But the beauty of FMG chips is that you can order more, without having to buy extra AA games. If you notice that you are running out of certain chips, you can order more.
Posts made by gnasape
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RE: New CHIPS for AAA games?
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RE: New CHIPS for AAA games?
@Imperious:
They cant have an AA logo. they would be in trouble. but i have a new idea…
chips in 6 colors matching the dice they already made: one side designates control with national logo, other side is used to designate number of pieces ( FFG logo, plus word: ‘one unit’)
Red to designate 5 units
Blue for 10
Yellow for 20the last three and and the first batch, now can replace income. You just make a stack of chips representing your income and you effectively replaced the money or writing down system.
further, the flip side of yellow could represent damaged factories, flip side of blue represent damaged ships, or flak/fortification level to go with the new pieces?
Great idea about damaged factories, now the damage can be stacked neatly without it falling.
As for the 1’s I would still prefer the unit, INF, ART, ARM, etc but if that is not doable how about tiny decals of the unit designations so that the 1’s can have the national logo but we have the option of putting the decals on the other side? The decals can be made for other things like technology, etc, etc to control the cost?
Now all we need are carrying cases for the chips for the countries so that everyone can hold on to it when you play (kind of like the ones used in Vegas but maybe with a clear flip top cover).
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RE: New CHIPS for AAA games?
Imagine….
We have the FMG Combat Dice, we will have new sculpted units that will match the color of the dice, along with chips that match both! Now imagine playing face to face with your friends and the whole world is color coded. I think that itself is worth it. Now all we need is to spend some money on getting IL’s AA50 enlarged map printed out and play.
Insert… FMG picture of AA50 map, with combat dice, new sculpted units, and new chips!
But seriously, what is the added cost of additional colors? I think the 1-4 chips can be of national colors, 5’s can be white, grey, black, etc, and 10’s can be whatever color isn’t used for 1’s and 5’s. Also national logos on one side and pics of units on the 1’s (can be used as markers also), FMG logo and AA symbols for 5’s and 10’s.
1’s are specialized for each country, 5’s and 10’s can be generic.
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RE: New CHIPS for AAA games?
If you build it, I will buy!
The only question about special chips for each nation would require 2 sets of chips (one for singles, another for increments of 5), so it would be 12 sets of chips for AA50?
Also can it be made so that each chip has a picture of the unit? Inf, Art, Arm, etc, etc, so that when we play if the unit falls off, it will be easy to identify?
Thank you,
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RE: Re: Field Marshal Games Pieces Project Discussion thread
Hello All!
No we are not “scared away” It is summer and we are all very busy. Like I said before, this is not an easy or short term project.
I will report news when I have news to report.
All the ITALY SCULPTS are complete… except one!
I am ready to take to the factory but I am missing an Italian Bomber sculpt!! I have spent all this time and 100s of $$ on sculpts, goose chases and dead ends to get these all together and I am just one short!
If anyone can help with this please let me know… I am so close to going into prototype production but it would be a shame not to have a new Italian bomber.
you don’t like universal carriers? :-P
Has nothing to do with that, my little turtle friend. Only 60 individuals are interested in this new pieces, that will make $ 6000 and that is too short even for one single mold. Why you think FMG have left the thread ?
Sorry to double post but… HONESTLY! I would never abandon this project! It may be alittle more complicated and expensive than I thought going in, but I will see this to the end. This is a dream for me. We all just have to be patient. There will be AAA games around forever and I hope these FMG pcs will be a part of that future.
Also, no matter what we do or how cool they are we can not meet the huge expectations of everyone. There is just to much need and not enough money in the world to build everything in this thread. I promise the following:
a) This will happen… even if I complete it on my death bed
b) They will be a great improvement from what WOTC has given us
c) There will be new units to play around with
d) There will be LOTS n LOTS of units, so AAA gamers will never again have to worry about running short.ITALY will be done first to replace AA50 lousy units and for inclusion in other games like modified AAE. Others will follow. I have not asked for pre-orders yet as I don’t like holding peoples money. If the need arises I will request pre-orders. Right now the project is living off COMBAT DICE sales and alittle personal cash here and there.
IT HAS BEEN WRITTEN
IT SHALL BE DONEFinally, the gods have answered, to ease your financial burden, when do you want us to prepay? This is the second time I checked this thread and got great news. The first was when this thread was originally created. Great job. Sorry for doubting you!
