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    Posts made by GrimJesta

    • RE: Paratroopers

      It depends on whom I’m fighting and what troops are present. One thing I never do is drop them on the first turn. The most common thing I do, however, is drop them on the objective a turn or two before the rest of the army is there. Using them to hold the objective from early game on is usually suicide for them, but mid-game on it’s usually a good idea. Another thing I use them for is for patching up holes in my line where the enemy threatens to flank or break through. The latter is usually what I use them for.

      One house rule we use was one posted on here some time ago, where you have to roll a d6 after choosing what hex you’re targetting for a drop. On a 1-4 you’re dead on. On a 5-6 you drop to a hex adjacent to the hex (which is easily determined since the game uses d6s on a game where spaces have 6 sides).

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: Should units be able to be paradropped?

      Depends on the unit. Paratroopers dropped with MGs, Mortars, Jeeps, etc but here they can’t. But there should be a point increase, IMHO, rather than a new unit being made. What that point increase should be to paradrop a unit? Pfffft, I dunno. Maybe +5 for soldiers, +8 for vehicles, but only jeeps. Unless someone else knows of vehicles that were paradropped?

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: Atomic Bomb

      @General:

      Helllo???

      Take your research and put it in the toilet.  Then read a history of what those bombs did to the cities they fell on, and tell me that you would throw just 21 dice at medium range.

      Research.  I laugh at you.

      And the “A-Bomb” unit wasn’t meant to be anything more than a joke.

      If you’re going to mock a person’s research, it helps to post actual facts and information to counter the argument being made rather than posting schoolyard taunting. Ad for the damage done, I think that the rules and ranges posted would simulate the effects of an A-Bomb, since practivally nothing will live on your game board once this thing is used.

      Then again, this whining is coming from the guy who said that jeeps were never used as combat vehicles, so maybe you just need to open a book instead of guessing.

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: Wish list for contested skies

      Is that a Sturmgeshultz or whatever it was called? StuH model, not StuG… the one with the howitzer. ARGH! I don’t remember correctly I don’t think.

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: Historic Batllefronts

      The Rules of Engagement thing won’t open so I dunno, but the maps look cool. I’d buy 'em.

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: Movement Terms

      I’ve had 100 point games go about an hour. I’ve had 100 point games go 3 hours. I think the rulebook should state that least amount of time to play with be an hour, lol. Then there’s those sweet 4 hour, 300 point battles fought on 8 map pieces with two objectives. Mmmmmm…

      I don’t think there’s any issue to address here. No wargame goes fast, even the most simple kinds. Limiting the time a turn can be more of a headache in my opinion. It’s also an unfair advantage for the more experienced player when going up against someone who is less so or doesn’t think as “tactically quick”.

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: What strategy works for you?

      @Thud:

      I use an infantry heavy build (including AT guns). I send in the one or two tanks I have and keep the infantry back under cover. I then move the infantry in double-time to flood the objective hexes timed to arrive right on turn 7.

      You need to get your hands on two or three Inspirational Lieutenants: that +1 Move to all Soldiers that start in hex contact with him is HUGE for armies like yours. You’d make it to the Obj. even sooner.

      :)

      -=Grim=-

      posted in Miniatures (Original)
      G
      GrimJesta
    • RE: Wish list for contested skies

      Stuka… so hot… want to… touch…

      :mrgreen:

      -=Grim=-

      posted in Miniatures (Original)
      G
      GrimJesta
    • RE: Wish list for contested skies

      My wishlist’s top has the Bofors and the Flak 8.8 hanging out. Flak 8.8… as is the tiger wasn’t nasty enough on it’s own versus tanks, now the Germans’ll have these bad boys. Mmmm. And the Bofors just look cool to me.

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: Solider facing

      I’m under the assumption that he’s talking about vehicles, since they’re the only ones that have differing rear and front values.

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: What is Axis and Allies Miniatures?

      @KansasBoyd:

      Unfortunately , there do not seem to be many people willing to spread their experience and knowledge of the game to new players like you and I.  I posted a message trying to learn more about the game and had many views but few actually responses.

      It is a shame since that is the best way to nurture and expand the game.

      I’m quite positive that most views are other curious people who couldn’t answer your questions. The few replies you got were probably the majority of the core posters. There aren’t alot it seems.

