all instances we have played that enemy units occupying the same sea, air or land zone at the end of the movement phase must roll combat. If first player decides not to attack, does second player have a choice? I don’t see any advantage in not attacking. If you choose not to attack because you’re outnumbered, won’t your opponent have the same option, and wouldn’t he attack if he had an advantage?

      posted in Axis & Allies Guadalcanal
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      Botider
    • RE: Does it actually matter?

      And now I see what you guys do BETWEEN A&A moves …

      Low carb? Zero cals? … live a little (from a southern boy) – an RC and moon pie is tough to beat in the dog days of August.
      Cars? … let’s go back a few years … AMC Rambler, 3-speed on the column … it was fun to drive (mainly because the whole thing didn’t weigh 500 lbs)
      D&D … now that brings back memories of college days – oh, the fights I had with dopplegangers. But the DM always made me drop my gold coins to pick up my broadsword …  :x
      The Mozarts I like are chocolate and come in a can … you can get 'em in about any shop in Salzburg… otherwise, put on some Steely Dan.
      And mercy, I don’t even remember what it was like not to be married (23 yrs) or not to have kids (19,18,16) … and personally, wouldn’t want to go back there. Life is TOOOO good …
      Enjoy y’alls company on these boards … and playing A&A… amazing how small the world has gotten in the last decade.

      'Tider

      posted in General Discussion
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      Botider
    • Transport Bridging Question …

      Question has to do with the use of an ally’s transport for “bridging” troops…

      Say U.S. has a transport in SZ7 (English channel). Can British troops in England use the transport to cross the channel in one turn and amphibiously assault Western Europe? Or would the troops have to board on one NCM, and offload on the next turn during Combat, even though the transport does not move out of the sea zone?

      Inclination is to believe that the “bridging” would take 2 turns, since even though the transport does not change sea zones, it technically is “transporting” troops across a body of water.

      Comments?

      posted in Axis & Allies Revised Edition
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      Botider
    • RE: Aircraft movement question…

      Thanks, Switch …

      posted in Axis & Allies Revised Edition
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      Botider
    • RE: Aircraft movement question…

      Oh, one other clarification …
      Rules say that the sea zone and a group of islands within that sea zone are considered one space. Use Borneo for example … If a plane is flying TO Borneo, if it reaches SZ37 with its final movement point, can it land on Borneo, or does it take 1 more movement point to actually land on the island?

      posted in Axis & Allies Revised Edition
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      Botider
    • RE: Aircraft movement question…

      Thanks guys.

      posted in Axis & Allies Revised Edition
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      Botider
    • Aircraft movement question…

      Need clarification on aircraft movement … can a fighter exhaust it’s entire movement alotment (4 spaces) to get to a sea zone for a sea battle as long as there is a carrier in the same sea zone, e.g., a fighter takes off from French Indo-China, flies to SZ30 (4 spaces) to participate in a battle. A carrier moves into the sea zone to fight in the battle also. Legal?

      posted in Axis & Allies Revised Edition
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      Botider
    • RE: Dice Roller

      Like, uh …

      DiceRolling 10 6-sided dice:
      3, 6, 5, 2, 6, 5, 1, 3, 1, 6

      ??

      posted in Find Online Players
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      Botider
    • RE: Germany Strategy concept…

      Switch,

      If you wouldn’t mind thrashing a relative newcomer, I’d enjoy an on-line game. I’ll drop you an e-mail with my return address in the next day or two and we can set things up. Sound okay?

      –
      'Tider

      posted in Axis & Allies Revised Edition
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      Botider
    • RE: USSR Strategies

      That’s an interesting observation, 88… dictating the pace is obviously something Russia would WANT to do, but it is also something that is largely out of the hands of Joe Stalin. Since Germany has considerably more production capability at the beginning of the game, Russia can only control W Russia for so long … and only if the German player lets him. But your caveat is the key: if the other allies are doing what they’re supposed to be doing (i.e., arriving in waves from the west within 2 or 3 game turns), then Russia can give Germany all it wants, and then some.

      Happy hunting!

      posted in Axis & Allies Revised Edition
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      Botider
    • RE: USSR Strategies

      Octo is right on …

      Keeping the Germans at bay is a tricky task, but with sufficient assistance from UK/US, the Russians can be a bear! If the German player goes full-force for Moscow, usually the British and Americans are landing in Western Europe within 3 or 4 turns and her warmacht goes scrambling westward. Forcing the Germans to stretch themselves to the East leaves them vulnerable. They are infantry-starved, and it’s a long ways from Germany to W Russian and Ukraine one step at a time.

      My success as Russia has been to follow Octo’s general advice … build mostly infantry and counter-punch when it is economically to my advantage, e.g., when Russia can kill more units than it loses. On many occasions a short-sighted German or Japanese player has stepped within a space of Russia only to have 45 infantry and half dozen artillery step out and swat them like a fly. My favorite tactic is to “strafe” these wayward souls … bring enough firepower to kill all but one or two units, and then retreat back to Moscow. Most of our games are low-luck, and this makes it particularly easy to kill ALMOST all the enemy units and still be able to retreat. In a dice-rolling game, this can backfire if you “accidentially” kill all the enemy units and get stuck in Novosobirsk or West Russia and the enemy can slipped past you.

      Good board … keep the strategies coming. Always enjoy reading other gamers’ experiences and advice.

      Bo

      posted in Axis & Allies Revised Edition
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      Botider
    • RE: What would you change?

      Fellas,

      Back to the topic at hand … “what would you change”… some good ideas re: subs. A couple of others we’ve play tested for a while now …

      • Subs can submerge immediately against fighters unless a destroyer present, then the ftrs get one shot.
      • Subs can submerge after one shot from fleets if a destroyer is present.
        The German “navy” (such as it is) lasts a little longer.

      A few others we really like …

      • SBR rules from Europe/Pacific apply, e.g., fighter escorts and defenders involved.
      • Up to 2 AA guns in a territory can fire at attacking planes… but only one fires against SBR.
      • Damaged battleship repairs aren’t automatic … cost $5.
      • Replaced “Rockets” with “Heavy Transports” … those rockets are lethal and there is no defense. Heavy transports can carry units up to 10 IPCs in cost (3 inf or 2 tanks!).

      You guys have some good ideas here. Keep ‘em comin’. Always interesting to read what other gamers are finding fun.

      Bo

      posted in Axis & Allies Revised Edition
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      Botider
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