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    Posts made by d142

    • RE: Multi-national attack

      yeah, non combat move’s are allowed as of the turn order, a national power can only be attacked when it is their defensive round,

      this gives unit’s at most 4 non combat move’s a round,

      the rule for unit’s that were in combat is the same, whether it is a defending round or attacking round,

      in theory an aircraft could attack, land, attack, land, non combat move, attack, land,

      for moving once per round i would use the defending non combat move,
      except in the situation where reinforcement’s are placed at the start of a combat round, in which case i would allow these reinforcement’s to be moved at the non combat move,

      for using the 1 move per round, i would use combat marker’s and movement marker’s to identify what unit’s had attacked or moved that round, at the check for victory phase remove all the marker’s,

      posted in House Rules
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    • RE: Multi-national attack

      it uses the same part’s of the sequence, except in a different order

      i.e. 6 player game, russia / germany / u.k. / italy / u.s. / japan

      russia would be the first to defend,

      all 3 axis player’s would have a chance to attack russia,

      before the start of the game all player’s reinforce from their i.c.

      round 1 / axis attack russia

      turn sequence

      russia collect income / axis place reinforcement’s ( after round 1 ) / axis combat move / axis combat / axis non combat move / russia build reinforcement’s / russia non combat move / russia place reinforcement’s, or wait to place reinforcement’s at a combat round /

      axis vs russia / allies vs germany / axis vs u.k. / allies vs italy / axis vs u.s. / allies vs japan / check for victory

      there are 6 round’s, each player with the option to use the reinforcement’s over a number of round’s

      a player has one collect income phase, and 1 build reinforcement turn per round

      all other box rules / or house rule’s are used

      posted in House Rules
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    • RE: Multi-national attack

      @d142:

      all the player’s place their reinforcement’s before the start of the game, at the start of the first defending player’s round that player may build the reinforcement’s which can be placed at the end of the defensive round or at the start of their next defensive round

      reinforcement’s can be saved and placed at the next round if the defending player has control of an I.C.
      i.e. if the I.C. is lost, the reinforcement’s are lost

      posted in House Rules
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    • Bootleggers

      i have recently bought a new boardgame, it is called bootleggers, i do not know if anyone from this forum has played bootleggers, there is a situation in the game where bidding occur’s for turn order, there are 5 strenght’s of bidding card’s,
      the player with the highest bid has turn order for that round, what can happen is that more than one player can bid the same, and there is no resolution in the rulebook, has anyone played this game, or does anyone have a resolution to solve this mystery, there is no way to resolve this without unbalancing the game or changing the rule’s, if anyone has played this game and has a fair and balanced resolution to this standoff, please reply here,
      bidding is the first order of play and with no way to resolve a tie the boardgame can not be played

      posted in Other Games
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    • RE: Multi-national attack

      all the player’s place their reinforcement’s before the start of the game, at the start of the first defending player’s round that player may build the reinforcement’s which can be placed at the end of the defensive round or at the start of their next defensive round

      posted in House Rules
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    • Multi-national attack

      i have been thinking about a rule which allow’s all the player’s from one side, axis or allies, make their combat moves at the same time, here is how it work’s, before the start of the first round, all player’s build their reinforcement’s, the first national power that is attacked place’s their reinforcement’s, all the opposing player’s make their combat move against the defending player, at the end of the round, the defending player build’s reinforcement’s for the next round, the reinforcement’s could be placed at that time for combat, or at the start of their defensive round, multi-national attack’s could be executed with all axis player’s and allies player’s making their combat move at the same time

      posted in House Rules
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    • RE: The Official "Looking for AA50 Opponents" Thread

      @bongaroo:

      How about a multi AA50 1941 game, NOs and techs?

      All interested please PM me.  We’ll start and thread to get our teams together and use it for the game afterward.