      Anyway, F1fan, I’ll give your questions a shot:

      (1) Axis and Allies Miniatures is a tactical hybrid of a traditional tabletop wargame and standard boardgames. Each player builds and army based on an agreed number of points (the standard armies are 100 points, but it seems that alot of people here ignore that rule and go for bigger armies), one side being Allies and the other Axis. The units are represented by excellent prepainted game pieces (in my opinion they’re excellent!). Each unit has a corresponding game card that details it’s abilities, such as how effective it is at certain ranges versus enemy armor or soldiers, how well it defends against attacks, and other rules bits. Each player takes turns kicking the hell out of the other side until one side wins, which is usually determined by holding key objectives represented on the map.

      It’s actually alot of fun.  :mrgreen:

      (2) All you need is the Starter Set, which contains the 4 maps you battle on (maps = game board), dice, enough units to play the game, and the little details like the cards and counters. Now, you only need that, but you will want more… seriously, just the Starter Set is very limited. You’ll want a few extra booster sets to have more models to use, which means different tactics and play. Also, you might want to invest in a second Starter Set: one set has enough maps to play on, but it’s too small! An extra Starter means another 4 maps to connect to the board, allowing for large maneuvers and deployment and a helluva lot more points on the table!

      (3) Some game stores sell singles. Ebay does too. If you Google for them you’ll find a decent amount of online stores selling pieces. Some people here, myself included, are down for trading amongst ourselves too.

      I hope this helped some.

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: Future expansions wish list

      @Strebe:

      -more early war armour

      Hell yea. I could totally dig more EW anything.

      Well, actually I could totally dig more A&AM models to play with in general…

      -=Grim=-

      posted in Miniatures (Original)
      G
      GrimJesta
    • RE: Questions from a newbie

      @KansasBoyd:

      Do you play three wide by two deep or three deep by two wide?

      I do both. I wish the roads ran in different directions though. Having most of them all going in the same direction sometimes make it boring (and unrealistic), but hey… I’m just nitpicking.

      -=Grim=-

      posted in Miniatures (Original)
      G
      GrimJesta
    • RE: Future expansions wish list

      I wouldn’t mind seeing some African maps as well. El Alamein would be fun to fight out. Desert, gulches, hills and villages… it’s be alot of fun to use tanks on 'em! If they add alot of scrub and maybe some rivers they might be able to pass them off as Scicily too.

      -=Grim=-

      posted in Miniatures (Original)
      G
      GrimJesta
    • RE: Favorite Army

      My favorite armies to build are British/American armies. Between the Jeeps, Halftracks and Paratroopers of the Americans and the Inspiring Lt. for the Brits, I tend to have a very mobile infantry force. I don’t have a Croc yet (argh…), but my Shermans and M10s do well enough. I usually have a small cluster of Stuarts on a flank as well. A mobile core of infantry supported by mobile tanks tends to do rather well for me. But we play on really big maps, so mobility is a huge factor in our games.

      My other favorites are the German/Italian armies I make. They vary alot, so I don’t have a fixed set of units.

      -=Grim=-

      posted in Miniatures (Original)
      G
      GrimJesta
    • RE: Questions from a newbie

      @KansasBoyd:

      First on damage.  It takes three hits in one phase to destroy a vehicle.  If a vehicle is already damaged, does it still take three hits in a phase? Or if it gets another damage counter in a later phase is that enough to destroy it.

      The latter.

      @KansasBoyd:

      Second, does anyone else seem to think the four map layout a bit small?  Ive only played once, and with being able to start five hexes from the end, it seemed like my opponent and I were right around the objective right away and it turned into a dice-rolling slugfest.  There was little movement, just hammering it out.

      Well, that’s the exact reason as to why I went out and bought a second Starter set. I  wanted room to maneuver as well as have enough counters to play. I really didn’t even care about the models inside: I just wanted the maps and counters. Oh, and the second rulebook was nice too… one for each player/side. I happened to luck out and get my Tiger I in that second set though. Mmmm.

      Do the extra 4 maps help? YES! It actually changes the whole game. Infantry absolutely needs transports or it takes a long time to slog across the terrain, which is nice and realistic to me. We also like to put down two Objectives (if both are held by opposite sides it’s down to Victory Points). Tanks have tons of room to maneuver and plenty of terrain to stalk behind. And with all of that room AT guns and mortars have a new importance (due to the size of the maps we use we allow AT guns to get hitched to jeeps, halftracks and certain tanks or they’d never see action.) as do paratroopers.

