Axis & Allies .org Forums
    • Home
    • Categories
    • Recent
    • Popular
    • Users
    • Register
    • Login
    1. Home
    2. Gallo Rojo
    3. Topics
    0%
    • Profile
    • Following 0
    • Followers 0
    • Topics 38
    • Posts 143
    • Best 1
    • Controversial 0
    • Groups 0

    Topics created by Gallo Rojo

    • Gallo RojoG

      Which side you like playing better?

      Axis & Allies Anniversary Edition
      • • • Gallo Rojo
      3
      0
      Votes
      3
      Posts
      1.2k
      Views

      TG Moses VIT

      Axis, for the simple reason I like being evil.

      Okay maybe not for that single reason.  Here are a few others.

      1.  I love being the underdogs.  Always.  Whenever one side gets snubbed, or is at a gross advantage, that’s the side I’m going to pick.  People love lovable losers.  Me, I love lovable winners.

      2.  It’s a chance to rewrite history.  We all know how fascinating alternate history theories can be.

      3.  By nature I’m a proactive person.  I don’t like reacting to other people’s decisions.  Unless you’re the lead sled dog, the view from the front doesn’t change.  And I always enjoyed the view.

      4.  Control Markers.  I love placing them on the board.  It’s not acceptable if the game ends and my control markers haven’t littered the world.  What can I say; I’m an expansionist.  That’s how I gauge progress.

      5.  Initiative.  To me the Axis are who you should choose if you’re adventurous and believe bold strokes should determine the outcome of a war.  None of that attrition garbage, I fight wars of annihilation and total envelopment.

      6.  I love seeing the Allied players whine and carry that doggy bowl expression on their face as they brace themselves for inevitable Axis tsunami.  It’s gorgeous.

      7.  Did I say I like being evil?  The Axis should have won WWII and I’m out there to prove it.

      8.  The Axis have the best toys.  Look at what units they start out with.  Seriously, does anyone want to be Russia in 1941?

      9.  The pressure.  Having only two nations (sorry Italy), there’s so much more load to bear on the Axis’s shoulders.  Make one mistake and your side is toast.  I thrive under pressure.

      10.  Hitler made me do it.

    • Gallo RojoG

      Where can I buy the game cheap (on-line)

      Axis & Allies Anniversary Edition
      • • • Gallo Rojo
      2
      0
      Votes
      2
      Posts
      1.2k
      Views

      W

      Where do you live? If you are in/near Holland, you can try www.spellenenzo.nl, they sell it for 25 euro cheaper.

    • Gallo RojoG

      Japan and IC

      1941 Scenario
      • • • Gallo Rojo
      9
      0
      Votes
      9
      Posts
      2.6k
      Views

      rockrobinoffR

      …and the east indies are two squares away from from the transports off of the caroline islands.

    • Gallo RojoG

      Subs: question about ability and tactics

      Axis & Allies Anniversary Edition
      • • • Gallo Rojo
      5
      0
      Votes
      5
      Posts
      1.6k
      Views

      KrieghundK

      @Gallo:

      @Krieghund:

      @Gallo:

      2.a) they shoot before the attacker, and if roll at 1, if they score attacking unit sinks before having the chance of attacking – if attacking unit is a BB she can take the torpedo hit and attack anyway, but if it’s a Cruiser she goes to the bottom right there without dropping a single deep charge.

      This is true if there’s no attacking desrtoyer.  If there is an attacking destroyer, the sub fires at the same time as the attacker(s) and the results are simultaneous.

      yes, as I’ve stated, I was assuming no enemy destroyer attacking.
      buy what does it means that “the sub fires at the same time”?
      1.Attacker rolls
      2.Defender select casualties
      3.Defender moves casualties to casualty zone
      4.Defender (subs) rolls
      5.Attacker selects casualties
      6.Everybody removes casualties.

      that’s how it is, right?

      Yes.

      @Gallo:

      @Krieghund:

      @Gallo:

      2.b) can submerge after attacker roll

      If there’s no enemy destroyer, subs may submerge instead of rolling.  This can be done in any combat round, including the first, so a sub can submerge instead of firing before the attacker fires if desired.

      yes, I’m always assuming no enemy destroyer attacking at this point…
      but again, just to clarify:

      If an attacking fleet with no destroyer moves into a sz defended by a submarine… the submarine can just choose to submerge without fighting? I mean: nobody fires? not even a first round?
      Example: four British Battleships moves into a sz where there is just one single German submarine to attack it (I know that British can ignore it, but say that they want to sink that annoying U-Boat)… and the German sub can chose to submerge avoiding even the first attack?

      Yes.

      @Gallo:

      @Krieghund:

      @Gallo:

      If there’s a destroyer present, subs can’t do their sneak-attack (2.a doesn’t work), and they can’t submerge

      True.  They then fire at the same time as everything else.

      again, by firing at the same time you mean the 6 steps mentioned above, right?

