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    Best posts made by jim010

    • RE: Official Answers to Questions by Krieghund

      Q.
      Well this FAQ has certainly been helpful. Hopefuly we can have something written out by Friday? (at least the major issues)

      A.
      There will not be anything “official” by Friday, as we like to wait a while before publishing an official FAQ to see what issues pop up.  However, I will summarize the three errors in the Rulebook and the half dozen clarifications that I’ve made so far by then.

      Q.
      Has Krieg answered if battleships can repair at friendly ports? (not just their own)

      A.
      Yes, they can.  This is one of the errors I mentioned above - battleships can be repaired at any friendly naval base that is capable of mobilizing sea units.  The other two errors are that the US can’t move units into neutral territories while it is neutral, and you must have been in control of a naval base at the beginning of your turn in order to mobilize sea units from it.
      Note that control of a naval base is not the same as control of the territory that it’s in.  You control a naval base if you either control the territory it’s in or that territory is one of your original territories and it’s contested.

      Q.
      This came up last night: Italy (on the same turn) took control of Trieste (by an unopposed land movement from Albania) and sailed a fleet into SZ 18.
      Does Austria roll for mines against the Italian ships? My presumption is yes, since Trieste is Austrian controlled at the start of the Italian turn.
      That is, all combat is considered simultaneous.

      A.
      Yes.  Italy doesn’t gain control of the territory until the Conduct Combat phase.

      Q.
      To what extent does a fleet have to declare its intentions for a 2 space move?
      I assume that a fleet sailing into enemy SZs can, if it hits mines in the first, decide not to continue to a 2nd even if it originally intended to.
      But what if it intended to amphibiously assault after the 2nd move; is it still legal to call off the attack?
      Example: Russian fleet sailing from Petrograd intending to AA Kiel but suffering from mines in SZ 11.

      A.
      Mines are rolled for after ship movement is completed, so you can’t stop moving if you hit a mine in the first sea zone.  You can, however, call off an amphibious assault.

      Q.
      Are contested sea zones treated exactly as per contested land areas for movement purposes?

      A.
      There is no such thing as a contested sea zone.  Sea zones are either friendly or hostile, depending on the presence of enemy surface warships.

      Q.
      I guess to summarize, does control default to the original owner regardless of how the territory became contested?

      A.
      Yes.

      Q.
      OK, wrong terminology; what I meant was can a fleet sharing SZ1 with an enemy fleet sail away and attack an enemy fleet in SZ2 ignoring the enemy in SZ1?

      A.
      Yes.

      Q.
      Sorry if this has been asked already. I have some questions about amphibs asssults, air support and the order.
      In an amphib does the defenders first strike art shot (kill shot) happen before the dog fight, or after the dog fight?
      Sorry if there is more in the rule book about this, I very well may have missed it. What I’ve read about def first strike art don’t mention air support (just says fire a kill shot at 3 or less). Plus and an attacking ftr offloading from a transport could be lost to def first strike art fire so there might not be a dog fight (from this thread?). I’m amusing the first strike art shot is done before the dog fight (and that’s what I used below), of course if the dog fight was done first, them wouldn’t it upgrade you def art for a kill shot @ 4 or less? (I’m so confused).

      So you would do

      1. Navy battle (if applicable).
      2. Bombardment (if applicable).
      3. Off load attackers units from transport
      4. Defenders first strike art shot @ 3 or less (kill shot) if def has art.
      5. Remove attackers causalities from units transported by sea from #4 , and they don’t get to return fire (an attacking inf participating from adjacent land territory would suffice for “must have inf last man standing”)
      6. Dog fight to the death (if both sides have ftrs) determine air superiority.
      7. Fight remaining land battle as normal (upgrading art if one side gains air support)

      If the above order is wrong please set me straight

      A.
      The pre-emptive artillery strike is simply inserted before the land battle for assaults only (not reinforcements).  It is not affected by air superiority.  Any and all offloading units are subject to being hit, and are removed immediately.  The land battle ensues normally, with the exception of possible battleship bombardment being included (assaults only).  See page 22 of the Rulebook.

      The order of events is:

      1. Sea battle
      2. Offload units
      3. Pre-emptive artillery strike
      4. Land battle (including battleship bombardment, if any)

      Q.
      In an amphib (sea battle was won by attacker, or nonexistent) if attacker has a ftr on a transport it does it participate in the dog fight as if it flew over right (subject to defending first strike art from above).

      A.
      Yes.  Remember, we’re talking about battles that last weeks, if not months.  Amphibious air units (like tanks) are being unloaded in crates from transports and brought ashore.  During this process, they can be hit by the pre-emptive artillery strike.  After they are ashore (assuming they make it), they are prepared for fighting and may participate in the land battle.

      posted in Axis & Allies 1914
      jim010J
      jim010
    • RE: Looking for Players in Edmonton, Alberta

      Still looking for players …

      posted in Player Locator
      jim010J
      jim010
    • RE: Post League Game Results Here

      @Karl7 said in Post League Game Results Here:

      @jim010

      Jim! I received one of my first major drubbings from you! Jim is back! Gamerman is back! Me1945 is back! Watch out and Cow and Mr. Roboto will be back!

      The Earth is healing.