      I highly recommend getting a second set if you can afford it. It also helps that some of the most “core” models to the game come in that set (more Shermans and Garands…Maus and Panzer IV? Sweet). I can’t imagine playing the game on 4 maps instead of 8 (sometimes we do 6). We only played once on the 4 maps before we went out and nabbed another Starter.

      -=Grim=-

      posted in Miniatures (Original)
      G
      GrimJesta
    • RE: Only useful axis is Germany

      Actually, unnecessay flaming sucks and shows ignorance. And lack of knowledge on the topic at hand.

      Commander is basically right when it comes to Italy.  Did Italy “suck”? No. Italy was poorly equipped and poorly led.

      Here’s some Italian WWII facts:

      It’s a little known fact that Italy pioneered parachuting and the airborne soldier (1st combat jump 1918). By 1938 there were both national and Libyan paratroopers trained at Castel Benito, the first Italian parachute school located near Tripoli. When war broke out in 1940, 3 additional national battalions were formed two of which with the task of training and raising a parachute division by 1942.

      The first paracadutisti to see action were the national and Libyan battalions during “Operation Compass” which were tasked with contesting the British advance in Cyrenaica during the withdrawal of the 10th Army. They successfully accomplished this, helping to slow and then arrest the British thrust into Tripolitania.

      One of the most epic pages of military history, however, according to both British and German accounts, was written by the Folgore Division at El Alamein in North Africa. They had been trained and readied for the occupation of Malta planned for late Spring of 1942. Operation C3 (Italian code name) which was also supposed to see some of the first air-borne troops of this period in history, the (Aviotrasportabile) La Spezia Infantry Division, was cancelled however, when an overbearing Rommel jumped chain of command, asking Hitler to persuade Mussolini to give him carte blanche so that he could push on to the Nile and to glory.

      Unfortunately, on November 3, 1942, the Folgore Div. was essentially destroyed as a large unit after yet another panicked Rommel withdrawal (once again achieved thanks to his disregard for logistics, and the strength of the Commonwealth forces). This caused the rout of the Italo-German Army, during which, Italian and German units who could not be autotransported (mostly the Italian divisions) fell prey, in a slow withdrawal march through the desert, to the pursuing Commonwealth units.

      But before the final days, the Folgore Division was to cover itself in the “against all odds” glory reminiscent of Balaclava, Picket’s Charge, Vittorio Veneto and Omaha Beach:
      Operation Lightfoot launched on October 24, 1942, was designed to break through the supposed “weak” Italian-held southern sector of the Alamein line where the Bologna, Brescia, Folgore and Pavia Divisions anchored the right flank. The British attack began with a devastating artillery barrage, followed by an all out assault by the 7th Armored and 44th Infantry divisions. However, all that was achieved by the Commonwealth at a high cost of life and equipment was a small lodgment, which was soon to be regained. In the following assaults between October 25 and November 4, 1942 units such as the 50th, 7th, 44th divisions, 1st and 2nd Free French and the Royal Hellenic Brigades, supported by artillery and armor, had not broken nor would they break through the southern sector. The Folgore used all the means at their disposal including the tactic of letting the enemy advance into a “cul-de-sac” and then counterattacking from all sides. They also used their 47mm AT guns from enfilade positions and Molotov cocktails to knock out even Matildas and Grants. In the initial British assault alone the Folgore had managed to destroy over 120 armored vehicles, inflicting over 600 casualties.

      In the end, during the Rommel-imposed retreat, the Folgore led several bayonet charges rather than surrender. The Folgore’s fate was similar to that of the Bologna Inf.Div. which marched in the desert fifty hours without water, during the withdrawal from Alamein, chose to form a square against armor, holding the enemy off for many hours in the open, before surrendering exhausted and dying from dehydration. This, however, only after having beaten off three different assaults by infantry and armor in three days. Colonel Dall’Olio, commanding the Bologna, surrendered saying, “We are not firing because we haven’t the desire but because we have spent every round.” In a symbolic act of final defiance no one in the Bologna raised their hands. The Folgore’s fate, abandoned by the motorized Germans, was shared by the Bologna, Pavia, Trento, and the Brescia divisions. General Hughes of the 44th Infantry Division offered what was perhaps a simple and fitting eulogy for those truly extraordinary men, “I wish to say that in all my life I have never encountered soldiers like those of the Folgore.”

