Link: http://www.wizards.com/default.asp?x=ah/aam/ah20060927c
The Calliope may look bad at first because of the cost, but it does have bombardment build in.
The Thompsons are nice, but the Rangers are better.
Link: http://www.wizards.com/default.asp?x=ah/aam/ah20060927c
The Calliope may look bad at first because of the cost, but it does have bombardment build in.
The Thompsons are nice, but the Rangers are better.
I’m not a huge fan of the naval conflict, but I do like the idea of mixing the two - get the higgins past the defences for an invasion, etc.
Also for the mixed game, I’m working on rules for calling in fire from local battleships, etc.
Me too, but it’s easier to playtest the smaller one and apply it to the big one ;)
The amount of half-tracks on each side is impressive. I’m trying to get a pic of the map done up; there’s one city on the edge of the Ardenne… I predict the fighting will be pretty brutal there.
Like MechanizedWarfare said, you will only provoke defencive-fire from a unit if you move from 1 hex adjacent to that unit, to another hex adjacent to that unit; ‘backing off’ doesn’t provoke (unless of course it has battlefield awareness).
Also note that:
A. if you attempt to move and fail to (eg your humber is adjacent to a Tiger and tries to move into a forest that is also adjacent to the tiger, but fails it’s movement roll) you do not provoke defencive-fire.
B. If a unit is in a smoke screen you can still provoke defencive-fire from it, HOWEVER unless the provoking unit moves into the smoke screen hex, the defencive-fire ‘fizzles’ as the unit doesn’t have LOS.
C. A unit can defencive-fire once per phase not turn For example an AA Gun could potentially defencive-fire three times per turn; once during your opponents movements, air hase, and flight phase. It can also fire normally during your assault. Of course this never happens…
I was questioning the cost for 5 miniatures in a booster, but considering that battleships are 6 inches long and carriers being 5 3/8, it makes sense. Cant wait to make myself a US or Japanese navy so I can recreate pacific battles, like Midway, Coral Sea, and Leyte Gulf. Or maybe some of you guys are going to make the Kriegsmarine instead, and thats cool too. As long as you arent Russia, cause I dont think theyll have a strong navy.
I’m not the happiest about the quantity at the same pricing as AAM - I would hope they are of good quality and size.
The distribution seems odd, and some have suggested it’s better to buy the starters (though if they’re fixed that becomes irrelevant) the reasoning being that
"For only 10$ more than a boosters (+66%) the starter has more than double the units of a booster.
However this only holds true if you’re buying in small quantities. Take this example - for the same cost (75 USD) I can get 5 boosters or 3 starters:
Boosters : Starters
5 rares : 3 rares
5 uncommons : 6 uncommons
15 commons : 16 commons.
So the boosters have 1 less uncommon and common; they’re rares instead.
I’m not actually that happy with the distribution (specifically 1 rare : 1 uncommon ratio in a booster).
It seems to me that unless the units in the starter are fixed, I might w
A&A Naval Miniatures will not be out for some time. Some predictions are August but it might be een later than that.
It will be April at the latest.
I am wondering if they make the two sets stand alone, the orginal and now war at sea. I am going to be a little miffed. I am hopping to be able to have some good ole island invasions… But I am sure if nothing else I will buy just to collect the pieces…
They aren’t compatible. You can use both of them on a strategic and tactical maps to play a larger campaign (eg Axis & Allies board) but even then you won’t be using units from both games in the same battle.
The Stuka has 5/3/- vs infantry, making it fairly useless in that regard. I suppose if you have absolutely nothing better to do you can pick on disrupted infantry or artillery.
I’d like to defend the Zero, but the truth simply is that it’s bad. What would merely disrupt a normal aircraft destroys it. Even regular infantry (which you will rarely if ever see in a competitive army) with 6 dice at medium range have almost a 1-in-3 chance of disrupting it. They work alright if you use packs of three and are careful of their placement, but thats a fair portion of your army.
Yes, that’s mine. It’s a smaller version of what we’re doing thursday.