      Hey Karl! Unfortunately, it looks like the old guard isn’t competitive with the new guard, lol! Need to get aquanted with the new guard’s tactics.

      posted in League
      jim010J
      jim010
    • RE: World War II in Europe turn by turn

      Germany has gone into Belgium. A French counterattack failed. Britain reinforces Malta and moves the Mediterranean fleet to Gibraltar.

      39.4d.jpg

      posted in Other Games
      jim010J
      jim010
    • RE: Jim010 X vs crockett36 A with bid of 12 g40.2

      I don’t have the numbers anymore it looks like for Moscow. I’ll play one more round and see.

      posted in Play Boardgames
      jim010J
      jim010
    • RE: Looking for Players in Edmonton, Alberta

      @Kevin-S

      I still play, you bet.

      You can email me at alfonso_hook@hotmail.com

      posted in Player Locator
      jim010J
      jim010
    • RE: League General Discussion Thread

      Are the top leaguers wanting to rack up wins against new or rusty (like me) players?

      Considering that there is no money on the table in a league game, seems like far too much is being read into the ranking system.

      posted in League
      jim010J
      jim010
    • RE: World War II in Europe turn by turn

      The game is World War II in Europe from HBG. Pieces are standard second editon AA Europe 40.

      posted in Other Games
      jim010J
      jim010
    • How much complexity do you want in your Axis games?

      What sort of complexity do players prefer for their Axis & Allies games? Super basic like the original Milton Bradley game, or more complex, like Bulge, or Stalingrad?

      And where do you prefer to have a more indepth game? Is it with lots of unit types with varied abilities, supply rules, terrain, more detailed combat etc … ? Do yo want lots of optional rules, or diplomacy rules?

      Comment below

      41a62fcd-425f-4d50-9e75-3df4b4ff02ce-image.png

      posted in Axis & Allies Discussion & Older Games
      jim010J
      jim010
    • RE: Erinmores (Allies +14) vs jim010 (Axis) global OOB

      The only battle I went in on under odds was against your cruiser and destroyer off Gibraltar.

      posted in Play Boardgames
      jim010J
      jim010
    • RE: jim010 Axis vs GovZ Allies +23 AAE OOB

      @GovZ boy am I rusty at this game …

      posted in League
      jim010J
      jim010
    • RE: World War II in Europe turn by turn

      In order to collect for money over seas, You have to use transports to carry the income from the overseas territories back to your capital. 1 transport can carry $10. You also need to supply your units over seas. You must be able trace supply to each of your ground units ( or an Ally’s). Again, if the unit is overseas, you need to use transports to carry supply to that unit. 1 transport can carry supply for upto 10 ground units. You have to set up a convoy (which is the white strips you see on the board. The line you make with the strips is the convoy route. It must start from a port and end at a port. Then you put however many transports you need into that convoy. You can have destroyers and other ships in there too to escort.
      The convoy is considered to be continously running back and forth, so if an enemy attack a space that the convoy runs through, it will encounter all the ships in that convoy and can attack them.

      posted in Other Games
      jim010J
      jim010
    • Show off your dice!

      Show off your Axis & Allies dice?

      What have you got?

      Here is mine …

      a926604d-ea42-47ee-9d13-8e8d952b02c3-image.png
      b45ef9c8-c75c-471d-a6b5-a731e45cb6bd-image.png
      311851c3-65be-47b4-93a6-0c082c071f7b-image.png

      posted in Axis & Allies Discussion & Older Games
      jim010J
      jim010
    • RE: Erinmores Allies +12 vs jim010 Axis

      That’s to force you to bring more to that zone that would otherwise go somewhere else.

      posted in Play Boardgames
      jim010J
      jim010
    • RE: Post League Game Results Here

      @gamerman01 I prefer just Europe or Pacific. Way shorter to play and less to have to manage. But no one seems to want to just play them.

      posted in League
      jim010J
      jim010
    • RE: World War II in Europe turn by turn

      Germany attacked in spring 1942. Very late, but they still hit strong. Look at all the missing Russian units! However, the USA is now in the war too, and just set up a convoy to give money to Russia. Because of the loses in France and the late attack on Russia, I don’t know if Germany has time to pull this off.

      Italy is doing well. The British are now building up in Iraq to hold the line against the Italians. I think the Italians have an eye towards attacking Turkey …

      42.1d.jpg 42.1c.jpg 42.1b.jpg 42.1a.jpg

      posted in Other Games
      jim010J
      jim010
    • RE: Jim010 X vs crockett36 A with bid of 12 g40.2

      ouch … .

      posted in Play Boardgames
      jim010J
      jim010
    • RE: Jim010 L +30 vs Cwglee G40 X OOB

      @cwglee51 may need to wait until next week, as I have alot of work to catch up on.

      posted in League
      jim010J
      jim010
    • RE: World War II in Europe turn by turn

      That’s it for tonight. I’m going to have a difficult time plugging the holes in the Russian front. I’m going to try to form a defense behind the rivers and let the Germans come to me. The 2 counterattacks I did in Minsk and Kiev hurt him, but I can’t keep losing my heavy hitting units. Need to pull back.

      posted in Other Games
      jim010J
      jim010
    • RE: Jim010 X vs crockett36 A with bid of 12 g40.2

      Any surviving planes that can’t land on a carrier land in Iraq

      posted in Play Boardgames
      jim010J
      jim010
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