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    Posts made by Der Leiter

    • RE: More A and A Miniatures questions

      1. Anything not attack from a units front arc will attack its rear defence value - so directly to the sides, in the same hex, or behind it all use the rear defence.

      2. Units don’t block line of sight; terrain blocks line of sight passing through it but not into it. The forest hex will block line of sight that passes through it. So the tank could attack the infantry in the forest hex, but not an infantry behind the forest hex.

      3. Provoking Defencive Fire is a free action - it doesn’t count against that unit moving/attacking normally during the following phase.

      4. SAs that add dice, such as Stars & Stripes or Flanking Attack, specifically say so: “This unit rolls one extra dice…”  SAs that modify the attack dice, such as Crack Shot, also say so “This unit gets +1 on each attack die”

      5. Yes. They are considered to connect to all other adjacent town hexes despite how the roads may be depicted on them.

      6. No. Amphibious states it can move into water hexes not marsh hexes.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Keeping your minis organized

      I use tackleboxes to store my Minis. Standard sized trays hold most minis, but I’ve found the planes need the larger (Double sized) ones.  I put my cards in one of those simple white cardboard boxes you get for any CCG like magic, and they fit easily in the top of the tacklebox.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • Knowledge Arcana #6 Released

      Greetings all,

      The newest issue of Knowledge Arcana, is out and can be found here.

      Also, I’m looking for some intrepid individuals who’d like to write up a Winter-themed scenario for a future KA issue. The Winter War, Battle of the Bulge, or a scenario during the Russian Winter would all be good examples, but you are by no means limited to them. More holiday (less Historical) scenarios, such as assaults on Santa’s Workshop will be considered as well.

      We’re always looking for AAM articles from the community, so feel free to submit any you might have as well.

      Either PM me or enter questions/submissions at Submissions/Contact Form.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Der Leiter's United and Rule Revisions (URR 1.2)

      Since we started using platoon/company units (eg 25 points for British Rifle Platoon: 1x Vickers 1x Bren 4x SMLE ) we’ve had very little problems with this.  I’ve found it makes for a much better game.

      posted in Miniatures Variant Rules
      Der LeiterD
      Der Leiter
    • RE: Dieppe Raid

      Try finding other players that are interested in playing and pooling your resources.

      Honestly compared to many other scenarios this isn’t that intensive, and I made it a point to go easy on the rares. The hardest part may be having the number of infantry - always feel free to substitute - Use Free French (French Canadiens!) or SMLEs. They’re all the same really.

      posted in Miniatures Scenarios
      Der LeiterD
      Der Leiter
    • RE: Which case to get?

      I’d recommend the base set for starters. It has a lot of core units (M4A1 Shermans, Humbers, SS-PGs, very good commanders, etc).

      Also, it’s always better to buy cases if you can, rather than buying a cases worth of boosters individually - you’re 99.99% guaranteed a better spread of units, eg every case I’ve gotten has given me 4 of every common in the set, 2-3 of every uncommon, and usually 12/15 rares, though occasionally there’s a double.

      Alternatively, go on eBay or to your FLGS that carries singles and just buy what you need. I prefer cases as it gives you the basis of what you need, and often extras for traders, but I do use eBay to get the numbers of some of the units I want.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Various questions regarding play.

      Units don’t block line of sight. When attacking you have to declare a (valid) target unit. Only units with blast will attack every non-aircraft in the hex.

      “On a sucessful cover roll, can the attacker resume his attack with the effected unit?”

      I’m not sure what you mean.

      Attacks go as follows:
      Attack declares target and rolls appropriate dice, counting successes for hits, etc.
      If the defender is in cover and takes hits he does a cover roll; on a 4+ THAT attack is limited to disruption.
      Procced to the next unit.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Medic!!!

      Good god, I thought you were going to start another thread about medics in AAM.  :x

      The easiest way to fix the bent plastics is to run them under hot/boiling water, reposition the barrel/etc back a bit, then dunk them in very cold water. It should hold that, or close to it. If it still isn’t 100% repeat and perhaps bend the offending portion back a little farther than it needs to be.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: British Engineers

      “At the end of your movement phase or assault phase” not at the end of the Engineers movement.