Also im wondering if the aircraft carrier will actually have little minature airplanes on their decks carrying them around. That would be sweet as hell. :lol:
Not too sure about the size of the miniatures, etc. But IIRC aircraft come in squadrons of 3
?
The US Paratroopers are already deployed and there is bad weather.
We’re doing this one a bit smaller than usual in the hopes we can finish it in two days instead of three. The map is 5x4 with the 106th set up around the edge of the Ardennes, and the 101st in three cities (for game play purposes it was decided three main cities evenly spread across the map would serves as objectives). US Reinforcements arrive on turn 5.
The SS-Kampfgruppen begins at their edge of the Ardennes. The SS-Kommandos set up last as paratroopers (it was decided no jeeps). German reinforcements arrive at the same time as the US ones.
German SS-Kampfgruppen
1 SS Panther Platoon
1 SS King Tiger Platoon
1 Flakpanzer Attachment
2 Sturm Company
1 Assault Gun Company
1 Assault Gun Section
1 SS-Panzergrenadier Battalion (Full Strength)
German Kommandos
1 Otto Skorzeny
5 SS-Kommandos
German Reinforcments
1 SS Panzer Platoon
1 Jagdpanther Platoon
US Defending Forces
2 Companies (106th)
1 Battalion (101st)
2 Anti-Tank Gun Batteries (101st)
US Air Force
1 Squadron P-51D Mustang
1 Squadron P-38G Lightning
US Reinforcements
1 Tank Company (Includes HQ)
1 Assault Gun Platoon
1 Tank Destroyer Battery
1 Light Tank Platoon
1 Self-Propelled Artillery Battery
1 Armoured Company
Special Rules
Bad Weather:
At the beginning of each air phase the allies roll 2D6 and add the turn number. If the result is 12 or more the weather has clear for this turn only and they may place planes.
Winter Rules
-1 to all movement rolls.
Ignore the High Gear SA, and vehicles do not get the bonus road movement.
Additionally, the first hex that a vehicle moves that is not along a road costs +1 movement.
Non-artillery Soldiers may treat water hexes as clear.
Long-range attacks give the target +1 cover.
Yes, I’ve spent far more on it than I should have.
However, I’m looking forward to making campaigns linking up AAM, War at Sea, and A&A.
Unfortunately not until next year; some time in the first quarter.
WotC Bob was kind enough to show us one of the cards for the War at Sea expansion. He also said to note that “There are more attack types than shown on that one card.”
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Heroes are not stopped by defencive fire, but they do not ignore it either.
Special abilities such as Covering Fire and Flamethrower will still effect the Hero; so covering fire can prevent him from attacking, or Flamethrower can still destroy him immediately on three 6’s.
http://www.wizards.com/default.asp?x=ah/aam/ah20060920c
Both decent units, uncommons, and are available 1939+
The Nebelwerfer is very much like a Katyusha; trading mobility for a bit better defence and AT dice. It would have been nice if they included indirect fire, but it’s still not bad. The Pz38(t) is a great early war tank and mobile. +1 to movement rolls is helpful, and although speed 1 while disrupted is ok it’s not likely to get the now defence 2/1 tank far enough away to survive. Still it’s pretty good and worth the +1 point over the R-2 L-35.
The T-35s and BA-10Ms can also be used in an earlier Finnish army as they captured several during the Winter War.
RAF Forces: 3x Hawkers Hurricane, 3x Spitfire, 3x Bofors AA.
Luftwaffe: 3x Stuka, 5x Messerschmitt Me110, 6x Messerschmitt Bf109 (Some Zeroes were substituted for '109s)
SETUP:
RAF Setup: http://www.freewebs.com/onlinedm/Air Battle - RAF Setup.JPG
Luftwaffe Setup: http://www.freewebs.com/onlinedm/Air Battle - Luftwaffe.JPG
RAF disrupts a few planes, but Luftwaffe shoots down a Spitfire:
http://www.freewebs.com/onlinedm/Air Battle - Turn 2 Combat.JPG
Early combat with the aircraft was awkward as players got used to it; planes would often overshoot each other or end up in awkward positions:
http://www.freewebs.com/onlinedm/Air Battle - Early Dogfight.JPG
Me110s and Stukas slipping past the forward defences to reach the large cities behind them.
