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    Posts made by Der Leiter

    • Set IV

      Well I don’t know about the rest of you but I’m pretty happy with Set IV.

      Sure the Heroes aren’t quite what I was expecting/wanting, but they can always be HR’d.

      While Japan and Russia got hosed (thought at least they got Heroes, and Russia got a TD), Britain and Germany got some very nice units. 88, Vet Tiger, two British Planes, the Bren, a new Churchill, Me 110, need I go on?

      And the obstacles are very nice too.  As soon as I get my cases we’re playing a massive D-Day game (5x5 map).

      The Americans got some interesting stuff, though overall I’m not too impressed. Oddly I like that since it seems they’ve gotten some too good units in the last few sets.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Buying a case at a time

      Buying by case is a very good idea if you can afford; WotC seeds by case. You aren’t guaranteed you’ll have perfect distribution but out of the last dozen cases I’ve seen only two had less than optimal distribution, and even then it wasn’t terrible.

      The other major thing about being seeded by case is you occasionally find errors; I had a Pershing that came with a Chi-Ro card, and a Chi-Ro that came with the Pershing card in the same case, but different boosters.  Again this isn’t the norm, but it does happen.

      I’ve found with cases you generally get 12/15 of the rares, though sometimes a double sneaks in, 2-3 of each uncommon, and 4 of every common. I don’t know if this holds true for Set I as I bought it buy case (hence over a platoon of Tigers, but only a single Panzer II :()

      As for the cost it all depends where/how you get it. Some decent deals can be found online, just as long as you make sure they don’t gouge you on shipping. If buying at the FLGS it somewhat depends on just how far you are away from the closest major city…  around where I am they cost up to 165$  :x, but once you get into Toronto it drops substantially. I’d say about CD$ 125+Shipping is the range you want to look for… I wouldn’t go for too much more than 150 total.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: What Army do you play? How many points do you have total?

      I tend to prefer European battles over the Pacific, but it does make for a nice occasional break. I really enjoy early war scenarios as well.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: What Army do you play? How many points do you have total?

      I actually like playing them all; each nation has its own flavour.  I haven’t played a Romanian or Polish Army yet, but I have played everything else.

      AXIS - 5839 Points

      • 4178 Germany

      • 313 Italy

      • 1103 Japan

      • 245 Romania

      ALLIES - 6362 Points

      • 80 Australia

      • 1538 United Kingdom

      • 185 China

      • 251 France

      • 92 Poland

      • 1633 Russia

      • 2583 United States

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Mu SU-85 is molded with SU 26

      You mean like with heroes?  :wink:

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Nation Reviews

      US & Russian Armies posted

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Mu SU-85 is molded with SU 26

      Most of the units are fairly distinctive for now (although my Luftwaffe Infantry have managed to sneak into the SS-PG box a few times); but in time there will be just too many units.

      I’m not so sure I’d get my hopes up for Set IV.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Rules Questions

      1. On stacking limits in a two player game you’re correct - 4 Units total. Only 2 units per player, and only 1 of the 4 can be a vehicle (whether it’s a Jeep or a King Tiger doesn’t matter). However in multiplayer games it may work a bit differently.

      2. Units never block line of sight.

      3. Hills are basically no different from forests - they don’t give you any extra vision on their own (though some units can benefit from them because of SAs, like the Nashorn); the only difference is vehicles have to make a movement roll into the forest. That’s it. AH/WotC kept the rules fairly simple so no extra LOS mechanics.

      4. You can move into a hex with an enemy unit, but doing so provokes defencive fire, as GrimJesta states. However remember disrupted units can’t defencive fire either. Defencive Fire is provoked if a unit moves from an adjacent hex to another adjacent hex (note moving out of an adjacent hex does not provoke defencive fire). The defencive firing unit can decide which hex to make the attack in. Roll the attack normally, but if you would score 1+ hits you simply cause an immediate disruption instead, causing the provoking unit to stop in that hex and end its movement.  If the hex the provoking unit is being attacked in provides cover, then the unit rolls; if successful then the provoking unit isn’t disrupted and continues on. Each unit can make one defencive fire attack per phase, so a standard tactic is to move in first with a less threatening unit to draw fire.

      5. You can’t die from defencive fire unless it was caused by a flamethrower; the three 6’s effect still applies. Except for units which are immediately destroyed (death by flamethrower, or a Carro Armato going up) the effects of damaged/destroyed/etc aren’t applied until the casualty phase after both players have made their attacks.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Nation Reviews

      Humbers are great.

      I really like the UK units I’ve seen so far from Set IV; decent PTs and aircraft.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Nation Reviews

      Romanian and British reviews have been posted.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Spitfire?

      I seem to recall the same thing about aircraft. And before that it was the Veteran Sherman Rhino.  :roll:

      People get worked up about little things. Personally, I can deal with the fact that it’s a repainted Messerschmitt.

      The Hero is another matter, and another post  :-P

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Just some questions

      Just to clarify: Currently you cannot target your on units. However abilities such as Rocket Salvo and Blast may cause incidental damage to them

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

      Undead SA “When attacked at ranges 1 or more this unit suffers one less hit from each attack. Units with the Flamethrower SA may ignore this.” or even simply “This unit ignores the first his from each attack. Units with Flamethrower or Hand to Hand (possibly Close Assault if you wanted) ignore this.” Though this does make them VERY tough.  I suppose it all depends on what kind of zombie you want.

