:|
I wonder if the cost would be less if you had them make it in 3 pieces instead of the one large piece.
Then have them mounted on foamboards. you can then tape them together on the back of the boards so that they can be folded up for easy storage.
I have used cardboard cutting boards for other maps, these are used by seamstresses/tailors. They have pressed seams in them for folding already. I imagine that you can get them from most any store that sells fabric and sewing materials. :wink:
Posts made by Crazy Ivan
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RE: A&A Enlarged Mapposted in Axis & Allies Revised Edition
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RE: G1 inputposted in Axis & Allies Revised Edition
:-D
TTE makes a very good point about the liberation of ICs’ by an ally, one that should not be overlooked. :wink: -
RE: G1 inputposted in Axis & Allies Revised Edition
:roll:
On G1, it has to be Karilia and the Ukraine.
If the Ukraine was not attacked, or survived the R1 turn, and it is possible to throw enough units to have a shot at taking the Caucuses, then I would seriously consider doing it.
First of all, If the Caucuses are lost to the Russians on G1 then even when they get it back on R2, and the should, it will not be a place for them to build units in for that turn.
Secondly, every turn that the Russians spend retaking their original territories back, is a turn further away from German held territories. Whgich means more income for germany. Sure the losses will be high, but I’m building mostly infantry anyway, and most likely more than the russians and UK combined. -
RE: Stop the presses: Glemax has Axis and Allies revised… finally!posted in Axis & Allies Revised Edition
:-o
OK, to amphipious assault, the sea zone that your fleet is in must first be attacked and cleared of any enemy ships. That is to say destroyed surfice ships. Subs may still be there but only if submerged. You may then attack the land with your marines, etc…
You may never enter a sea zone that has enemy ships, except submerged subs, on your non-combat turn. :-) -
RE: Historical(ish) questionposted in Axis & Allies Classic
:roll:
Ahhh, Now it’s the “Space-Time continueum” therory of Axis and Allies!
I love it when this happens :lol:
Having been across the Atlantic and Pacific on ships, I can tell you that it dosen’t take a month, even dodging subs, etc…
This is a game, and arbitrary movement factors apply that have nothing to do with historical accuracy, for that you will have to try some other historically accurate games.
Each game turn in AA is a campaign season, about 6 months to a year. I’m guessing of course, since it is all arbutrary any way. :wink: -
RE: Industrial complex questionposted in Axis & Allies Revised Edition
Yes, this is refered to as the TTL: territory turn limit, ( units that can be built in that territory). :wink:
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RE: Historical(ish) questionposted in Axis & Allies Classic
An Army Corps consists of 3 divisions plus several specialty Brigades. If you look at the number of German Corps on the eastern front against Russia in 42 the revised board is a fairly good representation of the actual number of troops that were in the field there at that time.
A German Army Corps on paper was about 60,000 men, ( most units were always under-strength due to casualties, illness, etc…).
The Russian comparison to this was their Armies, with somewhat more men, around 70,000.
Artillery were usually support units, at brigade level,(3 to 4 brigades to a Division) although the Russians did field several artillery Armies, but with far fewer men than the Infantry Armies.
Armor Divisions and Corps had less men than the Infantry units, around 2/3erds, and about half of their vehicles were tanks, The rest being other types of motorized haulers for supporting Infantry, artillery, and supplies. -
RE: Don't you hate it when…posted in Axis & Allies Revised Edition
Your suggestion sounds progressive, with open options to all players, but this could still easily swing the game drastically with just a few abnormally lucky die rolls, which, LL is trying to reduce for everyone, equally. Granted, A@A is just a game, with an attempt at balance rather than historical accuracy, but, that being said, it was during this conflict that the General staffs became very accurate in predicting the casualty rates for most campaigns. This contributed to a better economy of force and resources for upcoming battles. LL reflects this capability very nicely.
Bottom line, if you thing you are a strong strategist, you will like LL. If you like surprize results from battles, then regular dice are your thing.
One is not better than the other, it is a matter of personal taste.
Have fun when you play, or don’t play at all. :-D -
RE: Don't you hate it when…posted in Axis & Allies Revised Edition
Low Luck is an optin on the tripleA gaming site.
It can also be used when playing the boardgame by totalling up the attackers points each round of combat, and dividing this number by 6. The result is the number of auto-hits suffered by the defender. The defender does the same to the attacker. Any fractions less than 6 that are left over after the totaling of either attacker or defender points is rolled to see if it gets a hit.
example: attacter has 33 attack points, Divideed by 6 gives you 5 auto hits with 3 remaining points. The attaker rolls one die, and rolls a 2, this is 3 or less so it too is a Hit! So the defender suffers 6 hits in all this round of combat. Let’s say that the defender had 24 points of defense, this is exactly 4 auto hits, as 24 divided by 6 = 4.