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RE: German force in BAL blocks UK transports?
c) During NCM, offload, since it can only load or offload (not both) during this phase since it was involved in combat.
This is where your logic falls down. Since land and sea units may not move in both combat and noncombat movement, the land units may not unload until the following turn. They loaded in combat movement, so they may not unload in noncombat movement.
Thank you! That’s why you are the answer guy! You should have a your own section that says, Ask Krieghund or Talk to Krieghund so we can get fast answers. This was covered more in AA50 as to what can be loaded and unloaded.
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RE: German force in BAL blocks UK transports?
I think we need to take the rules as a total instead of grabbing a piece here and there.
Page 13, Transports
A transport may end its combat move carrying land units, but these are considered cargo until they offload. Cargo cannot take part in combat and is destroyed if the transport is destroyed. A transport may not load or offload in a territory adjacent to a hostile sea zone, unless the enemy units consist only of submerged submarines (see the rules for submerging submarines in Phase 4: Conduct Combat).
Page 21, Phase 5 Noncombat Move
Where Units can MoveSea Units: Sea units can move through any friendly sea zones. They cannot move through hostile sea zones, except when the enemy forces consist of only submerged submarines. Transports can move to friendly coastal territories and load or offload cargo, unless they moved during the combat move phase. Transports that have been in combat may either load
or offload (not both) during this phase, but not if they have retreated from combat this turn.This combined with what was presented before gives the scenario that:
This is a simple example:
a) The transport can move out of the seazone that the sub,
b) Load units on the transport during combat phase
c) Move into the seazone with the sub (hopefully there are other naval units that can attack the sub to either sink or make the sub submerge. Either way it would make the seazone safe. So the units are treated as cargo, if transport survives the cargo survives, if not that’s the chance you would be taking.
c) During NCM, offload, since it can only load or offload (not both) during this phase since it was involved in combat.That’s my thoughts, I can’t find anywhere in the rulebook that prevents loading transports during combat phase.
This is turning out to be an interesting excercise for my brain. Thank you.
Darn Krieghund beat me too it! Krieghund, could you take a look to see if my reasoning is sound and within the rules?
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RE: German force in BAL blocks UK transports?
gnasape,
I think you missed the point of the question. UK doesnt want to assault WE, Germ, or EE and already has Norway & Karelia. Unloading to Norway and Karelia would be NC, so the movement out of SZ5 would not result in combat, and should not happen until NCM, after the transports participated in battle, meaning they cannot move again. That question is not answered by the FAQ you posted.
Please read the FAQ and the rulebook referenced below, it answers the question, under combat regarding transport, the transport can move out of the seazone with the sub during COMBAT MOVE to avoid combat and since it has not engaged in combat it may be used during NCM to load & unload units.
You are moving the transport during COMBAT MOVE to avoid combat, and since the transport has not been in COMBAT, it maybe used during NCM to load/unload units.
Please see rulebook, page 3: Phase 3: Combat Move, exception
Exception: During this phase, you may move any of your units out of spaces containing enemy units that were there at the start of your turn. (This normally occurs only in sea zones.) Doing so allows you to end the units’ combat move in a space that doesn’t contain enemy units. Units that remain in spaces containing enemy units will initiate combat in the
next phase. -
RE: German force in BAL blocks UK transports?
Hi there, in a game I saw a move where uk holds nwy and len while german holds germany, weu and eeu with force, the UK fleet is placed in BAL. Now the german player buys a sub in BAL. According to the rules it seems like if the UK transports stay in BAL they are involved in combat and can not move in non-combat. If they move during combat step and load units from gbr they have to attack a territory which in this case leads to certain death. Is this valid? Has the German player succefully blocked the incoming Uk units by purchasing a sub in BAL? The UK player planned to unload forces into either nwy or len but this is no longer possible…
BR
// DanielHey Daniel,
No, the sub would not prevent the transports from loading & unloading during NCM, the transport can move out of the seazone with the sub. It can load units and come back to the seazone with the sub to do an ampib assault assuming you have other naval units that can clear the sub or be used to load and unload units during NCM.
Please see the link to the FAQ on the WotC website.
http://www.wizards.com/default.asp?x=ah/faqs/axisrevised#combat
Happy gaming.
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RE: U.S. Marine Raiders vs. German S.S.