      :-D

      count me in if there are space’s left

      posted in Find Online Players
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    • RE: Modules for ABattlemap

      thank you, i am using a map similar to that one for the pbf games, not yet with the name’s of the territories,

      when i get some good picture’s of aircraft and ship’s, i can use them with the map

      posted in Software
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    • RE: Bombers on Carriers

      it could be that there would be some carrier’s that carry bomber’s, and some carrier’s that carry fighter’s, if the fleet of carrier’s is represented by 1 carrier unit, i think that a fighter and a bomber could be placed on a carrier unit,

      i think that a ww2 carrier could carry at least 10-15 bomber’s, the fighter would represent the carrier’s with the fleet that have no bomber’s

      posted in House Rules
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    • RE: Bombers on Carriers

      i think that because the bomber can not defend, a fighter should be allowed with the bomber, if the carrier unit represent’s a number of carrier’s, i think that a fleet of bomber’s would be accompanied by fighter’s for defence, that would represent a fleet of carrier’s with 50 bomber’s, and 1000 fighter’s

      posted in House Rules
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    • RE: Modules for ABattlemap

      if it is the map that i posted, you can not run that in a program, you would have to open the battlemap / map. file , and then move it to a paint or bitmap program for editing/customizing, when you have it customized, save the picture as map, before it is installed the file name should be changed to map.bmp, or the same as the original file in the Abattlemap program, you should see a flash image of 24 bit program appear, save it as 24 bit, then copy the file from pictures to program files, it should replace the map that would be in Abattlemap, when it is replaced, reinstall Abattlemap, when the Abattlemap program is open, the new map should be set, it is possible to make as many map’s as wanted, without deleting the original map, do not save the new map to the Abattlemap folder, replace the map at program files,

      posted in Software
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    • RE: Modules for ABattlemap

      here is the map, the quality of the image is altered, because i have superimposed the image of a battleship to the map, and decreased the size of the picture to fit the attachment file capacity

      Map.JPG

      posted in Software
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    • RE: Modules for ABattlemap

      the map file is too big to post

      posted in Software
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    • RE: Modules for ABattlemap

      has anyone tried to customize the map’s for Abattlemap,
      i have changed mine to different shades of green, and the sea zone’s to blue, it look’s something like the AA50 board, i can write the names of the territories and sea zones over the color

      posted in Software
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    • Variable set-up

      i have never tried this idea,
      each player has 1 free round of purchase at half the starting i.pc. no i.c. purchase,  non combat movement, and placement,
      would it work, or would it upset the game balance

      posted in House Rules
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    • RE: Do built sea units placed in a sea zone with enemy sea units cause a battle?

      combat is triggered at the combat move if the enemy ship’s do not leave the sea zone,
      submarine’s do not trigger combat, unless the attacker declare’s combat,
      the exception to this rule is when there are opposing destroyer’s at the sea zone, destroyer’s cancel sub special abilities,
      because of that, if there is a sub at a hostile sea zone and there is a destroyer present, with no reinforcement’s to back up the sub, the sub, or any other ship can be moved to a friendly sea zone, or hostile sea zone for combat,
      the player who own’s the sub can bring in additional unit’s

      posted in Axis & Allies Anniversary Edition
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    • RE: How to get german boots to the russian front?

      @axis_roll:

      @gebs99:

      let me see if i get this. Its legal to reinforce a territory (with land units) you just captured on the combat phase, during your non combat phase with units that didnt move before. FOr example if russia attacks finland and takes it with only soldiers, then on tis NCM russia could move into Finland any tanks that are within 2 spaces?

      Certainly.

      This has been allowed in every version of A&A from classic to 2nd edition to Revised and now AA50.

      after reading the revised rulebook, it is almost exactly word for word, the same rule’s for non-combat move,
      i could have been confused, because i think that i read that all movement take’s place at the same time

      posted in 1941 Scenario
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    • RE: How to get german boots to the russian front?

      i was not aware of the AA50 rule of reinforcing captured territories,

      yeah that is a legal move, the rulebook does not contradict that statement

      posted in 1941 Scenario
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    • RE: How to get german boots to the russian front?

      the rulebook states that a player may blitz only as part of a combat move,
      from my experience of playing revised, you can not reinforce a captured territory until the next round,
      the AA50 rulebook is not clear of this issue, it states that ‘land units can move into any friendly territories’

      it can be used effectively if you sacrifice aircraft and a hold back by not creating a second offensive toward the caucasus until round 2-3

      posted in 1941 Scenario
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    • RE: Swaying the masses!

      i think that if they played 1 game of AA50 they would know how much the gameplay has improved from revised,
      there are a lot more option’s, more territories, revised unit cost, improved sub’s, cruiser unit, 2 set up option’s,
      with these improvement’s, i think that the game has more scope and scale, without drawing out the game time,
      more strategic option’s, 3 axis vs 3 allies, the axis does not have to attack, attack, attack, from round 1,
      more victory cities, new technology, national objectives

      posted in Axis & Allies Anniversary Edition
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