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    Posts made by Half-Track

    • RE: I don't like this smite thing much

      herehere!!!

      Smite for you… thanks for the idea!

      posted in Miniatures (Original)
      Half-TrackH
      Half-Track
    • RE: Sideskirts

      @Motdc:

      @Half-Track:

      Still no one answered my questions???  What about the fact that a Bar gunner now has a better attack against a tank with sideskirts than does a garand.

      Ummm, duh?  :evil:  :-P

      I’d image that yes, at a 100 yards a BAR is gonna have more stopping power than a Garand.

      Well in the Axis and Allies world they have the same… that is until sideskirts is considered.

      Maybe this is a bad example but your missing my point.

      posted in Miniatures (Original)
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    • RE: Sideskirts

      Still no one answered my questions???  What about the fact that a Bar gunner now has a better attack against a tank with sideskirts than does a garand.

      Please reread, I specify infrantry attack, not soldier attack… or they can specify exclude artilary just like they do with transports.

      posted in Miniatures (Original)
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    • RE: Sideskirts

      I stand corrected by Mot again… I’ll have to reread that SA again.

      So here’s some questions

      Besides Bazooka what other units have close assault & a short or medium range attack greater than “2”.  Since the tanks defense is 3 your would need to roll at least 3 dice, even if disrupted or damaged.

      I know a couple of units attack at “2” short or medium range and don’t have close range attack… How fair is it that a bar gunner can attack these tanks rear while disrupted at short range and get successes, but a garand can’t because it has close assault.

      How about US hero using his SA, if he uses a tank attack, does sideskirts still offer +1/+1.

      I don’t understand what they were trying to accomplish with this SA.  I guess sideskirts helped only against infantry attack… so why not just say that
      “this unit gets +1/+1 on infantry attacks”

      posted in Miniatures (Original)
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    • RE: Sideskirts

      @Motdc:

      Bazooka has Close Assualt and can attack from upto range four.

      And yes, the side-skirts work VS a Bazooka

      I don’t agree.  The way I read it says +1/+1 for units attacking with their close assualt.  If bazooka is 2-4 hexes away it would be normal attack.  Correct?

      posted in Miniatures (Original)
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    • RE: German Command Tank

      I got it

      Commander Pnzr 45 pnts
      Vet Tiger          65 pnts
      Ammo Depot      10 pnts
      Mauser              3 pnts
      Fortress Defendr  2 pnts

      Total 125

      While attacking a disrupted unit w/Vet Tiger, all dice would count, “one’s” get reroled and you have another approx 85% success of hitting.  All total it’s over 90% success ratio.  Almost always a hit and Vet Tiger throws alot of dice.

      Replace Vet Tiger with 3X elite pnzr and it’s another killer army.  You can add 11 pnts more of infantry… another 3X mauser + another Fortress Defendr

      posted in Miniatures (Original)
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    • RE: Sideskirts

      @Shemar:

      The Sideskirts ability reads: This unit gets +1/+1 defense against units have the close assault ability.

      Does that mean that the +1/+1 defense applies even when a unit that has the close assault ability is not in the same hex (not using the close assaut ability but still -has- it).  :?

      Shermar

      What unit has closed assault and uses it in another hex?

      posted in Miniatures (Original)
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    • RE: AAM armor vs real world armor.

      @Motdc:

      Half the fun is checking out other people’s games!

      Mot

      Mot scouts out weeknesses in his opponents!!!

      posted in Miniatures (Original)
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    • RE: German Command Tank

      Map is Tiger Heaven.

      Germany Vs Soviets.

      posted in Miniatures (Original)
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    • RE: German Command Tank

      @Motdc:

      Yes it would.

      But at 45 pts, you are not going to be able to buy a whole lot of anything to support that command tank.

      I think the W.E. Sniper Headshot is probably the best combo to pair with the german command tank (though, again, expensive) as it assures you have a disrupted tank to actually use Ruthless on!

      Probably still not worth the points.

      45 pnts Command tnk
      18 pnt Elite Pnzr
      18 pnt Elite Pnzr

      That leaves 44 pnts for infrantry support in my 125 pnt game.

      posted in Miniatures (Original)
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    • RE: Any interest in War at Sea support for MapView

      The only problem I see is the Island deployment.  The reality is that should finally have a complete set in about one week since I was missing four rare units and I have yet to play the game… DK and I are going to give it a test run soon.  However, it would be much easier and cool if we can post the games on the board.

      posted in War at Sea
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    • German Command Tank

      Does the Panzer IV Commander tank’s commander ability “command ruthless” have any effect on the Veteran Tiger or Elite Panzer?

      posted in Miniatures (Original)
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    • RE: AAM armor vs real world armor.