      Unlike the AVRE the Engineer doesn’t take obstacles out as he’s moving, but waits until the end of the phase. This means he still has to roll to get by Barbed Wire or risk disruption when entering a minefield.

      Yes, he’s still overpriced - Personally I put him at 6 points so he might see play - but at least they’re trying.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Dieppe Raid

      As I mentioned n the discussion section - you might not be aware that WotC did errata them with demolitions (At the end of the movement and assault phases roll a D6 against each obstacle in the same hex, or bordering the hex; on a 4+ it’s removed).

      One change I am making is that the Engineer Platoon will become a Reinforced Engineer Platoon to give them a little more firepower; all engineers doesn’t usually end up so well.

      I’m glad you enjoyed it. It’s a tough one for the Canucks, but then it’s supposed to be.

      (Updated with new objective rules, a few new units (AVRE, PAK 40s), and changed Engineer Platoon)

      posted in Miniatures Scenarios
      Der LeiterD
      Der Leiter
    • RE: British Engineers

      WotC has already done this:

      (Engineer Errata). Royal Engineers now have the special ability - Demolitions: At the end of your movement phase or assault phase, if this unit is in a hex that contains an Obstacle or in a hex with an Obstacle along one of its hex edges, you may roll a die. On a 4 or higher, destroy that Obstacle.

      So yes, they have to enter the minefield hex.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Blast attack in same hex

      The same hex is neither front nor rear. Currently this only matters for one unit, the Archer, since otherwise it would be able to fire in the same hex.

      Superior Camoflauge prevents you from targetting a sniper in cover, but if there is another legal target (in this case the PG), then you can simply target it and then blast hits everything else in the square.  This is somewhat like firing at a transport, where you can’t target the unit being transported - but blast will still hit it.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: AAM Zombies

      I’m looking for a Halloween themed A&AM article for the August edition of Knowledge Arcana - so far the zombie idea seems half decent if anyone would like to… flesh it out.

      posted in Miniatures Variant Rules
      Der LeiterD
      Der Leiter
    • RE: Existing Review of D-Day Units?

      Alright, it’s up.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Stupid Veteran Tiger!!!

      Hmm I misread.

      Kill everything is,as GrimJesta, not a very good way to play. Though apparently some people find it ‘fun’ it generally leads to whoever has the best unit(s) wins (a la Vet Tiger).

      Play either a regular or assault scenario and you’ll see the difference. Even if you up the unit limit / points a little its generally good to play with objective(s).

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Existing Review of D-Day Units?

      I’ve been a little busy, and forgot about putting mine up. I’ll look over it again then post it up either tonight or (more likely) tomorrow.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • The Winter War

      The Winter War


      BACKGROUND
      The Soviet Union attacked Finland three months after the (official) start of World War 2, on November 30th 1939, beginning the Winter War. Because of this ‘illegal’ attack, the League of Nations expelled the Soviet Union from its ranks. Despite being heavily outnumbered, the Finnish forces held off the Russians, and in March 1940 a peace treaty was signed. Soviet loses were tremendous, and very little was gained from the war.

      CHOOSING SIDES
      Each player rolls off; highest plays the Russians, lowest plays the Finns.

      GAME TYPE & SIZE
      This is an assault scenario - use standard Assault rules.
      Soviet forces are 150 points, Finnish forces are 100 points.

      MAP SETUP
      The Finnish player selects one of the six standard maps in the Advanced Rulebook.

      OBJECTIVES
      No special/additional objectives.

      WINTER RULES
      All vehicles are -1 speed
      Ignore all roads except bridges.
      Non-artillery soldiers may treat water as clear terrain.
      Long-range attacks give the target +1 cover.


