Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Der Leiter
    3. Posts
    • Profile
    • Following 0
    • Followers 0
    • Topics 39
    • Posts 400
    • Best 2
    • Controversial 0
    • Groups 0

    Posts made by Der Leiter

    • RE: Clarification for a newb…..

      @AgentOrange:

      Face-down, as DL put it, refers to the fact that those counters have not yet officially been “inflicted”.  During the casualty phase is when you turn any counters over, and in the case of a now face-up destroyed counter, you would also remove the destroyed unit from play.

      Correct. Although many players will call the unit ‘destroyed’ it’s still around until the casualty phase. You’ll find many also call successes hits, which can lead to confusion over how many hits are scored on a unit.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Clarification for a newb…..

      @Hefe:

      Thanks……so If that’s the case how does a person deal with Superior Armour 2? It looks like a person needs to beat another units defence by 2 in order to register 2 hits, when normally it would have been three. So what does one need to roll to score just one hit?

      Normally you only need to beat the defence by 1 to score two hits, not 3.

      Superior Armour 2 means you need to beat it by 2 instead of just 1 to score 2 hits.
      It has no effect on multiple attacks only scoring one hit each, nor does it effect a single attack scoring three hits.

      Two T-34/75s (Defence 5/5, Superior Armour 2) is up against some Hetzers. We’ll assume the T-34/75 is unharmed at this point.

      1. The first Hetzer rolls an attack and gets 6 successes on the first T-34. Normally this would cause two hits to a defence 5/5 unit, but because the T/34 has superior armour is doesn’t - the Hetzer needed to roll 7 successes. So the T-34/75 gets a face-down disrutped counter.

      2. The second hetzer only rolls 5 successes, which causes another hit. The T-34 then gets a face-down damaged counter. If it had rolled 7 or more successes it would have beaten the superior armour and given two hits; destroying the T-34.

      3. The third hetzer attacks the second T-34 and rolls 10 successes; this is double the defence of the T-34 so it receives 3 hits which will destroy it.

      Hope that clears it all up.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Clarification for a newb…..

      @Hefe:

      Now, I have searched this so don’t get mad. It’s just that even the search results seem to be giving me conflicting results. So here’s my prob:
        As far as I can tell from the rules (there’s a full page example laying it all out) All hits within one simultaneous attack phase are stacked, even from multiple attackers. Tank A has a defence of 5. Tank B attacks A and rolls 5 successes, matching Tank A’s defence and scores ONE HIT. Same phase, Tank C comes in and rolls 6 successes against Tank A, scoring TWO HITS. These attacks combined, as I read the rules, says Tank A has received 3 total hits and is destroyed.
      Maybe I’m preaching to the choir here but, there seems to be alot of confusion surrounding this, I’d appreciate it if someone could help cement this for me. Thanks.

      That’s correct.

      Combat is simultaneous, but since you do one unit at a time (it would be far too confusing to do otherwise) it’s only nearly simultaneous. The number of hits taken stacks, so Tank B in your example would cause Tank A to receive one hit (face-down disrupted), and Tank C would give it two more hits. Since it already has a hit this turn, the next two are damage and destroyed counters (again, both face-down).

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

      @stryder:

      Can somebody please tell me how you attack a tank with infantry if the tank has a defense of 6 and your infantry only has a damage of 2? Also can you add together the rolls from 5 different pieces to make enough dice to damage a tank?
      Thanks
      Kenny

      Most infantry have a Close Assault special ability that allows them extra dice against a vehicle in the same hex.

      You cannot combine attacks.

      posted in Miniatures Variant Rules
      Der LeiterD
      Der Leiter
    • RE: Maps, Maps,Maps

      @AgentOrange:

      Hey, DL, could you provide a link to the Expert Rules section that possibly shows the new maps?

      No, dezrtfish is right they haven’t shown the new maps as of yet.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Sets 6 & 7

      @AgentOrange:

      Actually, I don’t want to be the downer here, but I was told they might be discontinuing it.  This theory was supported by the fact that I also picked up a Scrye, and the prices/values for the Set V pieces were pretty worthless.  But I’m also trying to be optimistic about it, so some new sets with desert and winter themed units sounds pretty cool.

      And yes, axisfan, some new maps would really "tie the room together."  Reference to a bad-a$$ movie.

      I think that’s mostly just rumour mongering at work.

      If it were true they wouldn’t be bothering with the expert rules, new maps, etc. Set V could have low prices simply because there’s so much of it on the market just as easily as it could be because some people don’t like it. If that’s the case its more an anomaly than a rule, and I’m sure they have attempted to fix their errors in the next one.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Maps, Maps,Maps

      @axisfan:

      What about it?