Low Luck reduces the unrealistic swing of a game due to unrealistic lucky die rolls. It helps to keep the luck fairly even and allows for better strategies to usually win out over poor strategies. But, sometimes those fraction rolls can make the differance in a game aver a few turns of good luck.
Try it in a game or two, I believe that you too will come to like LL, ( Low Luck), it RULES!
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RE: Don't you hate it when…posted in Axis & Allies Revised Edition
:roll:
I hate it when none of your defenders hit, and all of theirs’ do!All that can be avoided by playing the Low Luck rules.
Believe me, in 20 plus years of playing this and other such games, I’ve seen it all! :wink: -
RE: UK Factory In Indiaposted in Axis & Allies Revised Edition
This has been my experience too. The only thing you will do is give germany an easier time of it and give Japan a free IC.
Now, if you wait until the Allies can push Japan out of India in force, around turn 10, then building an IC there is a good idea.
It is hard to be patient in this game, especially as the Axis player, but the allies must be prepared to play the long game, build up your invasion forces for at least 4 turns then streamroller in. Easieir said than done, but the best Allied players do just that. :wink: -
RE: KJF Round 1posted in Axis & Allies Revised Edition
:roll:
I can’t even bring myself to read her stuff anymore, gives me a headache :-P -
RE: Always and Neverposted in Axis & Allies Revised Edition
Hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm
It May be…
It Might not…
Ask me again after happy hour, :-P -
RE: FIC IC???posted in Axis & Allies Classic
UK and USA have to send troops across north Africa to link up with Russians coming south from Moscow, and then takethe factory after first taking India.
I think? -
RE: Always and Neverposted in Axis & Allies Revised Edition
:-P
How easy it is for you 3 to get off topic :roll: -
RE: Always and Neverposted in Axis & Allies Revised Edition
:roll:
More important, in the reasoning that The German player will not be as tempted to take the Caucuses from you. For those that are not as devious as you, this could get them into trouble too early on in the game. Cappiece? :wink: -
RE: Always and Neverposted in Axis & Allies Revised Edition
:|
Then these are not for you.
But for most new players, they will work just fine.
Read the bottom line.
I should have stated that this need not apply to the Veteran players who have some rather risker strategies, but to the newer ones who haven’t worked out a good one yet. and these are mostly Round one rules, not later rounds.
But thanks for responding anyway. :roll: -
RE: Always and Neverposted in Axis & Allies Revised Edition
:roll:
Ukraine on R1: Russians only really need to eliminate the ground troops, then pull back their tanks to the Caucuses for
use later. It is nice to kill that fighter, but at what cost? If the russians have 3 tanks and an artillery left,
facing the lone fighter, then retreat and salvage your units for future attacks. But if you have just a
couple taks left, what the hell, finish off the fighter, gain 4 IPC, and hope you get a kill when the germans
counter attack.Karilia on G1: I never advocate going heavy into Karilia on G1. Blitz it with an armor as you go to reinforce Norway for all
I care. just get the points for it is all I’m saying.German all tank builds: I’m still going to advocate that this is a bad idea, but I confess that there will come a point in the
game when you will know that to build as many tanks as you can is probibly a good idea, I do it with
Japan quite often :wink:Yes Algeria not Tunisia. I was looking at the map in my head, when I wrote my Thesis of Always/Never, sorry folks, I hope
I didn’t cause anyone to get hurt as they ran to their maps to see where the hell Tunisia is :-PI stick by my J1 Always and Nevers. Just do whatever it takes to counter the UK threats and you’ll be OK.
Don’t worry, it’ll be OK.The USA 1 build is a lot more flexable than it at first appears. If you dsire to go KJF, this fleet can transit the Panama canal in time to join up with the BB, DD, and other transport from the Pacific fleet + a round 2 build of a carrier and whatever other ship you wish to add to the new Pacific fleet in sea zone 54, south of San Diego.(yes, you can build in sea zone 54). But on the first turn, you still had the Axis believing that it was a KGF game strat and they purchased their units and set their strats accordingly. I call it the big switcheroo. :wink:
Let Japan waste time in Canada, saves russia some time, and space. USA can throw them out by Round 2, 3 at the
latest. :lol: -
RE: Strategic Bombing?posted in Axis & Allies Revised Edition
:-)
I find that it is both less risky to bomb troops in a battle that has no FlaK defending and a more productive mission if they kill 2 or 3 units, than a strat run where I may get 1 to 6 hits of their IPCs. :wink: