Sounds like a good idea unless Italy blows the attack on their turn.
Posts made by Danger Mouse
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RE: Yugoslavia Exploit?posted in Axis & Allies Europe 1940
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RE: It is in my grubby hands!posted in Axis & Allies Europe 1940
Same here, I have heard nothing also which most likely means they have yet to hit the mail. :-(
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RE: Unfriendly Neutralsposted in Axis & Allies Europe 1940
You place the Pro-Allied token on it to keep….track…oh wait…nevermind…let the confusion begin!!
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RE: The case for Kievposted in Axis & Allies Europe 1940
@The:
They should add Kiev, Johannesburg, and Vladivostok, for a total of 22 VCs
Think of it this way though having an IC makes South Africa a vital target, knocking out Russia NO by taking thier territory gives Japan a reason to invade Eastern Russia anyway, and while Kiev would give that spot on the map a little more color it would be an easy grab for a German NO. Also, making Kiev a VC also would force the Russians to try and hold it thus draining more of its units which they need to hold Leningrad. They should have made Tunisia a VC in order to force the Axis to hold it with the same ferocity that they did in real life.
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RE: Thoughts on Global NO'sposted in Axis & Allies Global 1940
This gives Japan a huge incentive to invade Russia the round that Germany invades in order to deny the Russians that NO, and in so doing changes the outcome of our AAP 40 games where Japan has no need to worry about Russia. So, while this rule is outrageous it could also aid the Allies by forcing Japan to change the current script of a J3/4 taking of India.
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RE: Pro-Allied Greece and Creteposted in Axis & Allies Europe 1940
I agree it would be unwise to use what little forces you have to activate Greece considering Italy will be throwing everything it can to knock you out of the Med., so sending troops off to die in the Balkans would be a waste.
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RE: Unfriendly Neutralsposted in Axis & Allies Europe 1940
Unfriendly Neutrals
A power may only move into an unfriendly neutral territory to attack it so it is considered a combat movement. By moving into the territory the army is activated and and a battle ensues. In order to capture the unfriendly neutral territory, the army must be defeated. If the invader wins, their gain control of the territory, and their production goes up by the amount on the territory. If the attack fails, the territory becomes allied with the side with which they are friendly. The territory must still be claimed by a friendly in the same manner as if it were a friendly neutral.I copied and pasted this from the A&A Euro 40 preview 3 on the main page, and it looks easy enough to me.
If Germany invades Turkey and fails then it becomes Pro-Allied allowing the Russians on their turn to march in and claim them.
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RE: Straight of Gibraltarposted in Axis & Allies Europe 1940
This is definately a rule that has been long needed for the game, but without any form of defence for Gibraltar it seems like an easy take for the Axis? If Germany is able to wipe out the U.K. fleet on G1 as people are suggesting then it sounds like an easy grab for Italy that has long lasting consequences for the Med… G2 would have perhaps a fighter or two landing there thus ensuring a real fight for the allies to retake it and keeping the Italian fleet safe from Allied Naval units. It’s like fortifying the Carolinas on PAC40 it can hold back the Allies for several extra rounds that make all the difference.
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RE: Political rulesposted in Axis & Allies Europe 1940
Perhaps the Russians could choose to roll a dice after turn 1 and if they get a certain number they can declare war.
Say start of their turn 2: 5 or 6
turn 3: 3-6
Turn 4 automaticThis would force the German player to be prepared for a turn 2 or three assualt by Russian forces that would probably cost them Eastern Europe before they could turn around. It would also make each game potentially different which makes some people upset but hey the entire game is decided by dice, so it might make a good house rule.
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RE: My review copy of Axis & Allies Europe 1940 has arrivedposted in Axis & Allies Europe 1940
The french inf unit does look great, but I am likewise dissapointed with the use of Russian units for the French. Of course, you will probably never see a French T-34 after the second round so who cares. As for the Italians they had a chance to make sculpts just for them but instead went for Germans with a paint job, and even the infantry looks like German just in a new position.
Ah well, FMG’s Italian pieces will be out before you know it and these “finto Italianos” can be shelved for something else…perhaps Axis Minors like (Hungary, Romania, Bulgaria, Finland)?? for house rules. From the looks of it though we will be stuck with the Russian/French units for some time to come since I’m sure they are at the lower end of the list for FMG to replace.
Anyway, I cant wait to get my copy and start playing!!!
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RE: Fortress Maltaposted in Axis & Allies Europe 1940
@Imperious:
IL, can you clarify exactly what you mean by 2 sz rule for land based fighters. do you mean 2 SZ for combat and non-combat moves combined?
Well this is not house rules, but from Carriers planes should be able to only fly to adjacent sea zone in combat. ON Land make that 2 sea zones. In NCM they can move 4 as this represents a redeployment.
On land i am in favor of all land units moving double if they move only in NCM. Naval could perhaps be the same except i have not playtested that idea.
I agree with you completely, I have always thought the aircraft movement was a little out of hand for this game considering the vast distances they cover in a single turn. If you cut their movements by one you really change their effect on the game and then make airfields very important.
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RE: My review copy of Axis & Allies Europe 1940 has arrivedposted in Axis & Allies Europe 1940
No rest for the wicked…or A&A players either it seems
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RE: Find Opponents Here!posted in Find Online Players
Looking for a game any takers? I’m up for which ever A&A game you like.
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RE: Will Anyone Play Europe 1940 Separately?posted in Axis & Allies Europe 1940
Perhaps we should try playing a few games of Pac 40 with active Russian units on the board with maybe a new inf coming on the board every turn, and perhaps a few inf from the “middle East” could arrive on Turn 3. If that has no effect on the game then we know what were walking into.
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RE: Russian sizeposted in Axis & Allies Europe 1940
2 IPC would be a little more fair than 1 considering in one turn you could have a stack of 30 inf to soak up hits while your arm/ftr did the dirty work.
Anyway, A larger Russia will change the war in Europe and force the Germans to put more forces in the East than before or else face the same end as they did in real life. Unless of course they start with a vast horde well beyond anything they had in real life to stomp the Russians, U.K. and win in North Africa without much of a challenge.
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RE: Air and Naval Bases in Europe/Global 40posted in Axis & Allies Europe 1940
Hopefully it will not just melt down to two giant stacks facing off against one another as in the original A&A Europe.
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RE: Re: Field Marshal Games Pieces Project Discussion threadposted in Other Axis & Allies Variants
The Autoblinda is a good choice that will give the Italians a very distinct piece in their theatre of war considering the Germans will have halftracks running around.
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RE: In your opinion, what is strategically your favorite army to play and why?posted in Axis & Allies Europe 1940
Germany and U.K. have to be the best “strategically” to play becuase of Germanys vast spread of options on who and how to attack. As for U.K. you are short on cash and spread around the world under constant attack which makes each game full and exciting to play….at least until you’ve been wiped off the map. :-)
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RE: Re: Field Marshal Games Pieces Project Discussion threadposted in Other Axis & Allies Variants
I think motorized is as far as they got…