      Any input?  I’m sure that this has been topic has been done before but,  I think it may be time to revisit.  Especially if the rumor is true about theater specific combat units.  Maps are critical.Â

      Willl the company include additional maps in the boosters?

      Will they sell a seperate box of maps?

      Will they do nothing?

      As I said on the other thread this would be useful for the beginning gamers.  I got about 10 boys started at my school and they are just buying boosters.  If there any marketing guys for the company reading this you might want to check that out.

      Axis fan out

      There is a product slated with the Expert Rules set that has more maps: “2 full color, double sided, 21” x 30” hex maps.”

      Other than that, I don’t mind either printing out blank ones and drawing on them (such as in stalingrad), or just cut and pasting the current ones. It would be nice to have new maps, but not necessary for my 2c. In fact someone on the WotC forums has given out what you need (besides the program unfortunately) to make standard, desert, and winter maps of fairly nice quality.

      Even if you don’t want to, or have the time to, make your own you can always use someone else’s.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Sets 6 & 7

      @dezrtfish:

      Has anyone else heard anything about these?

      The rumor I got was that set 6 is about a month and a half out and it is suposed to be Desert Units like Afrika Korp etc.

      I also heard that Set 7 is in design phase and will be winter war, Russians and Fins etc.

      Any Input?

      I have heard no such thing (in fact I’ve heard very little that isn’t pure speculation), and if they were then remember they are very light themes; D-Day is an exception rather than the rule.

      Remember there will be another Naval set between the two as well.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • Opening Salvo #6

      http://www.wizards.com/default.asp?x=ah/aam/ah20070306c

      [attachment deleted by admin]

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • War at Sea Rulebook Released

      It’s not up on the site proper yet, but here’s the link to the link to the rules ;) http://boards.avalonhill.com/showthread.php?t=18302

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: HQ's

      @axis4ever:

      I’ve just recently purchased AA Mini’s……

      I do not have barbed wire, ammo dumps and all that…

      If you get those things and make an HQ does this count against your 100Pt limit?

      Support units and obstacles are treated like any other units for the purposes of army building; so yes they count against the 100 points limit AND the 15 unit limit.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Bad-a$$ Combos

      @AgentOrange:

      Just wondering what unit combinations anyone has found that are particularly useful…

      The reason I ask is because in a recent game I played, I found that the US M1 81mm Mortar is now one of my favorite units, and I found that one of the best things to pair with it would be a Hunting Sniper.  But really, with Improved Indirect Fire, any US unit can act as spotter for it.

      Anyone find anything else?

      Depends on what you mean by combos. I don’t particularily see the US 81mm mortar and another spotting unit as a combo, but just part of the ability (kind of like saying spotter & indirect fire is a combo… technically I suppose it is…). The US 81mm and a Red Devil Captain’s pinpointer is more a combo to me. Throw in a plane than can instantly spot anywhere in the map and now you’re going somewhere.

      Other combos:
      KV-1 & Cossack Captain: The classic combo which gives you a practicially immune Cossack Captain on the KV-1; enemy infantry will have an extremely hard time hitting the KV-1 (or most anything else for that matter), and if the KV-1 starts getting pounded the captain can (usually) easily just jump off.

      SS-Determination/Veteran Crew/Hero units and minefields: Heros are completely immune to them and SS-Determination/Veteran Crew are somewhat immune, letting you escape/advance/maneuvre relatively unhindered depending on what is needed.

      Imperial Sergeant & SS-PGs: tons of dice hitting on at least 3+ (2+ if enemy is disrupted), and difficult for some infantry and most vehicles to stop.

      Commanders & Transports: Any commander on a transport is usually good, as it allows him to spread his CA around to distant troops. Tally-Ho! and Angriff/Banzai are especially good with this. The Canadian Eagle-Eyed NCO is a good example of this - your opponent sets up his units range 5+ from yours, normally out of range, until your Jeep-mounted NCO rushes over.

      Transported units and Angrif/Banzai: Speaking of Angriff/Banzai… Drive up, jump out, charge in. Excellent for Panzerfausts or other AT units to assault vehicles with, but also extremely expensive. Best used in larger games.

      Gurkhas & Tally-Ho (& Elan): The Gurkhas can be deadly up close, and Tally-Ho! gives you the mobility to get their. Elan can help even more to get into the same hex vs undisrupted units, but the cost starts adding up.

      (Partial Combo) Commissar & KMT Riflemen: The Commissar offs the cheap riflemen to pump up whatever unit you wish. Fanatical Snipers are always good for this, but it works well on other units like the Bofors or mortars.