Spike did one with Green Beret vs Spetsnaz (episode 6).
http://en.wikipedia.org/wiki/Deadliest_Warrior
Guess who won.
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RE: U.S. Marine Raiders vs. German S.S.
Looks like an episode of “Deadliest Warrior” on Spike TV! Someone should contact them about doing this.
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RE: Subs defending transports?
thanks buddy i like it, i’ve been trying to build navy for germany for years. once in classic i bid 18 bought a AC and put it in the med. built my fleet up and owned the atlantic. no units shipped from USA or UK. it was awesome, but my buddy built USA in the pacific, russia owned asia, and he took japan, so i still lost, but what a freaking game that was. i’ll look ya up for a game.
Not a problem, unless you’re flying to Hawaii! We’re getting a game of Revised & Classic on 05/30/09!
As for the modified sub rules for revised, this is what we used.
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Air can only interact with subs when destroyer is present (can be
friendly destroyer if defending, i.e. subs vs. DD, AC with Ftr). -
SBR damage limited to value of the territory’s IPC value/turn
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normal bid for axis
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unit placement change 2 subs from SZ 5 to SZ 8 (this was to offset the fleet in SZ 5 from being destroyed in 1st round.
We played two games with this setup.
First with 6 bid for Axis (2 inf to Libya) Japan took USSR and Germany held. These changes make it expensive for Allies to shuck shuck. Germany purchases were 2 subs and all infantry for 3 rounds.
Second game was 12 bid for Axis (2 inf to Libya, 2 inf to Ukr), game could have gone both ways.
Let me know what you think about the modification. Probably in the wrong forum for this but it’s a continuation of our discussion so I hope it’s ok.
Happy Memorial Day!
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RE: Subs defending transports?
i guess thats the question, what rules do we use? i’ve changed rules in the past because we didn’t like the box rules, and as long as all parties agree, lets rock. it appeares everybody likes this rule, but i don’t. but you have 1 thing wrong. no units can hit a sub without a dd present. because subs have the choice first to submerge or not, i do like that, without a dd on the baord subs cannot be hit, but id like to have that same choice against air units. thanks for your help, i’ve been debating sub rules for so freaking long, and i think these are the best rules so far.
No problem, and yes technically subs can’t be hit if they submerge. As for following the rules, our group tends to think of errata as an expansion of the original rules and adopt it as it clarifies many issues/questions we have.
We’ve used the same sub rules for revised and it makes for an interesting game. Germany can buy subs for 8 IPC to sink Us/UK destroyers at 12 IPC. Germany can rule the Atlantic!
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RE: Subs defending transports?
this is one of my problems with online games. i use the actual board, and i have the rule book. where do these other rules come from, and who wrote them, and why do we use rules not in the book? i actually really like these subs rules better than all the other games. subs cannot be attacked by any unit unless a dd is present, because they have the CHOICE to submerge or not. i think it’s pretty simple. i don’t understand this hang-up with air units. once a sub is submerged no units can attack it, but out it the open they can be hit by all units.
ok gnasape i went to your link, and to be honest i have no idea where these rules come from and have a hard time using rules outside of the book. but go down to subs and it states you have a choice to submerge or not, thats my point. it’s your choice. and air units can hit subs not submerged. it states that under the dd heading.
Hey Mojo,
My friends and I only play the board game also.
The errata was released by WotC/Avalon Hill makers of the AA50 game, I think it also has the seal of approval from Larry Harris (designer of AA games).
The errata is intended to supplement and clarify issues with the OOB rules.
Page 30, Submarines – Special Abilities: The following paragraph should be added: “Cannot Be Hit by Air Units: When attacking or defending, hits scored by air units cannot be assigned to submarines unless there is a destroyer friendly to the air units in the battle.”
The point of the new rules is that subs can’t be targeted by air unless DD is present, meaning you can’t use subs as fodder for air hits, and it doesn’t participate in a naval battle if only air units are present.
i.e., 3 ftr, 1 bmb vs. 2 subs, 2 cruisers; let’s say attacker gets 3 hits, only the 2 cruisers can be taken as casualty, you can’t sacrifice the 2 subs even if you wanted to. As for the defenders, only the 2 cruisers would roll for defence.
i.e. 1 dest, 2 ftr, 1 bmb vs. 2 subs, 2 cruisers; same 3 hits for attackers, the subs can be taken as casualty as an enemy destroyer is present and air units can hit subs. As for the defenders, the 2 subs would defend but only be able to target the destroyer.
