Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Cobert
    3. Posts
    C
    • Profile
    • Following 0
    • Followers 0
    • Topics 11
    • Posts 247
    • Best 0
    • Controversial 0
    • Groups 0

    Posts made by Cobert

    • RE: Paratroopers

      I actually thought of renaming the marine unit to ‘mobile infantry’ and letting them have the same qualities as the standard unit except letting them be paradropped as well, but I didnt like the idea of dropping them off, letting them fight to the shore, and then using them for amphibious assault.

      So far though I think my rule is simple enough and Ill end up using it.

      posted in Other Axis & Allies Variants
      C
      Cobert
    • RE: Paratroopers

      Tell me if this rule Im going to try out sounds fine for AA:E

      (there should be an official paratrooper opic or something).

      Paratroopers:  Bombers can transport 2 infantry units.  These units attack on a 2 for the first round of combat only, afterwards they attack on a 1.  The bomber that transported them cannot be used to make any other attacks that turn, including SBR.  The troops can also be dropped in non-combat into friendly territory, but only with a bomber that did not move into combat or SBR earlier in the turn.

      Pretty simple.  I thought for a while of reducing the bombers range to 4 and letting it hold 3 infantry, but then I felt like you might as well use transports since the range would only reach coastal territories.  The range of 6 felt too long, so to balance it out I reduced it to 2 infantry per plane, and now the rule seems right.

      posted in Other Axis & Allies Variants
      C
      Cobert
    • RE: Bigworld 1942 strategies

      I believe I may have VP locations set, along with solid win / loss numbers.  I need to play through a few more games with these rules, but this is very close (if not the) final product.  Still, I’d like some input from you guys.

      The Axis win if they have a total of 27 VPs (they start with 20) for 2 whole turns (they must hold the locations), and the Allies win if the axis have 10 vp for 2 wholes turns.

      (edit: I realize now that 27 is insanely high, and is very hard to obtain and is a pretty decisive victory.  25 seems like a good number; the Allies have to get off of their asses to take away a victory point or two to even things out before the Axis make a big breakthrough on one of the fronts [which will net 2 or 3 VPs, with a fourth probably not far off]).

      VP LOCATIONS: Listed by nation, and also showing how many VPs each territory is worth (1 is minor, 2 is major).

      Germany:
      East Germany - 2
      West Germany - 2
      Italy - 2
      France - 1
      Austria - 1
      Norway - 1
      Ukraine - 1

      Japan:
      Southern Japan - 2
      Northern Japan - 2
      Chosen - 2
      Shantung - 1
      Thai-Malay - 1
      North Philippines - 1
      New Guinea - 1

      Russia:
      Moscow - 2
      Leningrad - 2
      Stalingrad - 2
      Sverdlosk - 1
      Archangel’sk - 1
      Vladivostok - 1

      United Kingdom:
      England - 2
      Scotland - 2
      Bombay - 2
      New South Wales - 2
      Eastern Canada - 2
      Burma - 1
      Egypt - 1
      Iraq - 1
      South Africa - 1

      China:
      Western Sinkiang - 2
      Kansu - 1

      United States:
      Northeastern United States - 2
      Southwestern United States - 2
      Widwestern United States - 2
      Southern United States - 1
      Northwestern United States - 1
      Hawaiian Islands - 1
      Alaska - 1
      Central America - 1

      Tell me what you think.

      posted in Other Axis & Allies Variants
      C
      Cobert
    • RE: Questions from beginner !

      1.  No, this includes land, air, and sea units placed in any adjacent seazones.

      2. No, territories can only be claimed by land units.

      3. It has to be in an IC.

      4. Only for anti-aircraft.  Submarines opening fire is for their attack value (2 or 3 with super subs technology), and the battleships bombardment hits on a 4.

      5. Yes, the bomber can land in brazil, as it is friendly territory.  The 3 IPCs from Brazil are already included in the USA’s production, so theres no need to add them in.

      Once again, only land units can capture territory.

      posted in Axis & Allies Revised Edition
      C
      Cobert
    • RE: New Axis & Allies Global War Variant (free map)

      @Imperious:

      die cut counters can be expensive. best to buy a blank sheet from ebay or something and find some decals that are square and get to work. You will bit find a press cut sheet of .5x.5 counters or even .75x.75  i have tried looking… you will need to buy a die cut and give to printer to make them.

      Ack, weak, well the units I ahve in mind would work fine with Axis and Allies pieces (even though I might buy more modern warfare items off of ebay).  Counters though, in my opinion, just looks better, and more militaristic, if you feel what im saying.

      posted in Other Axis & Allies Variants
      C
      Cobert
    • RE: Strategic Bombing Raids

      He destroyed my navy on turn1, but I wish that I wouldve bought a carrier and pulled that.

      Ive only tried Sea Lion once, and it succeeded.  Its all about opportunities like that.  I always put myself in a position to try it on turn 2 just in case.

      posted in Axis & Allies Revised Edition
      C
      Cobert
    • RE: Strategic Bombing Raids

      I pretended as if I was coerced into choosing one of the choices, and picked ‘if theres nothing else to do’.

      But actually, in a game against a new player, he made the odd buy as the UK for 2 bombers.  I told him it was a bad move, and he looked at me with more confidence than ive ever seen in a new player and said ‘trust me’.  Pretty soon germany’s economy was shot to sh*t.

      Good thing Moscow was overrun with Japanese tanks.

      posted in Axis & Allies Revised Edition
      C
      Cobert
    • RE: New Axis & Allies Global War Variant (free map)

      Most definitely.

