Ah. I’m going directly to the non-member site. That’s working fine. In fact, it is working really, really well. :D :D :D
Posts made by Kobu
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RE: Diceyposted in Axis & Allies Classic
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RE: Diceyposted in Axis & Allies Classic
No, but it has been working fine for me all night. Twice it has stopped sending out emails for me for a short period of time but it at least has always let me roll.
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RE: Would you recommend A&A?posted in Website/Forum Discussion
Ah, but you haven’t answered “yes” then either. Very suspicious…
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RE: USA kunundrumposted in Axis & Allies Classic
You are obviously new to this. Everyone knows the Brits crumble under pressure. Their hands will be shaking so badly that there is no way they’ll be able to roll under a 5. Some in the US may see it coming, but they’ll be so busy debating what to do about it in their “democracy” they won’t be able to present a solid front for several turns. This is when Germany must strike!
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RE: USA kunundrumposted in Axis & Allies Classic
How to Beat the USA in Two Turns
by Kobu
Germany 1
Take out the Med battleship and the UK seazone rustbuckets with your subs and planes. Then sail your battleship and transports to the Spanish sz. The UK’s morale will be so devestated by these attacks that any counterstrike on your ships is doomed to failure.
Germany 2
Your bomber and battleship will wipe out the pathetic American fleet while two infantry and an armor from Western Europe take it straight to the doughboys. American inexperience falls to Germany efficiency and you capture Washington!
Congratulations, you have won the game!!!
(If this doesn’t work, you should immediately demand a rematch and try again. Repeat until successful.)
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RE: G1 all fleet buys.posted in Axis & Allies Classic
It also allows Russia to stomp you into the ground all by its lonesome. Those first turn infantry are sorely needed by Germany.
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RE: Rules questionposted in Axis & Allies Classic
Were there more planes joined in those attacks? Can you give a specific example?
With Karelia and Russia again, if you sent one bomber to attack Russia flying over Karelia and two fighters to Karelia, then it should roll those two attacks separately. In that case, it would just tell you what you lost since the fighters and bomber are separate. If on the other hand, two fighters and a bomber are attacking the same territory and it isn’t letting you choose which to lose, then it is incorrect.
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RE: Rules questionposted in Axis & Allies Classic
@El:
Do I live in a different universe?!?
Yes? :-?
What were you replying to?
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RE: Rules questionposted in Axis & Allies Classic
If a fighter and a bomber fly over an AA gun to the same battle, you use two dice and the attacker chooses what he loses. If they are doing separate attacks, roll them that way.
This is how you should figure it:
- Declare all attacks including flight plans.
- Choose one attack, a regular battle or a SBR.
- Roll one die for each plane that flies over an AA gun in each territory.
Say you are making a SBR on Karelia and also attacking Russia with two fighters that fly over Karelia. Choose the SBR first (I seem to remember the rules saying do these first anyway), so roll 1 die for the bomber. Then do the Russia attack. Roll two dice for flying over Karelia, then a die for each that survives to attack Russia. On the way home during non-combat, AA guns don’t fire.
I think that’s how it’s done based on what I know from SBRs. I’ve been proven wrong by official clarifications recently, so take it with a grain of salt. It’s just how I’ve always done it.
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RE: Rules questionposted in Axis & Allies Classic
You roll one die for each plane as it enters the area. Loses are determined by the aggressor and are taken immediately. You can resolve attacks in any order.
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RE: Third edition rules?posted in Axis & Allies Classic
-Submerging Submarines. Defending submarines can submerge or retreat from combat. A submerged sub stays in the same sea zone until after combat when it re-surfaces.
-Planes can retreat from an amphibious assault. Fighters and Bombers can now retreat from an amphibious assault if the battle is going poorly for the attacker.
-Multiple AA guns in one territory. You can now place multiple AA guns within one territory. However, only one of these AA guns can fire in a turn.
-New Naval units can be placed in an enemy-occupied sea zone. You can now place any of your naval units in a sea zone that is occupied by enemy forces. If you do this, combat will occur on your enemy’s turn–unless the enemy moves its units out of the sea zone before the enemy’s combat phase. Note: You still have to place naval units in sea zones adjacent to one of your Industrial Complexes.
-Western Canada no longer borders on the Atlantic Ocean. This keeps players from being able to move units from the Atlantic ocean directly into Western Canada.
-When an aircraft carrier is sunk. The surviving aircraft on it can attempt to locate and land on a friendly island, territory, or aircraft carrier. These aircraft have one movement point to do so. -
RE: Rules questionposted in Axis & Allies Classic
Under 2nd ed. they can land on a friendly island in that sea zone. Under 3rd, they can move one space to any land space or a carrier. If there is no friendly landing space, they are lost.
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RE: Rules questionposted in Axis & Allies Classic
If my fighters are on an ally’s carrier, when do they move and fight?
Your fighters move along with the carrier when it moves. They can’t fly out to attack on your ally’s turn, but they fight normally if the carrier’s sea zone is attacked. If the carrier moves into an enemy sea zone to attack, however, your fighters can’t be part of the attack but they can be taken as losses, if you agree to sacrifice them.
That’s from the FAQ. I don’t see anything like that in the basic rules however. Without this, I would have said that they were simply in transit and died with the carrier.
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RE: Rules questionposted in Axis & Allies Classic
I have to change my answer due to the FAQ. I never played this way but apparently they can be taken as hits and therefore land too I suppose.