      Or how about: Zombie X “When attacked at medium or long range this unit gets +X defence” (+2, +3, whatever depending on the type of Zombie)

      posted in Miniatures Variant Rules
      Der LeiterD
      Der Leiter
    • RE: Nation Reviews

      For a minor nation war, there’s only really 4 nations of any consideration: China, France, Italy, and Romania. The others lack the variety of units to make a decent force. Of the four, France has the most obviously powerful units; the 5/5 defence Char is capable of taking out two units a turn, and the Renault is tied for least expensive tank, but has the second highest defence and good (enough) anti-tank stats.  The MAS Rifle is good enough to play in standard games, and definately shines when compared to the other minor nation’s infantry. The Bold Captain is very good for his cost; he has a solid command ability and is one of the two commanders with initiative +2. Never underestimate the importance of initiative, especially against the Italians (Immediately destroyed Carro can demoralize the Fuciles before they fire a shot) and Romanians (Their ATG’s camoflauge can be a problem).

      While France may seem the strongest, China generally seems the weakest.  Their tank is expensive and fragile, while their troops are just fragile.  Their commander is nearly useless, and the MG has a serious drawback.  So why play China?  Well firstly their MG might have a drawback, but no other nation has one and, for only 6 points, you can afford a few.  The T-26 still has good enough AT dice, it just needs to (unfortunately) be used in larger numbers. Even their basic troops aren’t bad. They may only take one hit to kill, but (a) you’ll have a few of them and (b) they still need to get that hit; 4/4 defence is pretty good in this type of game. Also terrain can be used to keep them out of LOS.  The biggest drawback is the dependancy on the rare T-26; you need several of them for the army to work as all the other units are ineffective against armour.

      The Italians have the same number of units as the France, but like the T-26 their armour has a serious drawback.  Against lighter tanks (T-26, R-2 LT-35, and eve the Renault) the Carro should keep to range and fire at them, as the Carro’s 6 dice will still be enough to threaten them; while 5 or 6 dice firing back will be fairly ineffective.  However this doesn’t work against the Char, where the roles are reversed. In this instance you need to swarm the Char at closer ranges where you have the number of dice needed to overcome it’s high defence.  The Stalwart Lieutenant and Fucile Modello shouldn’t be used if you can help it; a Fucile or two doesn’t hurt as filler, but your force should mainly be comprised of Carros and Blackshirts, with some Mortars as support.  In this limited format, the Blackshirts are perhaps the best infantry with their Ruthless ability.

      Lastly there’s the Romanias.  Between their grenadiers and ATGs they should have the least difficulty with the French tanks; not quite the Char’s silver bullet, but the closest thing to it.  Their Grenadiers aren’t so good against infantry, and are very expensive, so must be used carefully; supporting them with R-2 LT-35s is always good.  The Vigilant Lt’s high initiative of +2 means you can hopefully grab initiative a few times to get your Grenadiers on top of those enemiy AFVs. The Bohler ATGs camoflauge is interesting; try and position a battery with a wide LOS, but more importantly so it can cover the objective. The Vigilant Lt should be safely behind them. In this game nothing goes faster than speed 3 so you don’t have to worry about them being taken out as quickly.

      I think the tournament would be fun, and the Char would be the ‘King Tiger’ of the field.  The probem is, unlike the King Tiger, you can field multiples of them in a standard game, and it wouldn’t be as hard as getting 4-5 of the tanks from other minor nations. You might want to ban/restrict them depending on what people have, or simply reduce the number of points and size of the map (eg 40 points on a 1x2 map). Otherwise you could get some very nasty armies: Char x3, Bold Captain, MAS x10.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Resident Evil 4 Axis and Allies Miniatures

      I believe the SPR scenarios used squads to represent the individual characters; so Pvt Jackson is represented by a Hunting Sniper, Pvt Ryan is a Screaming Eagle; which puts it a bit off, when what’s supposed to be a single trooper has nearly the firepower of an MG42.

      That being said, they’re still fun.

      As for RE4… not my cup of tea, but whatever works for you. If I get really bored one day I might just try that D&D vs AAM.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • Nation Reviews

      The French Army has already been posted, and I’ve added the Chinese and Italians.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Play by post

      This would definately be interesting to try.

      Rolls for initiative
      DiceRolling 2 6-sided dice:
      6, 1

      I would say go with something fairly simple the first time though.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: French Army (formerly: Hi everyone)

      La Resistance units with Partisan? ;)

      The Free French wouldn’t be anything special, as they mostly used British and then American equippment. Though perhaps they would give them some unique abilities.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Leaders Under Fire

      Currently there is nothing that can benefit from the SS-HSF having a face-up disrupted counter between the casualty phase and the beginning of the SS-HSF player’s movement phase, so it doesn’t matter as much as the SS-HSF ignores it so can defencive-fire, etc, still.

      However, I usually leave it on anyway then remove it at the beginning of my movement phase like your supposed to since that is the rule; and who knows in future sets there might be something that can effect it.

      And really, it’s not like it’s a lot of effort either way.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Axis & Allies Miniatures Set 4: D-Day

      There heroes are alright, and remember you haven’t seen the whole thing yet.

      I really don’t like the MG42. I’m not a fan of static defences, and in this case extremely static.  Since it’s nearly the same as an MG42 (stats, etc) I might make up a fun house rule:

      At the beginning of your move phase you may replace any number of your MG42s with Sandbagged MG Teams, and vice versa.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
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