      FINNISH ARMY


      COMPOSITION

      • Armour     0 – 25 Points

      • Support    0 – 25 Points

      • Infantry 50 – 100 Points

      **INFANTRY

      (25) Rifle Platoon

      (50) Rifle Company

      (25) Partisans

      Treat these units as having the Partisan SA

      (25) Cavalry Troop

      ARMOUR

      (25) Vickers-Armstrong Tank Section

      Ignore Gliderborne SA
      When firing at vehicles use anti-soldier dice

      (25) Cavalry Troop

      SUPPORT

      (25) Anti-Tank Section

      (25) Company HQ


      SOVIET ARMY


      COMPOSITION

      • Armour 25 – 75 Points

      • Support 0 – 25 Points

      • Infantry 50 – 100 Points

      **INFANTRY

      (25) Rifle Platoon

      (25) Grenadier Platoon

      You may only have 1 Grenadier Platoon in your army

      (25) Cossack Troop

      **ARMOUR

      (25) T-26 Tank Section

      Ignore Unreliable SA

      (50) T-50 Tank Section

      **SUPPORT

      (25) Cossack Troop

      (25) Mortar Section********

      posted in Miniatures Scenarios
      Der LeiterD
      Der Leiter
    • Italian Invasion of France

      ITALIAN INVASION OF FRANCE


      BACKGROUND
      The Battle of France began on May 10th 1940. Eventually German forces had occupied Paris, and 5 days later the Italians declared war. In the following two weeks before France surrendered to Germany, the Italians took significant loses.

      CHOOSING SIDES & BUILDING ARMIES
      Roll 2D6; the higher number is France, the lower is Italy.
      Armies are built by purchasing units in Platoons; see below.
      The Italian player rolls 2D6+2 and the French 2D6; Whoever has the highest total is the attacker. If there is a tie then play a standard game.
      Attacking forces are 125 points. Defenders are 75.
      Standard games are 100:100 points.

      GAME MAP & DEPLOYMENT
      The defender uses one of the standard map setups oin the Advanced Rulebook. For a standard game simply pick one at random.

      OBJECTIVES
      Play with the normal Assault/Standard rules, as appropriate.

      SCENARIO RULES
      No Heroes are permitted.


      ITALIAN ARMY


      COMPOSITION

      • Attacker: 25-75 Armour, 0-25 Support, 50-75 Infantry (125 Total)

      • Defender: 0-25 Armour, 0-25 Support, 25-50 Infantry (75 Total)

      • Standard: 25-50 Armour, 0-25 Support, 50-75 Infantry (100 Total)

      INFANTRY

      (25 Points) Rifle Platoon

      (25 Points) Assault Platoon

      You may only field one Assault Platoon

      ARMOUR

      (25 Points) Mixed Tank Section

      SUPPORT

      (25 Points) Anti-Tank Battery

      (25 Points) Air Cover


      FRENCH ARMY


      COMPOSITION

      • Attacker: 25-75 Armour, 0-25 Support, 50-75 Infantry (125 Total)

      • Defender: 0-25 Armour, 0-25 Support, 25-50 Infantry (75 Total)

      • Standard: 25-50 Armour, 0-50 Support, 25-75 Infantry (100 Total)

      INFANTRY

      (25 Points) Rifle Platoon

      (50 Points) Rifle Company

      ARMOUR

      (25 Points) Mixed Tank Section

      (50 Points)Mixed Tank Platoon

      SUPPORT

      (25 Points) Air Cover

      (25 Points) AA Battery

      posted in Miniatures Scenarios
      Der LeiterD
      Der Leiter
    • Poland 1939

      POLAND CAMPAIGN


      BACKGROUND
      A week after the Molotov-Ribbentrop Pact was made, German forces invaded Poland on September 1st 1939. Promised Allied support never materialized, and on September 17th the Soviet Union invaded Poland from the east. By October 6th 1939 all of Poland was occupied.

      CHOOSING SIDES & BUILDING ARMIES
      Roll 2D6; the higher number is the Attack (GE or SV) and the lower is Poland. For a three player game the higher number is Germany, the lowest is Russia, and the middle is Poland.
      In a two player game the attack doesn’t have to declare what nation s/he is playing until deployment.
      Armies are built by purchasing units in Platoons; see below.
      For a two player game Army Sizes are 150 (GE/SV) and 100 (PO)
      For a three player game Army sizes are 200 points each.

      GAME MAP & DEPLOYMENT
      The defender creates the map using standard maps (Able, Baker, Charlie, Dog). There must be at least 5 town hexes on one map.
      Polish forces deploy first.
      German forces may deploy their units anywhere from the row of Bluff hexes, back.
      Obstacles may be deployed anywhere except on Beach-Sand hexes.
      For a 2 player game use a 2x2 map and standard assault rules.
      For three player use a 3x2 map. German forces deploy in the top left corner, Russians in the top right, and Polish in the bottom/middle.

