I thought CV’s are warships.
Posts made by IKE
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RE: Global 2nd edition Q+A ( AAG40.2)posted in Axis & Allies Global 1940
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RE: To Taranto, or not to Tarantoposted in Axis & Allies Global 1940
What would the extra fighter(s) from London hit? I’m not sure what they would be able to reach in the Med that’s within 5 spaces of London…
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RE: Game aidsposted in Axis & Allies 1942 2nd Edition
I think you might be confusing 1942 and 1940. Because 1942 comes with setup cards while 1940 comes with the boxes that have set up printed on the lids.
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RE: Game Aids A&A 1940 Global 2nd Editionposted in Customizations
Whoops, I was thinking of the other thread with BCguitar’s set up cards.
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RE: FAQ Now Availableposted in Axis & Allies 1942 2nd Edition
The problem is that wherever they go, the US destroyer can follow :)
They’ve done their job though and maybe even get lucky and score a 1 on defense. -
RE: Game Aids A&A 1940 Global 2nd Editionposted in Customizations
Got the Set-Ups printed out, now I have nice large, easy to read set up cards.
Beautiful, I love them, thank you so much for making them. Beats having a lame few pages of printer paper with the game set up on them by a long shot.Did you make the changes to reflect 2nd edition setups? There were changes to units.
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RE: Amphibous Assault questionposted in Axis & Allies 1942 2nd Edition
It’s helpful to have the rulebook handy to reference when questions pop up. Even if you think you know the rule it’s better just to find it in the rulebook and show your friend so that you build trust. After a couple times of being right he will just take your word without question.
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RE: Kamikaze Ruleposted in Axis & Allies Global 1940
Ah, now I see. It’s only attacking with cargo in which the planes would be stuck or sunk with the carrier. On defense they get 1 space to land (since they are launched airborne in the defensive battle). Makes sense, thanks!
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RE: Kamikaze Ruleposted in Axis & Allies Global 1940
Equally, if your opponent brings a Carrier into the SZ with Air units with no where to land except the said Carrier, a lucky hit would deny the Air units a legal landing space. (They would crash into the sea.)
I’m confused on the damaged carrier rule. Let’s say 2 subs attack a carrier (w/ 2 planes) and score 1 hit the first round of battle and 1 hit the second round. Do the planes get to move 1 space to land or are they destroyed? Basically, are they treated as cargo since they can not participate in the battle against the subs?
From the rulebook:
“A damaged carrier cant conduct air operations, which
means that no air units may take off from or land on it.
Any guest air units that were on board the carrier as cargo
at the time when it was damaged are trapped onboard and
cant leave, attack, or defend until the carrier is repaired.” -
RE: Kamikaze Ruleposted in Axis & Allies Global 1940
Does sea combat have to happen in order to use kamikazes or could you use them on an amphibious assault in which there was no sea battle prior to?
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RE: Craziest Round 1 I have ever seenposted in Axis & Allies Global 1940
Did you call your uncle a noob? Lol
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RE: How many rounds to finish a game?posted in Axis & Allies Global 1940
Just thought you guys would be interested since it’s so rare to see a “TRUE” victory in one evening. We started at 7:00pm and finished at 1:30am. And I had to be in court this morning…Lol. (Don’t worry, I’m not a criminal, I represent them! haha)
1942 and Global 1940 are two very different games. It’s not rare to see a true victory in one evening playing 1942. My games usually take 2-4 hours.
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RE: Best way to obtain more chipsposted in Axis & Allies 1942 2nd Edition
Whoops I meant 1914. I don’t own either game, just bought the chips on HBG.
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RE: Best way to obtain more chipsposted in Axis & Allies 1942 2nd Edition
1941 also comes with these style chips but in light blue, dark blue, red and maroon. I bought a set from HBG (actually in stock!) and am using light blue as 2 units and maroon as 10 units. Not sure what to do with the dark blue.
If you’re replacing all your chips then you could totally change the color representations instead of using grey as 1, green as 3, red as 5.
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RE: Game Aids A&A 1940 Global 2nd Editionposted in Customizations
@IKE:
@P@nther:
@IKE:
I think the Production charge may be off for UK. Shouldn’t it be 29 &16 not 28 & 17?
In the standalone games it is 29/16, in Global 28/17 is correct.
Thank you. I’m going to try and update bcguitars’s pdf set up cards to reflect this. If you know of any changes between alpha+3 and 2nd Edition could you share?
BCguitar’s are the best.
There are changes between Alpha 3 and 2nd edition.
You can find them here:
Thanks. I find the set up chart a little hard to read so I plan on cutting that half off and just using the left side which has the starting IPC’s, NO’s and turn order. I think I’ve identified the only NO that needs updating which is ‘USA 5 IPC’s for atleast 1 land unit in France’. That and the IPC change for UK mentioned above.
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RE: Game Aids A&A 1940 Global 2nd Editionposted in Customizations
@P@nther:
@IKE:
I think the Production charge may be off for UK. Shouldn’t it be 29 &16 not 28 & 17?
In the standalone games it is 29/16, in Global 28/17 is correct.
Thank you. I’m going to try and update bcguitars’s pdf set up cards to reflect this. If you know of any changes between alpha+3 and 2nd Edition could you share?
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RE: Game Aids A&A 1940 Global 2nd Editionposted in Customizations
I think the Production charge may be off for UK. Shouldn’t it be 29 &16 not 28 & 17?
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RE: Community Links for Global 1940 Related filesposted in Axis & Allies Global 1940
They’re alpha+3, what updates need to be made to them to reflect 2nd Edition?
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RE: Turn_Markerposted in Axis & Allies Global 1940
Pretty cool. Looks like a soccer ball. How’d you make it?