An Me110 damages the town and takes out the Bofors defending it:
http://www.freewebs.com/onlinedm/Air Battle - The Blitz.JPG
An Me110 is destroyed, but Luftwaffe reinforcements are still coming:
http://www.freewebs.com/onlinedm/Air Battle - Bomber Down.JPG
mORE Me110S in trouble:
http://www.freewebs.com/onlinedm/Air Battle - Cut Off.JPG
http://www.freewebs.com/onlinedm/Air Battle - Me110s in Trouble.JPG
RAF tries to stop the Me110s from reaching the cities, but there’s too many Me109s guarding them.
http://www.freewebs.com/onlinedm/Air Battle - Dogfight 2.JPG
Bombers are approaching the main cities with the RAF in hot pursuit.
http://www.freewebs.com/onlinedm/Air Battle - Battlefield.JPG
Two of the outlying towns have taken major damage, but at high cost to the Luftwaffe.
http://www.freewebs.com/onlinedm/Air Battle - The End.JPG
The end is near - both sides are out of reinforcements, and several cities are burning:
http://www.freewebs.com/onlinedm/Air Battle - Battlefield 2.JPG
Luftwaffe bombers flatten the last city, winning the game:
http://www.freewebs.com/onlinedm/Air Battle - Blitz 2.JPG
End of turn 4: http://www.freewebs.com/onlinedm/Big Battle.JPG
German Reinforcements: http://www.freewebs.com/onlinedm/German Reinforcements.JPG
Russian Reinforcements: http://www.freewebs.com/onlinedm/Soviet Reinforcements.JPG
The Russians are coming! http://www.freewebs.com/onlinedm/AAM - Guards.JPG
Dogfight; each player placed his planes in initiative order to make it more interesting: http://www.freewebs.com/onlinedm/Dogfight.JPG
The last major air battle: http://www.freewebs.com/onlinedm/AAM - Last Major Air Battle.JPG
Bring out your dead! http://www.freewebs.com/onlinedm/AAM - Bring Out Your Dead.JPG
German Panzer Company approaching the Russian cities: http://www.freewebs.com/onlinedm/Panzer IVs.JPG
Russians defending against the Panzers: http://www.freewebs.com/onlinedm/City Defence.JPG
The Panzer assault continues: http://www.freewebs.com/onlinedm/AAM - Panzer Assault.JPG
Russian PTRD manages to actually disrupt an SS-Stormtrooper: http://www.freewebs.com/onlinedm/AAM - PTRD vs SS.JPG
Panzers overwhelming, but something’s wrong: http://www.freewebs.com/onlinedm/AAM - Something Not Right.JPG
The meatgrinder: http://www.freewebs.com/onlinedm/AAM - Brutal.JPG
Panthers overrunning Russian defences in the West: http://www.freewebs.com/onlinedm/AAM - Panther Attack.JPG
88s deploy: http://www.freewebs.com/onlinedm/AAM - 88s Deploy.JPG
Tigers take up position: http://www.freewebs.com/onlinedm/Tigers.JPG
Tigers unleashed: http://www.freewebs.com/onlinedm/AAM - Tiger Attack.JPG
Tigers breakthrough the middle: http://www.freewebs.com/onlinedm/AAM - Tiger Breakthrough.JPG
Death of a Tiger: http://www.freewebs.com/onlinedm/AAM - Death of a Tiger.JPG
Axis bombing the heck out of the last Russian town: http://www.freewebs.com/onlinedm/AAM - Air Raid.JPG
End Game: http://www.freewebs.com/onlinedm/AAM - End of Game.JPG
You can see on the End Game / End of Turn 4 on the middle map, second one in, the ZIS-2 ATG at the edge that survived the whole game; never moving, underconstant fire, and generally being a nuisance.