      Great… I used to play with quite a few vets… they loved this game but were unhappy with some of the unit stats also.  If you check out HBF, I think you might be more satified.

      In the meantime why don’t you try playing a game with us?

      http://www.hbfronts.com/

      posted in Miniatures (Original)
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    • RE: Any interest in War at Sea support for MapView

      Mot,

      Any luck with these maps?

      posted in War at Sea
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    • RE: AAM armor vs real world armor.

      @11HP20:

      I guess the brewing up problem with the Shermans had been fixed on the A1 models Half-Track. I’m guessing from your name you like half tracks. If so I have a story about something you would have loved to have seen. My battalion in Germany had an M-3 for a parade vehicle. Our BC had mounts added to all four corners of the box for M-60’s and MILES gear added to the thing. On a training exercise he manned the fifty with guys on the M-60’s and rode through a valley shooting anything the bad guys moved. They went from one side to the other without taking a hit. It was so funny everything stopped for a minute and everyone watched. You don’t see an M-3 blazing away and driving past an M-1A1 everyday. Not on the subject I just felt like sharing it.

      I understand the game will never be completely accurate for playability purposes RedBaron. So I don’t think we should want it to be totally accurate stat wise. Still closer would be nice. But you mentioned the years of some units and drawlings too. It’s not that much to ask that they get those right for sure. It would be nice to have the game develop to the point where people don’t feel the need for many house rules. I don’t like playing a game at two different places using two sets of rules. It’s one of my peeves.

      So you’re a vet?

      posted in Miniatures (Original)
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    • RE: AAM armor vs real world armor.

      Check out the new NA set, early sherman is highly flameable.

      posted in Miniatures (Original)
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    • RE: Der Kommander MIA?

      @Der:

      Sorry guys been real busy…
      I’m back…

      snapin carrots takes some time… have any skin left?

      posted in Miniatures (Original)
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    • RE: Der Kommander MIA?

      He’s out there somewhere…

      snappin his carrot

      posted in Miniatures (Original)
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    • RE: RE: NEW 3" Geomorphic Maps coming SOON!!!!

      Glad to see you’re back… By the way my M-10 tank destroyer proved to be almost perfectly acurate for your create a new unit contest.  I demand a recount… LOL.

      As a matter of fact I believe my stats are better and based more on fact.

      posted in Miniatures (Original)
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    • RE: D-Day Map

      @Half-Track:

      Looks good, lets test it out.

      Germans should get some obsticles for free, 4 free pill boxes and 3 sandbaged MG42.

      I also think allied infantry should be allowed an attack to destoy obsticles.  On thier movement phase you can declare an infantry to destroy an obsticle in an ajacent hex (basically the infantry is placing the explosive).  On the attack phase the obsticle is destroyed on a roll of 4 or higher.

      Only think the only thing missing is the German artilary firing on the beach.  How do you recreate that?

      How about a similtanuous game on a seperate map, round for round.  With US para having to take out some german artilary in a hedgerow.  Until they destoy the artilary, the artilary fires on all beach units.  I’m not sure how to use the artilary.  I’m thinking on the d-day map, at the beginning of the movement phase, roll three dice.  On three sucesses the unit gets a face up disrupted counter.  Rolling three sixes and the unit is immediatly destroyed.  Again this is just an artilary attack for any units on the beach.

      DZ, I’ve never seen your comments about this but I have some more ideas.  I still like the idea about the sandbagged MG42 and pillboxes.  I think both side should have

      Artilery-Bombardment (I actually stole this from another scenario)
      Germans would be able to target the beach hexes, only the beach. 
      After the iniative phase the German player would roll one die.  The result is the number of units disrupted by the artilery bombardment.  (Germans players choice for disrupted units)

      Naval-Bombardment
      The allied warships will be able to target a certain number of hexes inland. 
      After the German Artilery phase, the allied player will roll two die.  The result is the number of units disrupted by the naval bombardment.  Units in pillboxes are not affected.  It costs three to disrupt a sanbaged unit.  (Allied players chioce for disrupted units)

      posted in Miniatures (Original)
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