It’s not a matter of submerging for subs but that air units can’t target subs unless destroyers are present.
Subs can be targeted by other naval units but not air units unless friendly destroyers are present.
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RE: Subs defending transports?
ya know guys i keep reading the rules and no where do i see air units cannot attack subs. give me a page #. i believe this is an assumed rule because air units need a dd to hit subs… and don’t point out a rule that should be added, tell me rules that are there.
Mojo,
There is no actual reference in the rule book (believe me I looked), that’s why it’s covered in the errata:
http://www.wizards.com/default.asp?x=ah/article/ah20081212
or the reference in my previous post.
It looks like having air/sub interaction only with DD was the original intent but the rule that explicitly says no air/sub interaction was left out, hence the errata.
This rule makes subs very interesting to play.
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RE: Re: Field Marshal Games Pieces Project Discussion thread
@Imperious:
I advise they wait till the new AA42 game comes out if they want to make a piece set for everybody, but i also said they should instead work on new Italian pieces to fix the duplicates from AA50, and also make all the new pieces. I would not want them spending thousands of dollars and charge $30 bucks or more for a set, when AH is already making a new game with all new pieces for $30… that would not be a good decision. Its better to wait till we get pictures of the new pieces, because they may be really good and hardly anybody will spend more to get a second new set.
But my advice is only that. Its prudent to wait till pictures arrive, then make decision.
Thanks IL, I thought I was losing it. It makes sense. I would still appreciate an update from FMG regarding the status of this project.
Does anyone have any AA50 alternatives for pieces? Right now, I am planning to use the red Japanese pieces from AAP as USSR, and using AA50 USSR as Italy (not sure why USSR has 4 cruisers and Italy only 2), that way the pieces stand out and Italy doesn’t get confused for UK.
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RE: Re: Field Marshal Games Pieces Project Discussion thread
Does anyone else remember IL mentioning something about putting this project on hold when AA42 was announced? I remember there was a reply by IL and a followup by someone else but I just went through this whole thread and I can’t find it, I also checked the dice thread. I remember seeing it but not really thinking about it until now since there are no updates from FMG?
I am trying to figure out if the project is a go or it’s on hold. If it’s on hold, I’ll need to pre-order more AA42 for the new sculpts.
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RE: Subs defending transports?
I think it’s covered in the errata about subs:
This is from IL’s post in
http://www.axisandallies.org/forums/index.php?topic=12601.0
Official FAQ for AA50:
http://www.harrisgamedesign.com/bb2/viewtopic.php?t=1759
It state that"
Page 30, submarines - speical abilities: The following paragraph should be added: “Cannot be hit by air units: when attaching or defending, hits scored by air units cannot be assigned to submarines unless there is a destroyer friendly to the air units in the battle.”
Also the rule book covers situation where if only subs or trns are in a seazone and it’s attacked by air only.
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RE: New Modern A&A Game
Hi I created a modern variant of axis and allies called Superpowers. I have a fully produced board game version and and online version. Both work great. this may be the next big board game out there!
Experiences A&A players needed to join in the fun. Game is fully functioning with all known bugs worked out.
Main differences between this game and a&a:
- Diplomacy rules between players
- Modern weapons
- More technology
- New pieces including nuclear missiles, artillery, national leaders and generals
- better income system and combat systems
Give it a try and give feedback too!
Hello CaptRick,
Would you have a link to the rules? I was unable to find it at the website. (Never mind, I found it under help, duh!!!)
Also would you have pictures of unit sculpts. (But I’m still interested in any pictures of the game pieces).
It looks interesting and wanted to get a look at the rules first.
Thank you,
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RE: Re: Field Marshal Games Pieces Project Discussion thread
FMG hasn’t been “scared” away. They keep posting on the dice thread that they’ll soon have the pre-order post up.
What we should all probably be doing is promoting this on other forums that deal with WWII games so as to get more pre-orders.
Thank you for the information! Sorry I haven’t kept up with the dice thread as I assumed any information regarding the FMG unit project would be posted on this thread. That’s a relief as the last post by FMG was on April 9, 2009 with the news that information was to be posted soon. My apologies to everyone.