      OBJECTIVES
      At the end of turn 7 players score 1 victory point for each town hex they control (ie no enemy contests it).
      Any contested or uncontrolled town hexes score 1 VP for the Polish player.
      The player with the most VPs wins. If Poland is tied for the most, they win.

      SCENARIO RULES
      Each side is allowed one Hero using These Rules.
      Polish forces may use a British Hero.


      GERMAN ARMY


      COMPOSITION
      Armour 25 - 50 Points
      Support 0 - 50 Points
      Infantry 50 - 100 Points

      For a three player game add +25 to the maximum of Armour & Support, +50 to Infantry.

      TOTAL: 150 (200) Points

      INFANTRY

      (25 Points) Rifle Platoon

      • 1x Wehrmacht Expert Sniper
        Ignore Headshot SA
        1x Light Mortar
        4x Mauser

      (50 Points) Rifle Company

      • 1x SS-Haupsturmfurher
        1x Wehrmacht Expert Sniper
        Ignore Headshot SA
        2x Light Mortar
        9x Mauser

      ARMOUR

      (25 Points) Panzer Platoon

      • 4x Panzer II C
        You may substitute L3/35s for Panzers

      (25 Points) Recon Platoon

      • 2x Sd Kfz 222
        3x BMW R75

      SUPPORT

      (50 Points) Luftwaffe Air Support

      • 2x Messerschmitt Me 110
        1x Messerschmitt Bf 109

      (25 Points) Mortar Battery

      • 1x Disciplined Spotter
        2x 81mm Mortar

      RUSSIAN ARMY


      COMPOSITION
      Armour 25 - 50 Points
      Support 0 - 50 Points
      Infantry 50 - 100 Points

      For a three player game add +25 to the maximum of Armour & Support, +50 to Infantry.

      TOTAL: 150 (200) Points

      INFANTRY

      (25 Points) Rifle Platoon

      • 1x Commissar
        1x Kuomintang MG Team
        5x Mosin-Nagant

      (25 Points) Grenadier Platoon

      • 1x Kuomintang MG Team
        5x Soviet Grenadier

      (25 Points) Cossack Cavalry Platoon

      • 6x Cossack Cavalrymen

      ARMOUR

      (25 Points) Tank Section

      • 2x T-26
        Ignore the Unreliable SA

      SUPPORT

      (25 Points) Fighter Cover

      • 2x Zero
        Treat as having 4/4 defence

      (25 Points) Mortar Battery

      • 1x Red Army Forward Observer
        2x 82mm PM-37 Mortar

      POLISH ARMY


      COMPOSITION
      Armour 0 - 25 Points
      Support 0 - 25 Points
      Infantry 50 - 75 Points

      For a three player game add +25 to each.

      TOTAL: 150 (200) Points

      INFANTRY
      (25 Points) Rifle Platoon

      • 1x Vickers MG Team
        2x BAR Gunner
        3x MAS Rifle

      (50 Points) Rifle Company

      • 1x Bold Captain
        2x Vickers MG Team
        3x BAR Gunner
        5x MAS Rifle

      (25 Points) Cavalry Platoon

      • 6x Cavalrymen

      ARMOUR

      (25 Points) Tank Section

      • 3x 7TPdw

      SUPPORT

      (25 Points) Fighter Cover

      • 2x Spitfire
        Ignore Agility SA

      (25 Points) Mortar Battery

      • 1x Concealed Forward Observer
        2x M1 81mm Mortar
        Treast Improved Indirect Fire as Indirect Fire

      (25 Points) AA Battery

      • 2x Bofors AA
      posted in Miniatures Scenarios
      Der LeiterD
      Der Leiter
    • RE: Paratrooper rules

      SNLF Paratroopers are just fine. Definant Paratroopers are reasonable. It’s just the Screaming Eagle Paratroopers that are overpowered.

      And yes, the fact that your army can roll/march through a hex and the next turn… Oh look you missed the paratroopers hiding there  :roll:

      My house rules have been ‘Deploy them with vanguard on turn 1, or they can come in on any mapside’

      Makes them still good, but not nearly as bad.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
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