      Yes.

    • Gallo RojoG

      Light armor

      House Rules
      • • • Gallo Rojo
      13
      0
      Votes
      13
      Posts
      2.2k
      Views

      d142D

      yeah, motorized at 2-2-5, with the transport ability, that does not leave much room for a light tank unless the the attack was 2 , defense 2, cost 4, if i was working all of these unit’s into a game i would start by reducing the cost of infantry unit’s to 2, artillery 3, light tank 4, mechanized unit’s 5, medium tank 5, heavy tank 7 or 10

    • Gallo RojoG

      Surrounded armies

      House Rules
      • • • Gallo Rojo
      4
      0
      Votes
      4
      Posts
      1.1k
      Views

      T

      in the end the rule didn’t seem too useful for Axis and Allies

      could be good for a more divided map though
      actually, maybe Europe, Bludge, or D-Day already have such a rule or house rule

    • Gallo RojoG

      Damaged BB

      House Rules
      • • • Gallo Rojo
      11
      0
      Votes
      11
      Posts
      2.0k
      Views

      JenniferJ

      Half-Firepower/Half-Movement is nice, but it complicates matters.  If you just assume it gets too damaged to fight and is towed to port, then it’s a little easier, I think.

      Perhaps 3 hit battleships with 2 hits to knock out of commission, a 3rd to sink it.  Cost being 1d6 per hit to repair at any US owned territory (which satisfies your other complaint about an IC.)  Of course, unlike before, you couldn’t just float it to England to repair, you’d have to float it to Washington instead.

    • Gallo RojoG

      Subs and Destroyers

      House Rules
      • • • Gallo Rojo
      3
      0
      Votes
      3
      Posts
      1.0k
      Views

      T

      @Gallo:

      I’ve read a lot about how annoying is that just one destroyer can cancel the special capacities of any giving number of subs.
      I don’t find that very problematic myself

      its not hugely problematic
      just looks funny to have one destroyer tagging along a huge fleet

      but some players suggest that you should match one destroyer with one sub for canceling subs capacities.

      but what about this: one destroyers cancels the capacities of a wolf-pack of three subs… the fourth sub (and the next ones) still have their special abilities.

      yeah the one-for-one rule is nicely intuitive
      (because of original ruleset’s one-for-one bonus for infantry+artillery)

      maybe you could make it simple and just make the wolf-pack cancelling 1-to-1 too?

    • Gallo RojoG

      My (Impossible) Wish List

      House Rules
      • • • Gallo Rojo
      10
      0
      Votes
      10
      Posts
      1.8k
      Views

      JenniferJ

      @tin_snips:

      surely you could have each player keep note of their unit placement on a piece of paper? of course, then you’re going to need a ‘game master’ to make sure no one is writing on more units or anything. but at least that way you only need one board

      Easier to just have two boards in two different rooms and have the administrator walk back and forth, IMHO.

    • Gallo RojoG

      AA50 House Rules: Heavy Bombers

      House Rules
      • • • Gallo Rojo
      6
      0
      Votes
      6
      Posts
      2.0k
      Views

      Gallo RojoG

      @Krieghund:

      @Gallo:

      @Romulus:

      I would say use the LHTR rules for Heavy Bomber…  :-D

      which are?

      Whether attacking or defending, roll two dice for each bomber and pick the best result.  In an SBR, add one to the resulting number.

      thanks  :-)

    • Gallo RojoG

      Subs when they defend

      Axis & Allies Anniversary Edition
      • • • Gallo Rojo
      8
      0
      Votes
      8
      Posts
      1.9k
      Views

      Gallo RojoG

      @AxisOfEvil:

      @Romulus:

      Krieghund already explained that it is a problem of wording, the word selected “attack” should have been “surprise strike” or “surprise firing”, if I am not making a mistake.

      I am not english born but I am considering that “surprise attack” has been not used to indicate the “attack” but the roll of the dice trying to hit the enemy. I do not see the need for a specification for the sub being in defense being able to perform a surprise strike. It is a sub ability to stay hidden and strike by surprise. It do not depend by the role in the battle, the sub is  aiming to hit the enemy in both case, attack and defense, acting in the same way: lurking below the surface, hidden and dangerous.

      given this logic, which I am not disputing, why then do subs defend at 1 and attack at 2?  :)

      same reason why fighters attack at 3 and defend at 4  :wink:

    • Gallo RojoG

      Naval Units: what is worth buying?

      Axis & Allies Anniversary Edition
      • • • Gallo Rojo
      46
      0
      Votes
      46
      Posts
      9.8k
      Views

      J

      @AxisOfEvil:

      what is ASW?

      Anti Submarine Warfare.  The anti sub abilities that Destroyers have.

