Anyone know where I can get some AA scale zeppelins for a decent price?

Posts made by Dijitz
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Zepplins
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RE: Dutch and Canadian Setup
This is what we use for V2 rockets
V2 Rockets
Cost 2 IPCs. They are produced at IC’s and move two (transported by train/truck). They are used at your AA guns in place of your normal rocket attack; they are immune to AA flyover fire and AA fire in targeted territory, due to their sub orbital attack and being faster than the speed of sound on approach. Range is still the same (3). Roll two dice and choose the better dice of the two. Can only move in combat movement phase if movement results in its being used at an AA gun location for a rocket attack. Are otherwise considered as non combat vehicles on defense and may be targeted by attacking tactical bombers. -
RE: Alpha 2+ game + NO`s , no tech. need Allies player
Post rules/thread, than go ahead and make your moves, I have to run at 8:30 mountain for like an hour, but I’ll be back.
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New Player
It’s so hard finding time to actually play! I think this is best option. I would like to play AAG40 on via forum with the rest of you. Are there any unwritten rules I should be made aware of? Common courtesies? I have the latest software. I would be more interested in 2v2s and up, as I do not have the time to play all sides of either Axis or Allies. I have played Axis and Allies since 1999 and own AA50, AABoB, AA42, and AAG40. I consider myself experienced, but that’s only in relation to my opponents. I look forward to playing with all of you.
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RE: Battle Map question
So no’s would be kept track of via web board?
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Battle Map question
Are all the Alpha+2 NO’s on the latest Alpha map? I can’t seem to find the German/UK and the German/Mideast Oil NO’s
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RE: Alpha+.2 Damaged Air Bases & Scrambling question
Easy fix, American fighters/tacs on one or two UK Carriers would be a nice addition to a UK fleet
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RE: Poll: should Gargantua replace Larry Harris as the main developer of AA?
It was pretty much anybody’s game back then, where the enemy of my enemy is my friend unless he’s my enemy tomorrow, but maybe he’s my friend today.
More like the enemy of my enemy is my shield :-D
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RE: Oil Wells
the IPC difference is like less than 1% on the side of the Axis. Other than that, the ratio of Axis IPCs to Allies IPCs remains the same. So everyone gets a cash boost, but no one really gets an advantage
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RE: RESEARCH FACILITIES - and Infrastructure - Simple rule additions
Ya, but what I’m saying is use both, the facilities give your researchers a bonus, breakthrough on on a five OR six. Just a thought, I like it, more bombing options!
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RE: RESEARCH FACILITIES - and Infrastructure - Simple rule additions
@Cmdr:
Yes, but the way I read it, the research centers would be around forever, even if you got a technology. Whereas, the tokens dissappear and have to be repurchased after every breakthrough.
Yup
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RE: RESEARCH FACILITIES - and Infrastructure - Simple rule additions
OR, you can keep the AA50 style (like we do) and use the research facilities to give you a -1 for one dice (rolled separately)… so like, breakthrough on a 5. When captured, opponent captures a scientist. When bombed to full damage in a single SBR (complete annihilation), or a 1 is rolled (lucky shot), loose one scientist. Scientists still cost 5 IPCs. Still roll amount of dice equal to amount of scientists, keeping dice enhanced by facilities separate from dice that are not.
so a scientist is the equivalent of a tech token? are research facilities necessary for tech or do they simply give a bonus? i dont understand what you’re referencing but it sounds interesting.
Yes, tokens would be researchers.
The research centers would give a bonus. With the AA50 style, I never roll with more than four researchers, so, as an example, I would try to build four research centers so all four of my researchers would get a breakthrough on a five OR six.just my 2 cents
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RE: RESEARCH FACILITIES - and Infrastructure - Simple rule additions
OR, you can keep the AA50 style (like we do) and use the research facilities to give you a -1 for one dice (rolled separately)… so like, breakthrough on a 5. When captured, opponent captures a scientist. When bombed to full damage in a single SBR (complete annihilation), or a 1 is rolled (lucky shot), loose one scientist. Scientists still cost 5 IPCs. Still roll amount of dice equal to amount of scientists, keeping dice enhanced by facilities separate from dice that are not.
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Oil Wells
Oil Derricks
Oil derricks produce 5 IPCs per turn. These count as facilities and can be bombed up to 5 damage worth. Damage is not taken from owner’s IPCs, but it does cost the owner 1 IPC per damage (unless owner has increased factory production). Has its own AA guns. Pays 1 less IPC for each damage marker present.Oil Derrick Locations:
True Neutrals:
Peru
Venezuela
Saudi Arabia
Argentina
ColumbiaPro Allies:
Persia
N.W. Persia
E. PersiaPro Axis:
IraqGermany:
Romania
W. Germany
G.S. GermanySoviet Union:
Samara
Caucasus
KazakhstanJapan:
Japan
FormosaUK Europe:
Alberta
EgyptUK Pacific:
BorneoANZAC:
SumatraItaly:
AlbaniaUSA:
W. US
C. US
E. US
MexicoFrance:
Holland/Belgium
MalaysiaChina:
ManchuriaChina, France and ANZAC were chosen the way they were because to the best of research, only two days of it, I had available to me, and these were the best choices based on balance, while still being historically accurate. France had no oil at all, and neither really did ANZAC. So I figured since Germany would get one ASAP from France anyway, and since the money from these is not collected until the end of the turn, that the Netherlands would be a good choice. These locations are based on major oil centers in 1950. The next best statistics were for 1925, but they did not leave me much to work with.
Axis to Allies IPC balance (not including NO`s) is shifted to the side of Axis by approx 1%
Board total is 241 IPCs New Total: 341 IPCs (Not including true/pro neutrals)
Allies: 175 IPCs 72.61% New: 245 IPCs 71.85%
Axis: 66 IPCs 27.39% New: 96 IPCs 28.15%Not recommended to use with true neutral blocs, US takes S.America for +25 IPCs