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    Posts made by jsp4563

    • RE: 150 IPCs - Built the best fleet possible…

      2 CV (32)
      4 Fgt (20+2 free)
      2 BB (48)
      2 DD (24)
      3 SS (24)
      4 TP (free)

      Save $2

      Offensive Punch: 34
      Defensive Punch: 62
      Hit absorbtion: 9

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Sea Zone 2

      Personally I would not attack SZ2, it diverts to many resources on G1, plus germany needs to keep as much of it’s Air Force intact as possible.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: A Revised League?

      Count me in too.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Question-Allied Transports

      ok, I’m convinced was the “(or not)” actually in the rules or did you add that?

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Question-Allied Transports

      It still seems a little vauge, since you aren’t having the transport move them to another sea zone.  So it seems you should be able to bridge the troops since you don’t have to wait for the transport to move to the new location.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Question-Allied Transports

      That’s the question, since you are loading and offloading on the same turn without the transport moving it’s one of those grey areas.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • Question-Allied Transports

      Can ground units use an allied transport to bridge troops?

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Sitting positions for 5 man game…

                         UK PLayer                               USSR PLayer

      USA PLayer         Beer & Tequila Shots                                        Board

                         German Player                       Japan Player

      Bottoms UP!!!  :-D :-D :-D :-D :-D :-D :-D :-D :-D :-D :-D :-D

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Norway

      Unless you reinforce your baltic fleet on G1 you might as well write off Norway for the rest of the game.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Bye!

      Sorry to see you go, too bad you won’t be around when Hamdan is overturned!!  :wink: :wink: :wink:

      posted in General Discussion
      jsp4563J
      jsp4563
    • RE: Average number of rounds to moderate victory?

      Has anybody actually played a game that was won by VC conditions (excluding the minor VC games)?  Every game I’ve ever played has ended with one side surrendering.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Can you move (non-C) sea units to a newly captured sea zone??? Tell me here.

      you can also move units into an enemy seazone that contains only enemy submerged sub(s).

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: ???What are the some of the most deceiving rules in the game? Click here.

      The rule about fgts using up their movement to land in a terrirtory with an IC & then being able to load onto a newly built carrier, effectively giving them a 5 movement range.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Clarification

      AA guns are never destroyed (same is true for IC’s), they only fire if enemy planes fly over during combat moves (with the exception of Rocket technology).  Once they have fired at any enemy planes their job is done & they sit on the sidelines awaiting the outcome of the land battle.  If the territory is captured by the attacker the AA gun becomes the attacker’s property, but can’t be moved until the attackers next turn.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: How many ships do purchase as Germany in a typical game?

      When I buy a carrier for the baltic the main purpose is secure the northern flank & prevent allied landings in E. Europe.  It also has the advantage of keeping any lightly defended allied fleets out of the English Channel & North sea.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Transports in Combat

      The battle board even has a spot on the attaker side for transports with an attack value of Zero.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: Japan landing in western US –--- how can i do this?

      I’m a member of caspian sub, have read the paper, and I agree with U-505, Canadian Shield is just not a viable strategy against even a moderately experienced player.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: IMPORTANT QUESTION!! READ HERE!!!

      you are completely free to choose what ever route you want your aircraft to take as long as they have a legal place to land.  It is the rule, & the reason they provide the aircraft movement chips (although most people don’t use them).

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • RE: IS it legal to talk to Axis or Allie partners before every TURN?

      There are no rules prohibiting it.  If it is slowing down the game, player’s should work out some time limit rules.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
    • Question: AA guns & Amphibious Assaults

      If you load a transport with an AA & Inf for an amphibious assault does the AA gun land during combat or non-combat the rules say that all units from a transport have to land at the same time, but AA guns can’t accompany attacking forces.

      posted in Axis & Allies Revised Edition
      jsp4563J
      jsp4563
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