      While we’re on the topic of game design, does anybody know of a place that would make cardboard counters?

      Also, how would one go about making a hex map or getting a sort of hex overlay?

      posted in Other Axis & Allies Variants
      C
      Cobert
    • RE: New Axis & Allies Global War Variant (free map)

      One of the reasons I joined these forums was to see peoples ideas for maps, since me and my friends are looking to either make a Market Garden game (similar to axis and allies) or a NATO/Warsaw Pact (hex based) game.  Im also kind of interested in the Suez Crisis and what it would have led to if the US hadnt intervened, but Russian intervention in that situation feels like it wouldve caused problems in europe too, but I guess the Suez game could be made while still assuming a war happens in Europe off of the map.

      Okay im sidetracking now.  :-P

      posted in Other Axis & Allies Variants
      C
      Cobert
    • RE: Building ICs in other country's territories

      If i build an IC in a captured territory, and I lose that territory, and another ally takes it over, its now their IC.

      Thats not even a question, I just feel its the answer to one of the next ones to be asked.

      posted in Axis & Allies Revised Edition
      C
      Cobert
    • RE: Bigworld 1942 strategies

      Im in the process right now of making win conditions (even though Ill probably play all the way until all capitols have been taken).  Im judging which territories should be used for victory, or if the whole thing should be economic based.  How do you guys play?

      posted in Other Axis & Allies Variants
      C
      Cobert
    • RE: Bigworld 1942 strategies

      Ive played this game A LOT since i asked that question, and I agree.  Stalingrad is a lot worse to lose than Leningrad though.  Leningrad can be freed by a combination of great britain, Stalingrad is definitely harder to try and take back.  I feel like Germany has to act quick and take a Russian city in the first few rounds if they hope to win the game, so Japan usually isnt in any position to do a 1-2 punch.  Ive also realized its important for Germany to keep a naval presence in the baltic so they can ship troops into Leningrad.

      If Moscow falls and the other allies arent in a position for a major landing in europe, the axis seem to be on the fast track to a win.  Last game I played as Germany where I took Moscow, I quickly overran China and India, leaving the Japanese the simple responsibility of building a navy to keep america east of Japan.

      posted in Other Axis & Allies Variants
      C
      Cobert
    • RE: Napoleonic Wars

      @Imperious:

      Since you seen to be a nice chap…email me and ill send you the rules for your enjoyment. The game is much better than my pictures can discribe. The rules really present the ‘goodies’ of the game.

      I wouldnt mind getting a hold of those either.  This game is interesting.

      posted in Other Axis & Allies Variants
      C
      Cobert
    • RE: Should revised have added a new plane aswell?

      I wouldnt mind an air transport, theres a ton of house rules for that.

      Artillery is definitely not unnecessary, every 3 or 4 rounds I like to buy a big stack of infantry and artillery with germany, and artillery/infantry combo is a cost effective buy for a defensive russia who is waiting to pounce.

      posted in House Rules
      C
      Cobert
    • RE: Couple of questions, wondering people's ideas about them

      I pretty sure you have the Sealion defense down pat.  reinforce UK, land US transport.

      The only time sealion has worked for me was when I built a baltic carrier, built a fighter, landed all my fighters on WEU, and great britain didnt have too many land forces on turn 2.  It was a tough decision, but I did it, with heavy los to my fighters.  Luckily, the US had their atlantic fleet on the first turn pulled out, ready to move to the pacific, and couldnt take the UK back.  Either way, germany was 20-some IPCs richer, and leningrad an india fell quick (9vc game).  Sealion is all about opportunity and a baltic fleet thats at least 1 unit stronger.

      KJF is touchy.  Build and attack fleet with the US (i really dont like any sinkang IC but people say it works soooo……),  send a few russian units into persia, sinkang (or novosibirsk), and yakut. Russia’s job should be to keep germany occupied while the rest of the allies do the dirty work.  If a lot of the UK fleet is intact in the pacific after turn 2, an australian IC might not be a bad idea.

      posted in Axis & Allies Revised Edition
      C
      Cobert
    • RE: Attacking the Med fleet

      If the transport is open, I use whatever i can to take it out IMMEDIATELY, before it becomes guarded and turns into a pest.  Other than that, I destroy any other navy in the mediterranean when it tries to leave.

      posted in Axis & Allies Revised Edition
      C
      Cobert
    • RE: WWII: The Struggle for Europe and Asia

      I am quite the fan of that mans moustache.

      posted in Other Axis & Allies Variants
      C
      Cobert
    • RE: Norway on KGF

      @newpaintbrush:

      Russian held Norway.  Additional infantry.  Big whoop.
      UK held Norway.  Additional infantry.  Big whoop.
      US held Norway.  Industrial complex.  Three tanks.  kewwwl.

      My thoughts exactly.

      posted in Axis & Allies Revised Edition
      C
      Cobert
    • RE: How much do the Axis help each other?

      Really depends on what germany needs most, but Id say pressure russia.

      posted in Axis & Allies Revised Edition
      C
      Cobert
    • RE: Alternative allied strategy

      There was a game I played once where japan had a massive pacific navy, so rather than contest it I slid US troops thorugh africa then up to india every turn.  I didnt know it was an existing strategy, because it doesnt seem like a very good one.

      posted in Axis & Allies Revised Edition
      C
      Cobert
    • 1
    • 2
    • 3
    • 4
    • 5
    • 6
    • 7
    • 8
    • 12
    • 13
    • 6 / 13