    • Gallo RojoG

      Can air units move trough enemy territories if there are enemy air units?

      Axis & Allies Anniversary Edition
      • • • Gallo Rojo
      4
      0
      Votes
      4
      Posts
      6.4k
      Views

      C

      @Krieghund:

      @Gallo:

      We both agree that the movement is legal, since it’s not specifically forbidden by the rule book… but his complain is very soundable: all those zeros should be able to intercept my bombers (or other fighters if I had them)

      Fighters in territories or sea zones being flown over cannot intercept planes.  Only planes in the territory or sea zone actually being attacked may defend.

      @Cowboybob:

      On another note i have alwase wonderd….when Fighters attack a territory that does not have any Fighters or AA guns in it and just Ground forces,do the Fighters attacking get to just keep rollin tell they have killed all the Infintry/Tanks?.I can not tell you how maney times me and my fellow A&A freaks have run into a situation where the Germans have these air forces attack a USSR territory with no AA or Fighters.So my queation is do they get to kill all the Reds or do they have to turn back after one round?

      Ground units defend normally when attacked by fighters and/or bombers.  The attacking air units can stick around for as many rounds as they like, or until they’re shot down, whichever comes first.

      Thanks

    • Gallo RojoG

      China's first deployment

      Axis & Allies Anniversary Edition
      • • • Gallo Rojo
      3
      0
      Votes
      3
      Posts
      1.3k
      Views

      KrieghundK

      China’s first turn is treated in the same way as any other turn.  It gets the number of infantry indicated by the number of territories it owns at the beginning of its turn.

      Jeffdestroyer is correct.  One infantry for every two territories means that odd territories don’t count.

    • Gallo RojoG

      Japan First Move and US Reply

      1941 Scenario
      • • • Gallo Rojo
      25
      0
      Votes
      25
      Posts
      5.7k
      Views

      a44bigdogA

      I hit SZ56 with 2 FGT and %3 with the DD and 2 FGT. In non combat I put the CVs and the surviving fighters in SZ51. I also withhold the CA from SZ50 using the BB only. I position the CA with the fleet in SZ51. I have had the US get cocky and attack this fleet. Yeah it cost me a CV I could replace and it cost the US a wad of units that were going to take several rounds to replace.

    • Gallo RojoG

      Soviet Union first buy

      1941 Scenario
      • • • Gallo Rojo
      36
      0
      Votes
      36
      Posts
      8.3k
      Views

      D

      @Unknown:

      is there any reason why Russia can’t hit large German groups with their Tank stack, then retreating them after both Germany and Russia have lost their Infantry buffer?

      This is known as a ‘strafe’ attack, and has been a common tactic since Classic.

      And yes, it is quite effective. ;)

      Correctomundo.

      It is usually why German Tank Dash strategies fail.  A good Allied player will fall back and fall back, then if/when the tank stack gets too close, Russia strafes.  It works against advancing Japanese armor just as well.  It’s why you always need a decent supply of inf to cover your armor.

      Edit:

      I still like buying 5 inf, 3 arm or 6 inf, 3 rt on R1.

    • Gallo RojoG

      My love for the underdog: Italy and USSR

      Axis & Allies Anniversary Edition
      • • • Gallo Rojo
      4
      0
      Votes
      4
      Posts
      1.6k
      Views

      RomulusR

      I agree with Gallo Rojo.
      The majority of italian sculpts are recycled from other axis nations and this is a lost opportunity for making Anniversary a “perfect” edition. Moreover the brown colour for Italy is a sub-optimal choice

      Only one thing I do not agree. USSR received a lot of truck, half-truck and other necessary supplies. Thanks to this supplies Soviet Industry has been able to focus on building only tanks, guns and rifles. Despite that the great majority of USSR units moved on foot and logistic was made using horses! Only Soviet Tank Armies (of wich only 5 existed) where mechanized. The remaining part of the Red Army went on fight like the Armies of the WW1, by train to the front and then on foot. German Army was more mechnized than Red Army and German were losing the War.
      Having not her economy supported by USA the Red Army should have a lot of logistic problems.

      So, I have always thought that in A&A factors like: turn order, IPC and initial set up are related not only to the quantity but also to the quality and training of the units, to the logistic, and to the economic organization of a nation. Anniversary confirm this idea, having two different set up with different turn orders.

    • Gallo RojoG

      Can the USSR stand alone in AA50?

      Axis & Allies Anniversary Edition
      • • • Gallo Rojo
      20
      0
      Votes
      20
      Posts
      4.1k
      Views

      JenniferJ

      The other idea is that no one can be in Russian territory except Axis and Russians which also significantly increases Germany’s odds and again, encourages Japan to attack America since America really has nothing better to do than help in Africa and attack Japan.

    • 1 / 1