      All that remained of the Folgore was about a small battalion, which fought on in Tunisia and made of Takruna another epic battle. The rest of the division: either casualties or captured in the desert.

      Back on the mainland, a new paratrooper division was created by late 1942: the Nembo Parachute Division formed around the core of the 185th Folgore Regiment, which trained and raised the new division. First demployed in the Spring of 1943 against Yugoslav guerrilla near Gorizia, Italy, they used their commando tactics to completely pacify the area. Following this, in June 1943, the 184th and 183rd regiments were sent to Sardinia where the main Allied landing was expected while the 185th was deployed to Calabria.

      When the Allies landed in Sicily in July 1943, the 185th was dispatched to fight the invaders but it was too late to affect the flood of men and materiel that washed over the island. It’s most important task now became that of protecting the withdrawal of the Italo-German forces to the mainland. But once in Calabria there was no rest for the weary, they continued to engage in furious fighting in the Aspromonte massif in order to delay the 8th Army’s advance. The bitterest battle was being fought against Canadian troops right as news of the so-called “armistice” of September 8 reached them. The “armistice” had in fact been conspired by Badoglio’s handful of rogue generals who alone knew of the plans to hand Italy over to the enemy.

      The battalions of the Nembo chose sides, according to the personal loyalty of the commanding officer and/or the leadership the men recognized, which was either the King or Mussolini. Most of the 3rd Battalion decided to keep fighting with the Germans as did the 12th, both eventually joining with the 1st Fallschirmjäger Corps deployed around Rome. Other Para units of the Regio Esercito (Royal Army) such as Ciclone and X° Arditi, and para units of the Regia Marina and Aeronautica (Royal Navy and Air Force) such as San Marco’s NPs (Nuotatori Paracadutisti) and ADRA also remained with the Germans “per l’onore d’Italia” (for Italian honor).

      By the time the landing at Anzio was two weeks old (Jan. 1944) a battalion of the Nembo Parachute Group training at Spoleto was rushed to help seal the beach-head, fighting alongside the 4th Fallschirmjäger. Between Jan. and June ‘44 Nembo Battalion won the admiration of their German comrades in the no quarter fighting at Anzio and for the defense of Rome. On May 4, 1945, Nembo was one of the last Italo-German units to surrender. The unit had been part of an overwhelming majority who continued to defend Italy as part of the RSI government. The RSI (Repubblica Sociale Italiana) while dealing with invasion on three fronts and a civil war managed to arm over 800 thousand Italian troops, fighting beside the Germans on all fronts, in and outside Italy, as opposed to the 28 thousand (“co-belligerent” Royal Army troops) which supported the Allies in Italy, mostly in non-combat roles.

      Source:http://members.tripod.com/nembo/nembopage.html

      The Italians didn’t “suck”, but they weren’t pivotal to the war because of poor equipment, poor supplying, poor treatment by the German command, and crappy Italian command. But they were capable of valiant and heroic feats and were capable of suprising the Allies with their tenacity.

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: Future expansions wish list

      @grandmastafargus:

      The americans need higgins boats if they make a d-day campaign.

      I’ve been praying for Higgins LCs since I bought my first starter set for this game. Of course, this also goes hand in hand with my wishes for some Normandy maps to slap on the end of the table. It’d be sweet to have the actual landing, and then battle inland to take and hold key towns and causeways. If I had the space and resources I’d just make my own hex maps. Cuz my wishes extend to long bridges over wide rivers too (A Bridge Too Far type stuff), as well as some bigger city maps.

      I can actually make a huge post only on the maps I want to see. But I’ll stop here.  :mrgreen:

      -=Grim=-

      posted in Miniatures (Original)
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      GrimJesta
    • RE: Solider facing

      Well, I don’t see any strangeness to it. A unit can change it’s facing for free, yes, but it still can only change facing when it can move. So its facing is important for units that actually flank it (ie: move after it) as well as for when a unti is disrupted and can’t move.

      -=Grim=-

      posted in Miniatures (Original)
      G
      GrimJesta
    • RE: Post here if you would trade in this forum.

      I’ll go through mine and see what I’ve got to trade. Heck I might even put my Tiger and King Tiger up here considering how often I use them (once). Heh. I dunno yet, but I do have other units i’m looking to get rid of.

      -=Grim=-

      posted in Miniatures (Original)
      G
      GrimJesta
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