      Artillery, Gun Transport, Cavalry/Motorcycle: If you’re in a rush to set up an artillery (eg 88 on a hill or bunker) postion first turn then take these units. Start the artillery loaded in the transport. Move the fast infantry unit and the transport to the same hex, then unload the artillery into the adjacent hex you want it. Not exactly an outstanding combo, but it can be useful.

      Tiger I & SS-PG: The Tiger overruns an infantry, which the SS-PG can then be ruthless against. Overruning during the movement is best, but if the Tiger isn’t that effective against the soldier (and has nothing better to do) it can do it in both phases.

      There are TONS more, and the ones I’ve listed aren’t all necessarily the best there are. Also I prefer to keep to the single 2 unit combos, as larger ones are usually easy to disrupt / hard to pull off.

      Also cleveland, I think spending over half your army on what’s basically one unit is… beyond excessive. It depends somewhat on what you would use with the units, but I don’t see it as being that great at all. Even despite all that all I may need is one attack to take out the depot. Or even just kill your spotters. I’ll have 2:1 odds on your other units while the rest just sit back. Fallschirmjager, Defiant PTs, and Screaming Eagle PTs especially shouldn’t have all that much problem against it either.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Support unit question

      I’m starting to think I should get my own Q&A section ;)

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Support unit question

      @axisfan:

      I noticed support units are soldiers.  Does that mean they can go into the bunkers?Â

      Yes they can, as long as they start in the same hex

      However it’s not necessarily going to do a lot for an Ammo or Fuel depot which have a 33% chance of going up in flames regardless. You’re not likely to want to put your depot too close to the front either, so it’s not that useful for your own units. However enemy units, eg PTs and Partisans, might then make use of it. Of course there is still a decent enough chance you will survive the flammable roll, and then the 3+ cover is nice. I’m not entirely sure it’s worth it, but you can do it.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Set V Goliath

      @cleveland:

      Does a face up disrupted counter effect the Goliath’s special ability?

      The two dice rolled as part of Remove Control are unaffected by disruption.
      However, if they succeed, then the subsequent attack will get the -1 from the disrupted counter.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Set V Goliath

      @cleveland:

      It’s not as bad as some think. An official game is 7 turns and each unit usually represents more than a single person. Lets say at least two so each man need only posses 3.5 remote “toys”. Here is something else to consider; the man only has a 3 defense! The last two times I played this card I was pinned down or forced back by a fanatical sniper and an M2 mortar team. I was never able to make my distance checks and so my Goliath remains without a confirmed kill. I will however continue to play this card for it’s psychological effects. My 7 point card tied up snipers and mortars for the duration. That’s a bargain!

      Most, but not all, games tend to last the full 10 rounds. Also Goliaths weren’t exactly light (430 kg) or easy to maneuvre (see the pic below).

      However for game play, I think the unit is just fine.

      [attachment deleted by admin]

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Opening Salvo - USS Boise & Myoko

      @Audacity:

      What kind of playing surface is this played on?  Is it very large hexes or does speed 2 mean a measurement like inches?

      I’ve ordered a case to start with.

      The maps use staggered square grids (effectively hexes).

      [attachment deleted by admin]

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • Opening Salvo - USS Boise & Myoko

      Opening Salvo #5 is up early. Next Salvo has the advanced rulebook in it as well as two more ships.

      [attachment deleted by admin]

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • Tactics 104

      My latest article is out: http://www.wizards.com/default.asp?x=ah/aam/ah20070223c

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • RE: Expert Rules Set v1.0

      @dezrtfish:

      As far as air goes, I don’t like the idea of a sniper taking out a P51, that just seems quite improbable.  An MG42 I can see.  I also can’t imagine an M1 Garand nailing an ME109.  Could it happen? maybe, but probably not.

      Again I see it as more of a playability issue. Is it realistic? No, not even close. Heck really planes shouldn’t be in the game at a such a small level. However, I shouldn’t be completely screwed over just because I’m not using dedicated AA, which is otherwise a bit of a waste if my opponent doesn’t use aircraft (perhaps this is where a sideboard comes in… :).
      It seems to me that these rules are encouraging a more defencive game and creating an environment where you want your infantry spread out - that way they’re less prone to enfilade/grazing shot, and can also perhaps get in line with a plane to help bring it down.

      I didn’t get to play a game sunday with the rules, but I hope to some time this week to try them out.

      posted in Miniatures (Original)
      Der LeiterD
      Der Leiter
    • 1
    • 2
    • 3
    • 4
    • 5
    • 19
    • 20
    • 3 / 20